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#3741 predator_bg

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Posted 29 December 2011 - 08:57 AM

Cyber Burton's weapon is currently ineffective versus infantry, but effective versus vehicles. He can use knife attack versus infantry. Other Burtons have a good weapon against infantry, but are weak versus vehicles (except when they plant a bomb on them). Hm, maybe a powerful grenade launcher addon? Or an AT rifle.

Edited by predator_bg, 29 December 2011 - 08:58 AM.


#3742 Creator

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Posted 29 December 2011 - 10:02 AM

Well,he simply needs weapon boost to be more effective in combat against tanks and buildings which are protected with mines. Everyone is saying that only cyber burton is useful, so, every burton should have equal firepower in my opinion.

AF Burton with his airstrike ability is useful too. But airstrike reloads for a very long time and you need to use different tactics. Cyber Burton is useful because of his BFG. But BFG will be removed and he will recieve a new weapon. Laser and SW Burtons need to be improved.

I'm thinking about to add new weapons and abilities:
- Laser Burton: plasma gun as main weapon.
- SW Burton: new ability similar to airstrike. Ion cannon strikes designated area. Main weapon stays the same - machinegun.
- AF Burton: stays the same.
- Cyber burton: some kind of plasma/antimatter gun which fires purple shells.

Edited by Creator, 29 December 2011 - 10:02 AM.


#3743 dcesarec

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Posted 29 December 2011 - 10:24 AM

I agree:

- Air Force Burton is ok with his strike calling ability.

- Currently, in Alpha2 Cyber Burton is not effective against infantry. Give him power shells which are effective both against tanks, buildings and infantry. With exoscelletons, he is good enough. (basically same as in 007, just better shells, no one complained about him so far).

- SW Burton: new ability similar to airstrike. Ion cannon strikes designated area. Main weapon stays the same - machinegun. - I like it, ion cannon call could strike letter S on ground, useful against tank squads and buildings which are protected with mines.

- Laser Burton, ability to fire Plasma charge which works like in Tiberium Wars (if its possible to code). Charge goes through units and damages all units which are "touched", charge disappears, and reloads.
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#3744 Taran

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Posted 29 December 2011 - 04:24 PM

- SW Burton: new ability similar to airstrike. Ion cannon strikes designated area. Main weapon stays the same - machinegun.


ION Cannon beacon planted!

Can be do it in Renegade style, with the installation on the ground

Edited by Taran, 29 December 2011 - 04:25 PM.

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#3745 Dr. Lord

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Posted 30 December 2011 - 01:01 PM

Well, if you guys do this all, I'll like the new Burtons! :thumbsupsmiley:
- AF Burton may stay as it was, I agree with that. Strike calling is powerfull enough
- Cyber Burton's BFG style weapon against any ground targets is OK
- Laser Burton's weapon will be fine, if it may work as dcesarec said...
- SW Burton...well I don't understand it. He will get an ability to call an Ion Cannon Strike on the pointed location? Or fire a beacon like AF Burton? And this Ion Cannon will work like GDI's Ion Cannon, or a Particle Cannon starts to fire on the pointed target and slowly make a spiral out?

#3746 Creator

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Posted 30 December 2011 - 09:27 PM

It will work like GDI Ion Cannon from the first CnC. It will strike faster than A-10, but will damage less area. So, Burtons will not be similar to each other.

#3747 Dr. Lord

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Posted 05 January 2012 - 03:29 PM

I think if there will be a balance between tier 1 soldiers, can you balance the Nuke Tank Hunter? I think they're overpowered in the beginning. Allright, I know, Nuke Gen must have this great soldier, but can he receive it's weapon by an upgrade?
In War Factory may you research this upgrade (Advanced Warheads) for 1500$-3000$ at rank 1 and this upgrade will affect the ZTZ (the chance for firing a nuclear shell), Nuke Tank Hunter, Nuke's Mig, etc. Without this upgrade the Nuke Tank Hunter is effective only against tanks and buldings, and doesn't have areal damage.

#3748 Casojin

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Posted 05 January 2012 - 03:48 PM

Nuke Tank Hunter is balance by cost and prerequisite (plus its low health).
- He costs twice of normal missile troop
- He requires WF, which makes Nuke Gen vulnerable to early rush
- He is quite weak and slow
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#3749 Guest_Dark Legend_*

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Posted 05 January 2012 - 08:21 PM

G.L.A have some disadvantages against USA and China.

