Jump to content


Photo

Suggestions


  • Please log in to reply
3930 replies to this topic

#3281 Casojin

Casojin

    Democracy not Dictatorship

  • Project Team
  • 2,121 posts
  • Location:Thailand
  •  Thinker

Posted 21 October 2010 - 01:36 AM

There is no normal pad. There is only airfield for other factions. Aircraft has specific landing path in airfield but Lev pad landing path seems to be very different.
CASOJIN

Posted Image

#3282 Su8perkillr

Su8perkillr

    Capslockers are attention whores.

  • Members
  • 722 posts
  • Location:Bovenkarspel
  • Projects:Losing the game
  •  Why cant this be red :(

Posted 21 October 2010 - 12:44 PM

*sigh* There is normal airfield for AF gen... Or was it removed and did I forget that change?
Posted Image
Posted Image


its like a big ball of tesla troopers firing on down below, but cant attack structures. ION STORM :D


#3283 Casojin

Casojin

    Democracy not Dictatorship

  • Project Team
  • 2,121 posts
  • Location:Thailand
  •  Thinker

Posted 21 October 2010 - 12:57 PM

There is an airfield (in addition to Lev pad) for AFG. I never see such landing problem on the airfield though but some planes just fly straight up from the airfield without bothering to use the runway at all.
CASOJIN

Posted Image

#3284 Su8perkillr

Su8perkillr

    Capslockers are attention whores.

  • Members
  • 722 posts
  • Location:Bovenkarspel
  • Projects:Losing the game
  •  Why cant this be red :(

Posted 21 October 2010 - 01:14 PM

Im not very sure but I think I saw the same thing happening to normal AFs
Posted Image
Posted Image


its like a big ball of tesla troopers firing on down below, but cant attack structures. ION STORM :D


#3285 Thats me!

Thats me!

    Title availble

  • Members
  • 653 posts
  • Location:somewhere
  • Projects:thinking...:p
  •  not Red :(

Posted 23 October 2010 - 08:03 PM

while the last time i played contra was like 10 months ago,there was something weird i remember(don't know if it is a bug or not):
i was sw vs insane tank,in my expansion base i had 2 Shield generators,set in auto activate mode,when something comes to attack,they activate it in the same time,wich is weird,because i have lost 40(45?)sec of protection because of it,and then some migs wiped out the defences and generators(but i still won if i remember correctly).
is it a bug or not?

Edited by Thats me!, 23 October 2010 - 08:04 PM.


#3286 Casojin

Casojin

    Democracy not Dictatorship

  • Project Team
  • 2,121 posts
  • Location:Thailand
  •  Thinker

Posted 24 October 2010 - 06:51 AM

The shield works like a weapon that can destroy any incoming projectile (which is game object). Auto-activate would detect incoming projectile and activate the shield to destroy them. If there is any projectile coming near any of the shield generator, then both of them would activate their shield.
CASOJIN

Posted Image

#3287 Thats me!

Thats me!

    Title availble

  • Members
  • 653 posts
  • Location:somewhere
  • Projects:thinking...:p
  •  not Red :(

Posted 24 October 2010 - 07:22 PM

well,ok,but it is annoying that they both activate at the same time,can it be changed somehow so that only 1 shield activates when a projectile is coming,if there is more then 1 shield generator there?

#3288 Arcadian Daze

Arcadian Daze

    CAPSLOCK!

  • Members
  • 316 posts

Posted 24 October 2010 - 07:25 PM

just put it on manual shield deployment

CAPSLOCK IS THE CRUISECONTROLL FOR COOL

DUDE I'M OGING TO BE 20 THATS THE OLDEST I HAVE EVER BEEN!!!


#3289 Casojin

Casojin

    Democracy not Dictatorship

  • Project Team
  • 2,121 posts
  • Location:Thailand
  •  Thinker

Posted 25 October 2010 - 04:26 AM

Or organize your shield deployment (put one to the rear and move them up if needed).
CASOJIN

Posted Image

#3290 dcesarec

dcesarec

    THE COON

  • Project Team
  • 3,091 posts
  • Location:Croatia, Slavonski Brod
  • Projects:Contra 008 Art (models, textures, wallpapers...)
  •  Color check! Is this text blue?

