Combat Chinook is currently very powerful anti-infantry unit. It has grenade launcher that can kill entire group of infantries (and it fires in burst of 4) and clear garrison. JSF is very good anti-tank after rank 3. Don't worry, there will be balance adjustment for sure. There are tests to be done.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.
Suggestions
#3761
Posted 25 January 2012 - 02:59 AM
#3762
Posted 25 January 2012 - 08:53 AM
#3763 Guest_SomeChinaman_*
Posted 25 January 2012 - 01:30 PM
Would you care to explain why?
He has the ability to build 6 drones on him,has a force field in front,and has artillery-like plasma weapon,great anti-infantry,anti-vehicle and anti-aircraft weapons...
#3764
Posted 25 January 2012 - 02:23 PM
Fafnir is not good dealing with large amount of enemy unlike other super units.Fafnir is one of the weakest superunits?!?
Would you care to explain why?
He has the ability to build 6 drones on him,has a force field in front,and has artillery-like plasma weapon,great anti-infantry,anti-vehicle and anti-aircraft weapons...
#3765
Posted 25 January 2012 - 02:29 PM
#3766 Guest_Dark Legend_*
Posted 25 January 2012 - 04:28 PM
2- The Fafnir should get better weapon and health.(give him an upgrade that increase his damage,armour and fire-rate by 20%).
#3767
Posted 25 January 2012 - 04:35 PM
1- The particle cannon doesn't fit cyber general.(i think that you can make a teleport superweapon like the one in remix so that Fafnir can be useful on water maps and remove Nemesis).
2- The Fafnir should get better weapon and health.(give him an upgrade that increase his damage,armour and fire-rate by 20%).
Why do you want us to remove Nemesis?
#3768 Guest_Dark Legend_*
Posted 25 January 2012 - 07:47 PM
I hope that you can understand me. My English is not so good.
By the way answer my previous question about the superweapon .
#3769
Posted 25 January 2012 - 08:43 PM
Nemesis will stay, at rank 3 or 5, not decided yet. Fafniros is good,his model is in improve progress, but nemesis will bring more diversity because as we know,there are 12 superunits,and 11 of them are ground wehicles.
#3770 Guest_Sam_*
Posted 27 January 2012 - 06:35 PM
Thanks for your time, and as ever, thank you for your hard work,
Regards,
Sam
#3771
Posted 27 January 2012 - 07:32 PM
Just wondering if the nuke general's MiG-31s will be able to retain their initial weapon? the neutron missiles, while powerful, are near useless against aircraft with flares, and even more so when there are multiple (due to the low ammo capacity). I'm not suggesting the shelving of neutron missiles altogether, just whether it is acceptable to add them as a separate weapon slot/an ability with a cool down time/altered weapon characteristics etc.
Thanks for your time, and as ever, thank you for your hard work,
Regards,
Sam
I think that you should be able to switch between the neutrons and the nuclear missiles, just like the Nuke Launcher is able to do. Nuke Launcher is allowed to do so, so why shouldn't the MiG be able to?
Victory Loves Preparation
#3772 Guest_Sam_*
Posted 27 January 2012 - 09:49 PM
Also, you say the nuke missiles; I take it you mean for the traditional nuke MiG? I would be all in favour of moving the neutron missiles from the interceptor (the only real use is for taking down large, cumbersome aircraft like bombers or cargo planes, but with the high power of the standard missiles, they scarce serve as an upgrade)
#3773
Posted 28 January 2012 - 05:42 AM
Jet uses different mechanic unlike ground units or even heli. Multiple weapons can be given but there will be a reloading bug tied to it.Just wondering if the nuke general's MiG-31s will be able to retain their initial weapon? the neutron missiles, while powerful, are near useless against aircraft with flares, and even more so when there are multiple (due to the low ammo capacity). I'm not suggesting the shelving of neutron missiles altogether, just whether it is acceptable to add them as a separate weapon slot/an ability with a cool down time/altered weapon characteristics etc.
Thanks for your time, and as ever, thank you for your hard work,
Regards,
Sam
I think that you should be able to switch between the neutrons and the nuclear missiles, just like the Nuke Launcher is able to do. Nuke Launcher is allowed to do so, so why shouldn't the MiG be able to?
#3774
Posted 29 January 2012 - 07:41 AM
I haven't seen whether purchasing the neutron upgrade while a mig is empty gives it more ammo. If it does, clearly the above would be unbelievably abusable and should be banished to some dark place.
Edited by ApOcOlYpS, 29 January 2012 - 07:42 AM.
#3775
Posted 29 January 2012 - 10:54 AM
#3776
Posted 29 January 2012 - 01:49 PM
There is maximum number of upgrades for ZH (I can't remember how many) and most of them are used for something or another.
Perhaps we could make it so you can only change missiles at an airfield, when landed.
Victory Loves Preparation
#3777
Posted 29 January 2012 - 02:27 PM
I realize that change the units response to arabian and chinese its hard work that anyone will aprecciate, but can you release a voice pack with traditional ZH english voices ?
With the new units you can use Red Alert 3, Warhammer 40 k or something else like Contra 007 to avoid complications.
I believe that even if that new voices set are performed with the right value , the original set will be a nice option.
#3778
Posted 29 January 2012 - 03:00 PM
#3779
Posted 29 January 2012 - 03:48 PM
Why would you need English voice pack? Though units spoke in native languages, EVA is still speaking English.
First, cant understand them, and allow me to answer in advance the question "Why u need to understand what they say, dont play ZH and mods FOR YEARS with english voices??"
Well because voices are part of the game and have importance too, you think in same way dont u ?? If not with take the enormous work to change to chinese and arabian.
A well performed voice can improve gaming experience, so works backwards.
For instance i recently play The End of Days mod that personally its a good idea that have poor balance. aside from that and returning with my point the russian faction have poor voice acting. The units class, and looks are not correctly linked with the unit response.
Units in RTS games, specially in CnC and Warcraft (Warcraft 3 have a wonderfull and vast voice set for their units) series, have great voice acting that contributes to the game charm
Like i say before i appreciate this kind of details, that why i suggest the english voice pack.
I meant no offense to your work and that of your partners.
Keep up the good work, hope a release soon.
Edited by Legion2012, 29 January 2012 - 06:53 PM.
#3780 Guest_Sam_*
Posted 29 January 2012 - 07:43 PM
I don't suppose you could activate an upgrade via trigger? For example, make a new "upgrade" that gives migs neutron missiles that's unlocked after purchasing the neutron upgrade. The "upgrade" changes the migs over to neutron missiles, but it can be turned off by a different "upgrade" that turns them back to nukes ("upgrade" would be global and in the airfield or something. Pretend it's "what do you want the ground crews to load?").
I haven't seen whether purchasing the neutron upgrade while a mig is empty gives it more ammo. If it does, clearly the above would be unbelievably abusable and should be banished to some dark place.
If you use the Nuke general's interceptor, buy the neutron upgrade, and need an air defence at the right moment, the MiG can empty his 6 missiles, then *upgrade complete*, 2 neutron missiles are now loaded, without it needing to refuel or reload.
I just remembered, the Omega cannon seems to have a property that might be handy; 2 weapons, but so that it isn't abusable, after firing a plasma bolt, there is a period of time before the particle cannon can be used, if it is switched to automatically; does this mean a shared reload time between weapon slots? If so, then it may be implementable with the interceptor What do you think?
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