1- His stinger site troops can be killed and the site became useless and can be destroyed easily before the troops re-spawn again.

2- His stinger site shot missiles which can't kill infantry and can easily be stopped by laser general, SW general or Air-Force general anti missiles unit.

China mines should be changed it is very powerful, can't be detected except with radar tank and can kill GLA ambush or any unit with ease. Where as USA security system is vulnerable and can be destroyed by any unit. Also GLA mines is expensive and can't serve much, GlA base can easily be captured by Ambush or destroyed by cyber drop pods because its building can be detected by the satellite and if GlA used mines it can harm its unit too.

Why don't you make a better super weapon for laser general it should be more powerful than super weapon or cyber general particle cannon .

I hope too see new models because ZH models like the warfactory, barrack etc... is too old.

Sorry for my bad English. And i hope for contra to be the best mod ever.best regard. :wink_new:

#3750 Casojin

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Posted 06 January 2012 - 02:21 AM

Stinger Site has camonet and is primarily AA.

China mines are already balance (since it only protect building at close range while most anti-building stuffs have longer range).
In Contra, only mine clearer can detect mines (Radar can't do that).

USA security system is removed in 008 (overpowered).

GLA has stealth holes, which is very annoying when you fight against them.
Also, not every satellite can detect stealth in Contra. It requires 1 Gen pt at rank 3 for Cyber Gen ONLY.
The stormtroopers are easily killed with heavy anti-infantry units (Quad cannon for GLA).
CASOJIN

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#3751 Guest_Dark Legend_*

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Posted 06 January 2012 - 06:52 PM

Casojin you didn't understand me about mines. See this table to understand me.

Mines security system
1- It can't be detected except with 1-It is vulnerable.
mines clearer.

2- It can't be destroyed except with 2-It can be destroyed by any unit like
mines clearer and it is hard to send a plane with ease.
him into enemy base.

3- It is build-able so if i send 20 tanks at 3-It have limited health.And i should
the mines, the mines won't finish. build it again when it is destroyed.


4- It remains few second after the building 4-It is destroyed as soon as the
is destroyed. So maybe i send jarmen kill or building is destroyed.
burton at that point without knowing that
there is mines and he gets be killed.

#3752 Guest_Dark Legend_*

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Posted 06 January 2012 - 06:58 PM

Sorry it came wrong. See this i edit it

Mines
1- It can't be detected except with mines clearer.

2- It can't be destroyed except with mines clearer and it is hard to send him into enemy base.

3- It is build-able so if i send 20 tanks at the mines, the mines won't finish.


4- It remains few second after the building is destroyed. So maybe i send jarmen kill or burton at that point without knowing that there is mines and he gets be killed.

#3753 predator_bg

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Posted 06 January 2012 - 07:14 PM

1. No, heroes detect mines too (in 008).
2. Why do you want to send mine clearers into enemy base?
3. You can just destroy the building if you have 20 tanks from distance, without reaching the mines.
4. Not in 008. I think all heroes detect mines in 008.

#3754 Casojin

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Posted 07 January 2012 - 08:31 AM

Heroes can detect mines ever since 007 and what I'm trying to point out is that building can still be destroyed from distance without hitting the mines (as in No.3 of Pred post).

Also, Contra mine clearing is very easy (much simpler than in original ZH).

Edited by Casojin, 07 January 2012 - 08:31 AM.

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#3755 Dr. Lord

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Posted 07 January 2012 - 02:01 PM

I got an idea about Heroes in Contra. I think they are unique and usefull, but they may be more potent in everyone's gameplay.
Contra is famous of it's rank system. It don't allow the player to build mass of superweapons or super units, and kill the game with just defending and waiting your SW to load. Well, I think, Heroes can be also "Rank effected", thus you may build 1 hero at rank 1, but more ranks you gain, your Hero becomes stronger. As I said, ALL Heroes are available at rank 1 for 2000$. But different factions needs different tactics, and needs different use of their Heroes. So with each ranking up will improve your Hero with different boosts depending on your faction, for free.
Now let's talk about USA. All USA will use it's unique Colonel Burton however, all Burtons have a strong Machine gun and Knife against soldiers at rank 1.