Posted 03 November 2010 - 07:39 AM

Because of the tournament,i was calculating which faction expands faster than other.It is china,supply center costs 1500 and two trucks 600x2 and in one min they bring 3000.Usa for example,supply center costs 2000,two chinoks 1200x2 and bring also in one min 3000 (if supply center are in the same place as china was).This means not only that china begins with building wf sooner than usa (cause difference is 500),with china you can save additional 1200 cash because you need only 2 trucks,so you can have more tanks than usa early.This seems to me unfair because you pay only chinoks flying and transport ability which you wont use early and take a risk.I know economy will be changed in 008 so i have further suggestion to change it more and make it more unique.
Instead of chinoks,give usa supply center ability to build 2 cranes which would gather money.Supply center would give field radius when built as range where cranes could move.You would not be able to destroy them like units because they would not be targetable,but they would die together with supply center,also supply center with them would go off if there is no power plants (thats the way to criple economy,and/or destroy it).Chinok would become available as transport unit on airfield,used for strategy missions.This way,every factions has uniqe economy way and units.
Posted Image

#3291 Casojin

Casojin

    Democracy not Dictatorship

  • Project Team
  • 2,121 posts
  • Location:Thailand
  •  Thinker

Posted 03 November 2010 - 08:30 AM

I agree that current Contra economy system seems unfair. However, I think that USA should retain Chinook as gatherer but their units need to be more durable (tougher) since USA faction tactic is to save every soldier. Every vehicle should have designed for survivability (as they are more expensive already). They also need more effective and precise weapons.

Here are some faction characteristics;
USA: High survivability*, Expensive equipment, Speed, Good Intel
China: Tough but slow, Medium-cost equipment, Mass-producing
GLA: Cheap equipment, Speed, Stealth, Weak unit

* My high survivability would be giving USA active defense (such as PDL), tactical weapons (that can hit enemy first or stall your enemy long enough for your unit to retreat), some defensive capability to prevent loss of equipment.

USA infantry should be more useful (and they can be anti-rush option for USA as well, replacing the security system).


I also have an idea for USA replacement of security system; Pillbox and Engineer. USA can train Engineer from Barrack (which is weak and slow just like other infantry to prevent use them to rush) that can build a Pillbox and repair building. Normally, Pillbox is unarmed. In order to arm the Pillbox, you need to put in an infantry and it would use Combat Bike logic (change weapon upon type of garrisoned infantry).

Pillbox + infantry cost should be approximately the same as security system. Here are possible combination of Pillbox.
Ranger: Security system machinegun
Missile Defender: Security system TOW
Burton: Grenade Launcher
Carbon Laser Ranger: Carbon Laser
Laser Defender: Crusader Laser
Laser Burton: Plasma Gun
Pathfinder: Anti-material Sniper (like Infantry Gen Sniper)

Note: There is no AA and other faction infantries cannot use Pillbox.

Edited by Casojin, 03 November 2010 - 08:54 AM.

CASOJIN

Posted Image

#3292 Su8perkillr

Su8perkillr

    Capslockers are attention whores.

  • Members
  • 722 posts
  • Location:Bovenkarspel
  • Projects:Losing the game
  •  Why cant this be red :(

Posted 03 November 2010 - 05:25 PM

Pillbox seem similiar to the RA3 turrets. But I like the idea of a cheap and adaptable turret.
Posted Image
Posted Image


its like a big ball of tesla troopers firing on down below, but cant attack structures. ION STORM :D


#3293 Arcadian Daze

Arcadian Daze

    CAPSLOCK!

  • Members
  • 316 posts

Posted 03 November 2010 - 08:45 PM

i always hated having 2 different builder units.

but is it still possible to allow securety systems after rank 3?

