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#3221 FAFNIROS

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Posted 23 September 2010 - 02:40 PM

smebody know how to hack a Hotmail E-mail
i lost the pass
plz plz plz plz

10422.png ContraIco.png  :cool2:

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#3222 Casojin

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Posted 23 September 2010 - 03:04 PM

There is a "Forget password" option. Check it out.
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#3223 FAFNIROS

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Posted 23 September 2010 - 05:18 PM

There is a "Forget password" option. Check it out.


i did it many times
^_^ :unsure: ;)

10422.png ContraIco.png  :cool2:

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#3224 Thats me!

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Posted 24 September 2010 - 07:44 PM

now i have a idea about the Retaliator:
a lvl3 support power wich deploy 2 retaliators on the battle field every 4-5 min.
i think this will be balanced and will fit nuke gen aswell

#3225 Arcadian Daze

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Posted 25 September 2010 - 09:26 AM

now i have a idea about the Retaliator:
a lvl3 support power wich deploy 2 retaliators on the battle field every 4-5 min.
i think this will be balanced and will fit nuke gen aswell

so basically you can build defenses at rank 3 for free it will only take time...

the retaliators are massively overpowered and deploying them somewhere on the map makes it even more powerful.

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#3226 gundamwen

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Posted 25 September 2010 - 05:39 PM

now i have a idea about the Retaliator:
a lvl3 support power wich deploy 2 retaliators on the battle field every 4-5 min.
i think this will be balanced and will fit nuke gen aswell



Good idea, i want to see what are these retaliators about. I've never played Contra 6 before. :p
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#3227 Casojin

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Posted 25 September 2010 - 06:33 PM

now i have a idea about the Retaliator:
a lvl3 support power wich deploy 2 retaliators on the battle field every 4-5 min.
i think this will be balanced and will fit nuke gen aswell



Good idea, i want to see what are these retaliators about. I've never played Contra 6 before. :p

Retaliator is removed in Contra 006 due to its overpowering in all version before that. Retaliator fires 3-shot burst of armor-piercing ammo with capability to destroy just about anything once upgraded with Nuke Bullet. It can easily destroy any incoming aircraft (buildable one) in one salvo or destroy a tank in a few salvo.
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#3228 Arcadian Daze

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Posted 26 September 2010 - 02:26 PM

i thought about the karkarout's toxin trail again and i might have an idea for a retreat ability

it fires a number of missiles on the ground in a straight line
they dont do damage but deploy a toxin and acid field.

so its

[]<tank

____________ <toxin trail

this might be very useful when retreating

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#3229 Infinity_Division

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Posted 26 September 2010 - 03:33 PM

i thought about the karkarout's toxin trail again and i might have an idea for a retreat ability

it fires a number of missiles on the ground in a straight line
they dont do damage but deploy a toxin and acid field.

so its

[]<tank

____________ <toxin trail

this might be very useful when retreating


Or might use as one of base defensive to prevent opposite's artillery reaching its max attack range or prevent enemy force to retreat. I know this ability designed for delaying enemy force when you order Karakourt to retreat but you also able to use it to delay enemy force that marching to your base then you build up your force strong enough to counter attack especially when you have multiple Karakourts. But retreating ability is a good idea, maybe short time engine raping that allow it to run 2 or 3 times faster.

#3230 Arcadian Daze

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Posted 26 September 2010 - 04:22 PM

that ability can be used offensive to.

to "run" to artillery

the 90 degree toxin trail will only affect your troops negatively or effect nothing in case of attack
using it as attack power will require allot of micro.
during a retreat faster units follow slow ones when almost destroyed.
the toxin path weakens forces them to stop turn and then continue winning time

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#3231 Casojin

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Posted 27 September 2010 - 01:46 AM

Toxin is very strong after rank 3. At rank 5, it's incredibly powerful with stealthy acid tanks and super unit. It's very hard to fight vs Toxin at rank 3+, so I think Toxin needs no late game improvement. Try fighting against a good toxin player at late game and you will see how annoying the Luna missiles are (especially if you're GLA with limited toxin cleaning method).
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#3232 Arcadian Daze

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Posted 27 September 2010 - 04:55 PM

Toxin is very strong after rank 3. At rank 5, it's incredibly powerful with stealthy acid tanks and super unit. It's very hard to fight vs Toxin at rank 3+, so I think Toxin needs no late game improvement. Try fighting against a good toxin player at late game and you will see how annoying the Luna missiles are (especially if you're GLA with limited toxin cleaning method).


i AM aware toxin is hard to fight against
especially against an experienced player.

but the faction are very balanced now

and i don't think one innovative ability for one unit which you may only have 1 at a time is very overpowered.

and stealth and assault can quite easily deal with the(since they don't have aircraft)
stealth has some pretty quick units that can move around it fast and still destroy the karkourt.
and assault had alot of artillery so can reach it without having to cross the toxin line

either way the ability is very hard to use offensively and has a recharge time.