SW Burton (upgrades: Advanced Training, EMP warheads)
Rank1-Machine gun, Knife
Rank2-Can plant timed EMP charges, detects mines/traps
Rank3-Burton becomes stealth while not shoot, or using an ability, can Clear mines/traps
Rank4-Can plant Disabler devices, can place Ion Cannon beacon
Rank5-Burton gains a Missile launcher which effectice against vechicles. Machine gun remains.

AF Burton (upgrades: Advanced Training)
Rank1-Machine gun, Knife
Rank2-+15% attack range for nearby friendly units, detects mines/traps
Rank3-Burton can call an A-10 airstrike (as it was)
Rank4-Burton recives +20% speed and stealthness until not shoot or using an ability
Rank5-Burton can call Strategic Bombers (7:00 cooldown)

Laser Burton (upgrades: Advanced Training, Carbon Lasers, Isotope Stability)
Rank1-Machine gun (can be upgraded by Carbon Lasers), Knife
Rank2-+15% firepower for nearby friendly units
Rank3-Burton recives a powerful Proton Cannon. Proton Cannon deals a large ammount of damage to a single unit from a distance. Has long reload time. (Isotope Stability upgrades this weapon to spread damage among nearby enemies)
Rank4-Burton can place a timed Plasma Charge (Plasma Aurora style bomb)
Rank5-Burton can detect all ground units, buildings, mines/traps

Cyber Burton (upgrades: Exoskeletons, Drone Chip)
Rank1-Machine gun, Knife
Rank2-Burton recives +50% Health
Rank3-Burton's weapon is replaced with a BFG against all ground targets
Rank4-Burton recives +20% ROF
Rank5-Burton becomes stealth until not shooting

China's Hero is the Black Lotus. All Lotuses can Capture Buildings from a distance by default.

Tank's Lotus (upgrades: Subliminal Messaging)
Rank1-Capture building, +10% Health bonus for nearby friendly units
Rank2-Lotus acts like a speaker tower, providing bonuses for nearby units
Rank3-Lotus can detect everything. Lotus recives +50% sight range
Rank4-+10% Health bonus for nearby friendly units
Rank5-Lotus can drop an ECM bomb, disabling vechicles, and deviating missiles (5:00 cooldown)

Infantry's Lotus (upgrades: Patriotism)
Rank1-Capture building, Lotus can hack to the internet like a Hacker
Rank2-Disable Vechicle
Rank3-Capture Building and Disable Vechicle works 25% faster
Rank4-Lotus becomes stealth until not using and ability
Rank5-Lotus may become invulnerable for 30 sec (5:00 cooldown)

Nuclear Lotus (upgrades: Neutron Shells, Radiation defense)
Rank1-Capture building
Rank2-Lotus can detect everything
Rank3-Lotus can plant timed Nuclear charges (later Neutron charges too, after upgrading)
Rank4-Lotus can leech enemy Supply Centers
Rank5-Lotus can call in a Neutron Bomb by plane (7:00 cooldown)

Flame Lotus (upgrades: Thermobaric Mixtures)
Rank1-Capture building
Rank2-Lotus can detect everything
Rank3-Lotus can plant an incendiary charges (later Thermobaric charges too, after upgrading)
Rank4-Lotus can call in Oil bombs, which can be ignited later (3:00 Cooldown)
Rank5-Lotus can create a Firestorm at the pointed location; any unit and building damaged by this Firestorm can't be repaired (5:00 cooldown)

GLA's Hero is Jarmen Kell. All Jarmens armed with a sniper, and can snipe out vechicle crews.

Toxin Jarmen (upgrades: Difosgen, Sulfur Acid, Neutralizers)
Rank1-Sniper, Kill Vechicle Crew
Rank2-Jarmen detects mines/traps
Rank3-Jarmen can plant Acid/Toxin charges
Rank4-Jarmen becomes stealth until not shoot
Rank5-Jarmen can create Acid/Toxin/Dust (AA cloud) clouds around himself (2:00 cooldown)

Explosive Jarmen (upgrades: Suicide pack)
Rank1-Sniper, Kill Vechicle Crew
Rank2-Can place TNT charges, can place Booby traps
Rank3-Jarmen can create Minefields (400$) and Demo traps (200$)
Rank4-Jarmen becomes stealth until not shoot
Rank5-Jarmen can call an ambush of Terrorists (calls 10 Terrorists, 4:00 cooldown)

