Suggestions
#2721
Posted 09 January 2010 - 07:12 PM
And no, im not thinking about building hubs one by one.
You build automatically two of them just like 3 patriots
from super weapon. You build two hubs but by default fence is not ON.
And no one would build and depend only on fence but think about this.
you build one or two laser turrest and behind them you putt laser fence.
But turn it off, most players would force their units
to pass by laser turrets and go on in enemy base, not to fight against turrets
to lower casulties, but you use fence then, turn it ON and screw those passing by
units. It could work even against terrorist or bike units which are so damn fast
and most of them pass by laser turrets without being destroyed.
#2723
Posted 10 January 2010 - 06:33 AM
#2724
Posted 10 January 2010 - 10:55 AM
Possible. One Dozer goes to the enemy, another one builds a power plant. When 1st dozer reaches enemy base, power plant is completed. Such power requirements will not allow to build long walls around your base, but players will rush with them anyway. One wall section in front of enemy War Factory - and rush is done.-it consumes 3 power points (so rush is not possible)
Did you think about number of clicks needed to turn entire wall around your base on/off?-it is stealth while not ON (with new reveal stealth units thing enemy could not that easy find it and destroy)
Similar thing was implemented in Contra 005. It was removed because of bugs and balance problems.but how about my idea for the blue lazer upgrade for the lazer turret
Edited by Creator, 10 January 2010 - 10:58 AM.
#2725
Posted 10 January 2010 - 07:55 PM
-microcontrol, not different than Fuel Tubs in 007, and so what? You dont have to build 100 of fences, use them to support your defenses or secure some perimeter, you dont need to build them all around your base, if you wanna, well than use microcontrol like with many air units, your choice.
-fence is different than base defense rush cause it cant fire at units, so you can easily use infantry or any other available unit to destroy fence with force or regular attack, you can defend even with base defense buildings, i would like to say rush is not possible with fences, but good to support with it. Is it hard to putt prerequisite War Factory for this? Or is it hard to enable mine clearing units to be able to clear fences? What are we talking about here? Do you need from me to fix all ballance issues? I could try it
@Casojin
I know it is possible to find any other soultion than put this thing in game, it was possible even in contra 006 to destroy undestructable Pegasus by destroying airfield. Thats not the point. Every other faction has additional base defense thing, drones, mines, demo traps ect...It would be nice to see some high tech trap for USA Laser faction, i think. And i have pointed my arguments and ideas, so its either accepted or rejected. But ballance issues, those things are like fine work for Creator if accepted.
@Kenobi
It doesnt need to cost 3 power points, it could cost 1 power point like laser units. Again, ballance matter.
Edited by dcesarec, 10 January 2010 - 08:07 PM.
#2726 Guest_JustaGuest_*
Posted 10 January 2010 - 11:21 PM
I would like togive some suggestions, but first i would like to say that i am a Contra lover/follower since it started until Contra 004, then because new games emerged i left C&C Generals, but 2 weeks before, a friend of mine told me that Contra 007 is out, so i re-isntalled ZH and installed Contra 007 !
Amazing mod, and job from all of you guys !
But.....
Cybernetic general, looks somewhat stupid with all these drones, and not having actual units !!! His super-unit is not well balanced because it's cost is extremely high, and it gets killed no matter where it faces, because simply the shield is not working that good.....
So i would suggest more sturdy units, meaning normal units, not drone sized and a shield like the one that the Super Weapons General's shield generator unit creates (only smaller in size) for Fafnir.
#2727
Posted 11 January 2010 - 02:18 AM
It's different between balance and bug. What I said means that Laser Gen doesn't need a fence to get rid of those units. If you use units to defend plus a turret behind, Laser Gen is very hard to breach.@Casojin
I know it is possible to find any other soultion than put this thing in game, it was possible even in contra 006 to destroy undestructable Pegasus by destroying airfield. Thats not the point. Every other faction has additional base defense thing, drones, mines, demo traps ect...It would be nice to see some high tech trap for USA Laser faction, i think. And i have pointed my arguments and ideas, so its either accepted or rejected. But ballance issues, those things are like fine work for Creator if accepted.
Laser Gen is very powerful (tough units + good firepower). Microwave tank can kill infantry faster and more effectively than Dragon or Toxin truck (and it can also disable building). Laser tank can win 1v1 duel against any rank 1 tank. Libra is good vs all ground objects if you use properly (protect it from being attacked at close range). Laser Gen can also repair the tank group in the field. You can compare to those factions with traps or mines. GLA units are so weak that they require trickery and microcontrol to beat the enemy. Flame units are slow and not very tough. Without fuel trap, they would be dead quickly if the enemy decide to attack in full force. I think this is balance issue that Creator meant.
Have you ever try playing other factions against Cyber (you can also try Toxin vs Cyber)? Toxin, radiation, neutron and pilot-sniping have no effect against them at all (unlike your normal unit, of course). They're fast and can be equipped with great firepower. Cyber combat concept is fast-moving and fast-producing. Cyber units are focused on speed and mobility (and possibly number).Cybernetic general, looks somewhat stupid with all these drones, and not having actual units !!! His super-unit is not well balanced because it's cost is extremely high, and it gets killed no matter where it faces, because simply the shield is not working that good.....