CAPSLOCK IS THE CRUISECONTROLL FOR COOL

DUDE I'M OGING TO BE 20 THATS THE OLDEST I HAVE EVER BEEN!!!


#3294 Casojin

Casojin

    Democracy not Dictatorship

  • Project Team
  • 2,121 posts
  • Location:Thailand
  •  Thinker

Posted 04 November 2010 - 01:50 AM

Security system is used mainly as anti-rush tool and as defense in addition to normal defense. If we have to build it after rank 3, it won't be anti-rush tool anymore.
CASOJIN

Posted Image

#3295 Dr. Lord

Dr. Lord

    Just Evil

  • Members
  • 83 posts
  • Location:Serbia
  • Projects:Learning...
  •  Evils are not born. Evils are made.

Posted 04 November 2010 - 03:12 PM

Here are some faction characteristics;
USA: High survivability*, Expensive equipment, Speed, Good Intel
China: Tough but slow, Medium-cost equipment, Mass-producing
GLA: Cheap equipment, Speed, Stealth, Weak unit


Well, I don't think that USA's speed and intel would save you without units. And without money you won't have units. It's infantry is too expensive to protect a rush, it's vechicles and air units are more expensive and with it I do agree with dcesarec that USA may have better economy. I know that USA is not cheap, but I would give it a good economy then. And I play as a USA General I can't save my units ONLY with speed, or intel. And it is disputable that USA units have high survivability.

PS: The Pillbox is a good idea.

#3296 Arcadian Daze

Arcadian Daze

    CAPSLOCK!

  • Members
  • 316 posts

Posted 04 November 2010 - 03:35 PM

Security system is used mainly as anti-rush tool and as defense in addition to normal defense. If we have to build it after rank 3, it won't be anti-rush tool anymore.


but it does stop the enemy when it's in your base.

i fidn them still very usefull even after rank 3

CAPSLOCK IS THE CRUISECONTROLL FOR COOL

DUDE I'M OGING TO BE 20 THATS THE OLDEST I HAVE EVER BEEN!!!


#3297 Casojin

Casojin

    Democracy not Dictatorship

  • Project Team
  • 2,121 posts
  • Location:Thailand
  •  Thinker

Posted 05 November 2010 - 02:11 AM

Useful after rank 3 but VITAL (for me anyway) at rank 1.

And it is disputable that USA units have high survivability.

I didn't say that current USA units have high survivability. What I meant is that USA units should have high-survivability. Eco-boost would help USA early but I'm not sure what would happen to late game balance. I try not to disrupt game balance when I suggest something (that's why I suggest High-survivability).

Edited by Casojin, 05 November 2010 - 04:14 AM.

CASOJIN

Posted Image

#3298 Su8perkillr

Su8perkillr

    Capslockers are attention whores.

  • Members
  • 722 posts
  • Location:Bovenkarspel
  • Projects:Losing the game
  •  Why cant this be red :(

Posted 05 November 2010 - 02:32 PM

Eco seems less balance-disturbing then survivability. Suvivability lasts till rank 5, good eco just gives a starting boost.
Posted Image
Posted Image


its like a big ball of tesla troopers firing on down below, but cant attack structures. ION STORM :D


#3299 Casojin

Casojin

    Democracy not Dictatorship

  • Project Team
  • 2,121 posts
  • Location:Thailand
  •  Thinker

Posted 06 November 2010 - 01:41 PM

Economy affects all stages of the game (especially contesting matches like the tournament ones).
CASOJIN

Posted Image

#3300 Arcadian Daze

Arcadian Daze

    CAPSLOCK!

  • Members
  • 316 posts

Posted 07 November 2010 - 03:03 PM

an eco boost(like having more oil derrics) gives you indeed a advantage that only lasts in the beginning.
but what oyu do with that advantage can last untill the end of the game.

CAPSLOCK IS THE CRUISECONTROLL FOR COOL

DUDE I'M OGING TO BE 20 THATS THE OLDEST I HAVE EVER BEEN!!!





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users