Stealth Jarmen (upgrades: Camouflage, Improoved Sniper, Booby trap)
Rank1-Sniper, Kill Vechicle Crew
Rank2-Jarmen moves 25% faster.
Rank3-Jarmen can GPS Scramble around himself (3:00 cooldown), can call Jikhad Warrior Ambush (creates 4 Jikhad, 4:00 cooldown)
Rank4-Jarmen can snipe out enemy buildings' power links, turning them offline. Jarmen can snipe down planes and helicopters
Rank5-Jarmen can destroy any radars within his sight range (3:00 cooldown)

Assault Jarmen (upgrades: Recycling)
Rank1-Sniper, Kill Vechicle Crew
Rank2-Nearby friendly units gain +10% range bonus and regenerating themselves
Rank3-Jarmen can bring Salvages (5 Salvge packs, 3:00 cooldown), can call Scorpion Ambush (creates 2 Scorpions, 5:00 cooldown)
Rank4-Nearby friendly units gain +25% firepower bonus
Rank5-Jarmen can revive any fallen vechicle around himself (only after upgrading)

To be balanced, it is not suggested to throw your Hero in a battle, and when he/she falls, just recruit him/her again...because each time you recruit your Hero again and again it costs more.

#3756 Guest_HerrDeichmann_*

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Posted 08 January 2012 - 03:54 PM

I think your whole 'hero' idea is quite creative, but some powers are outright ridiculous and overpowering. You wrote for example that Black Lotus could become invulnerable for an x amount of time, but that would ruin the game, because lotus is already a stealth unit and can cap enemy structures with lightning speed. I can already see players rushing lotus across enemy defenses, capping command centres and such. There are several other abilities that - in my eyes - makes a 'hero' far to flexible and thus, overpowered. Don't get me wrong, I think that some heroes could use a little buff, but so many abilities for an already stealthed 2000 dollar costing unit is just too much. Just my two cents.

#3757 Guest_Smoke_*

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Posted 18 January 2012 - 02:18 AM

I think The GLA Explosive's free unit from tank and infantry drop zone tech building causes an imbalance in the game. Imagine a free bomb truck which is supposed to be a 3 star rank unit, and is deployed at the early stage of the game?????

#3758 predator_bg

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Posted 18 January 2012 - 12:08 PM

I think The GLA Explosive's free unit from tank and infantry drop zone tech building causes an imbalance in the game. Imagine a free bomb truck which is supposed to be a 3 star rank unit, and is deployed at the early stage of the game?????


We already fixed this.

#3759 Guest_Dark Legend_*

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Posted 18 January 2012 - 02:33 PM

Good Updates guys.

Is there any tips for worldbuilder scripts.so that we can maps by ourselves.

#3760 Blazin419

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Posted 25 January 2012 - 01:56 AM

Good Updates guys.

Is there any tips for worldbuilder scripts.so that we can maps by ourselves.


Contra worldbuilder is exactly the same as the vanilla worldbuilder. You can learn how to use scripts and create maps online (that's how I learned). There are tons of tutorials.


On to my suggestion, I think that the Nemesis gunship should belong to the Airforce General. It gets very hard to stop a push mid - late game because all of Granger's units are hit and run units (including the new Pavelow). The only VTOL units that Granger currently owns is the RAH-66 and the Combat Chinook (excluding the little bird call-in). Combat Chinook is the only unit that can tank a little bit of fire to do some damage, but when it comes to killing rank 3-5 units it becomes hard when there's just too many vehicles and infantry to handle. It's especially annoying when you get dropped on at the back of your base, and most of the firepower that you send to kill the dropped units get used on killing your own buildings. Granger seriously needs some sort of multi-purpose VTOL aircraft when it gets to late game and you can't fit anymore airfields in your base. Honestly, I think The Robotics General will become overpowered if you give him a rank 5 air unit (a multi-purpose VTOL seems like a rank 5 unit to me) to play around with especially when he already has the Fahnir. Granger definitely needs some sort of anti-infantry or an all-purpose VTOL unit as he simply gets raped by China's infantry general.

My suggestion of solving this problem is giving the AFG the Nemesis gunship and/or a V22 Osprey with a under-mounted minigun turret.




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