So i would suggest more sturdy units, meaning normal units, not drone sized and a shield like the one that the Super Weapons General's shield generator unit creates (only smaller in size) for Fafnir.
Fafnir is not quite expensive compare to other super units. You need some control to bring Fafnir to battle effectively. You must make them face the enemy with shielded direction and protected its flank with some drones. This is for balance issue and it's more useful this way.
#2728
Posted 11 January 2010 - 08:13 AM
Fuel Tubes is my fail. Their micro needs to be simplified.-microcontrol, not different than Fuel Tubs in 007, and so what?
There are 2 variants:-fence is different than base defense rush cause it cant fire at units, so you can easily use infantry or any other available unit to destroy fence with force or regular attack, you can defend even with base defense buildings, i would like to say rush is not possible with fences, but good to support with it. Is it hard to putt prerequisite War Factory for this? Or is it hard to enable mine clearing units to be able to clear fences? What are we talking about here? Do you need from me to fix all ballance issues? I could try it
1. Fence is like a wall. Just unpassible thing and nothing more.
2. Fence damages enemy units when they pass through it.
The second variant can be used for rush.
Edited by Creator, 11 January 2010 - 08:15 AM.
#2729
Posted 11 January 2010 - 09:50 AM
Fuel Tubes is my fail. Their micro needs to be simplified.-microcontrol, not different than Fuel Tubs in 007, and so what?
There are 2 variants:-fence is different than base defense rush cause it cant fire at units, so you can easily use infantry or any other available unit to destroy fence with force or regular attack, you can defend even with base defense buildings, i would like to say rush is not possible with fences, but good to support with it. Is it hard to putt prerequisite War Factory for this? Or is it hard to enable mine clearing units to be able to clear fences? What are we talking about here? Do you need from me to fix all ballance issues? I could try it
1. Fence is like a wall. Just unpassible thing and nothing more.
2. Fence damages enemy units when they pass through it.
The second variant can be used for rush.
Yes, im supporting variant 2, and Creator, wall doesnt need to destroy passing units, it could damage them by one third. Do you need me to convince you that Fences could easily be ballanced to bring propriate damage? Why?If you like idea like you said cause you think about this before too, than think about ballance it and bring like new thing in game, or just reject it.
Why do you fear of this rush? This rush is useless, it cant fire, or destroy units, only damage them, even weaker than mine field, its like weak minefield but it just looks high tech cause its for USA faction, nothing else.
Yet another idea form me. Also for laser general since this idea is high tech and not so powerfull.
"Magnetic Mine"- this mine would have one beacon in the midle and its stealthed, when beacon is triggered (that means when tank unit gets nearby) magnetic mine fiel is turned on, and every tank unit would be lightly dragged in the midle of field and this unit cant move for a time in ehich field is active (active 15 seconds, reload 45 seconds) but unit can still fire and defende itself.
So we have:
-stealth mine field in which you loose control with your units and they are wulnerable to high range units, and its like a warning for prepaire defense for your base.
This idea could be more ballanced to reduce range of captured units too, and this idea could be reballanced to use effect of jammer troopers in area.
Edited by dcesarec, 11 January 2010 - 09:53 AM.
#2730
Posted 11 January 2010 - 04:03 PM
the fence has to reload
it deals quite heavy damage and all aroudn it get danaged but it costs 6 enegy points to turn it on and 2 min reload time like the fuel tube
CAPSLOCK IS THE CRUISECONTROLL FOR COOL
DUDE I'M OGING TO BE 20 THATS THE OLDEST I HAVE EVER BEEN!!!
#2732 Guest_JustaGuest_*
Posted 12 January 2010 - 03:51 AM
it's good in theory (mobility * speed), but in practice it's not that effiecient....
and yes i've tried, i actually gave up on playing with him cause the way he is implemented right now, is way of out of what i liked from him in the previous versions...
Believe me i know one thing or two about those balance things, i was a moderator in Generals too
#2733
Posted 12 January 2010 - 05:39 AM
Tougher units give more points while weaker ones give less. So, it's balance (except for the AI which gain rank faster than human; 2x for Very Hard and 3x for Insane).it might be speed and moblity, but if the system is played with points per kill, then those tiny drones will give my opponent as PLENTY AS HE WISHES !
There are many players out there who would surely say otherwise. If you're interested, you can try playing with me.it's good in theory (mobility * speed), but in practice it's not that effiecient....
#2734
Posted 12 January 2010 - 09:46 AM
#2735
Posted 19 January 2010 - 11:56 AM
Something i saw about this for new Project Raptor, but it was not implemented cause creator had some personal issues and mod just stopped to develop. Like, rain would slow down GLA tanks, snow would slow infantry units and so on...
Edited by dcesarec, 19 January 2010 - 11:59 AM.
#2736
Posted 19 January 2010 - 02:46 PM
#2738
Posted 20 January 2010 - 01:24 AM
#2739
Posted 20 January 2010 - 11:59 AM
Why is this needed?
Well i dont wanna make anyone angry, but this will improve communication between players. Many russian players dont know english names of units and powers (which is understandable), but also all other players cant wrote on russian. In online game, sometimes we cant communicate which power where to use, send which units on pointed location...and so on...
#2740
Posted 20 January 2010 - 02:44 PM
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