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#3233 Infinity_Division

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Posted 28 September 2010 - 07:29 AM

I forgot about those Luna missiles, thanks for remind me. Beside the projectile itself there is toxin cloud. You can use them to secure Karakourt retreating.

Thrax's Luna is the most effective rank 3 artillery next to Nuke Cannon (Why not A100? Because it must launched full barrage at same loaction to ignite firestrom)

#3234 Dr. Lord

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Posted 28 September 2010 - 10:40 AM

Allright, Toxin is really hard pie after rank 3, but how about before? He is weak against AF and fast moving vechicles. It can be improoved a bit.
And back to Nuke. He may have the Retaliator WITHOUT any Nuke bullett upgrade. It's firing mechanism may stay as it was, only there is no upgrade which makes it OP.

#3235 Casojin

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Posted 28 September 2010 - 12:07 PM

Quad Technical has been upgraded in 008 to adjust Toxin AA capability. What fast moving vehicle are you referring to, Dr.Lord? I don't think he's weak against those (unless they're drones).

Nuke is very powerful except before he has WF. During that time, he is usually rushed by defense structures (USA). Creator is fixing that by giving jammer trooper ECM capability in 008.
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#3236 dcesarec

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Posted 29 September 2010 - 10:25 AM

Toxin is good as it is. In 008 he would have Scorpion Missiles by default upgraded. He has various of AA weapons (stinger soldiers, technical, defense with quad and defense with AA missiles at rank 1 and 2). When fighting against AF general the key is to hold out until rank 3. Then AF does not have a chance.

Karakaourt does not need any more upgrades. He is multi role unit, can be stealth and he has retrieving ability (toxin and acid cloud).

The one thing that i suggest is to reduce cash for all super units, or give them more armor, think they cost too much because they are easy to destroy with artillery or aircraft units.
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#3237 Arcadian Daze

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Posted 29 September 2010 - 05:02 PM

Toxin is good as it is. In 008 he would have Scorpion Missiles by default upgraded. He has various of AA weapons (stinger soldiers, technical, defense with quad and defense with AA missiles at rank 1 and 2). When fighting against AF general the key is to hold out until rank 3. Then AF does not have a chance.

Karakaourt does not need any more upgrades. He is multi role unit, can be stealth and he has retrieving ability (toxin and acid cloud).

The one thing that i suggest is to reduce cash for all super units, or give them more armor, think they cost too much because they are easy to destroy with artillery or aircraft units.


i find that most of them fit perfectly.

they just are the strongest unit of the faction
they need support.

even though i have seen the fortress, shiatain, and double salvaged battle cruiser survive a nuclear missile.

if that isnt enough armor then what is???

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#3238 Su8perkillr

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Posted 29 September 2010 - 05:05 PM

I dont think they survived the aftermath of the nuke. He means increase in armor vs air raids. I mean, its possible to destroy any super unit with just a few raptors.
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its like a big ball of tesla troopers firing on down below, but cant attack structures. ION STORM :D


#3239 Arcadian Daze

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Posted 29 September 2010 - 07:57 PM

i doubt that since raptors cant fire at ground targets :p
but come on even though they are super units they aren't supposed to be invincible.

most superunits are ground based and the ones that can fire air have limited AA weaponry.
airplanes fly fast and can deal much damage in short time.

i never had any problem with superunits VS airplanes.

its kind of predictable what there gonna target so AA support can easily solve that problem.

though i do understand its frustrating when your 5000~7000 tank gets destroyed by a few airplanes

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#3240 Su8perkillr

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Posted 29 September 2010 - 09:14 PM

I think you knew what I ment :p

I dont care much about it either, at least, every tank has its own upgrade. The stealth one (hazael) can be kind of OP because he spots stealth on a bigger range than stealth detectors, so you can easily remove radar vans and remain stealthed. Also it attacks stealthed. Same for most other super units. (but with other things like modules for Nuke gen)
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its like a big ball of tesla troopers firing on down below, but cant attack structures. ION STORM :D





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