Suggestions
#3221
Posted 23 September 2010 - 02:40 PM
i lost the pass
plz plz plz plz
#3222
Posted 23 September 2010 - 03:04 PM
#3223
Posted 23 September 2010 - 05:18 PM
There is a "Forget password" option. Check it out.
i did it many times
#3224
Posted 24 September 2010 - 07:44 PM
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
Posted 25 September 2010 - 09:26 AM
so basically you can build defenses at rank 3 for free it will only take time...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
the retaliators are massively overpowered and deploying them somewhere on the map makes it even more powerful.
CAPSLOCK IS THE CRUISECONTROLL FOR COOL
DUDE I'M OGING TO BE 20 THATS THE OLDEST I HAVE EVER BEEN!!!
#3226
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.
#3227
Posted 25 September 2010 - 06:33 PM
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.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.
#3228
Posted 26 September 2010 - 02:26 PM
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
CAPSLOCK IS THE CRUISECONTROLL FOR COOL
DUDE I'M OGING TO BE 20 THATS THE OLDEST I HAVE EVER BEEN!!!
#3229
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
Posted 26 September 2010 - 04:22 PM
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
CAPSLOCK IS THE CRUISECONTROLL FOR COOL
DUDE I'M OGING TO BE 20 THATS THE OLDEST I HAVE EVER BEEN!!!
#3231
Posted 27 September 2010 - 01:46 AM
#3232
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.
CAPSLOCK IS THE CRUISECONTROLL FOR COOL
DUDE I'M OGING TO BE 20 THATS THE OLDEST I HAVE EVER BEEN!!!
#3233
Posted 28 September 2010 - 07:29 AM
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
Posted 28 September 2010 - 10:40 AM
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
Posted 28 September 2010 - 12:07 PM
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.
#3236
Posted 29 September 2010 - 10:25 AM
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.
#3237
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???
CAPSLOCK IS THE CRUISECONTROLL FOR COOL
DUDE I'M OGING TO BE 20 THATS THE OLDEST I HAVE EVER BEEN!!!
#3238
Posted 29 September 2010 - 05:05 PM
#3239
Posted 29 September 2010 - 07:57 PM
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
CAPSLOCK IS THE CRUISECONTROLL FOR COOL
DUDE I'M OGING TO BE 20 THATS THE OLDEST I HAVE EVER BEEN!!!
#3240
Posted 29 September 2010 - 09:14 PM
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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