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#3841 Casojin

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Posted 23 July 2012 - 06:50 AM

There will be a unique campaign in the future and a lot of new multiplayer maps (check the news and you'll see).
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#3842 Guest_Guest_*

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Posted 28 July 2012 - 01:23 AM

I wish that you remove Bertha witch is the super tank in china nuke and instead you introduce the shagohod witch is a tank that can fire a nuclear missile, I've got this idea when I was playing metal gear solid 3 so you can google it and consider my suggestion

#3843 S.Cohen

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Posted 28 July 2012 - 12:38 PM

The Bertha cannon will be replaced by the Yangwang, that is a relatively fast tank on wheels that can fire nuclear missiles. They have a long range and the nuclear missiles can retarget. If you've played Remix Escalation you'll know what this unit looks like and how it operates.

Edited by S.Cohen, 28 July 2012 - 12:39 PM.


#3844 Guest_blueray_*

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Posted 28 August 2012 - 06:36 AM

can u plz bring back general's flame , flame armor ?
toxin have it nuke have it why flame doesn't ?

#3845 Thats me!

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Posted 28 August 2012 - 05:51 PM

don't you guys think that stealth gen needs aa infantry?also his radar-van need camouflage

also are you guys still going with the doubling the unit cost/build time thing?

you plan to limit secondary economy and making piles have (much) more money,right?(hopefully,secondary economy building spam is rather annoying)

also don't you tink that swg firebase/tomahawk defence needs to be nerfed a little?campers are really hard to break with those

Edited by Thats me!, 28 August 2012 - 09:03 PM.


#3846 Creator

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Posted 29 August 2012 - 07:15 AM

can u plz bring back general's flame , flame armor ?
toxin have it nuke have it why flame doesn't ?

Because nuke vs nuke is a good game, toxin vs toxin is a good game, flame vs flame becomes boring and too slow when flame armor is researched.

don't you guys think that stealth gen needs aa infantry?also his radar-van need camouflage

also are you guys still going with the doubling the unit cost/build time thing?

you plan to limit secondary economy and making piles have (much) more money,right?(hopefully,secondary economy building spam is rather annoying)

also don't you tink that swg firebase/tomahawk defence needs to be nerfed a little?campers are really hard to break with those

Stealth has AA quad cannon available at rank 1.
Radar van can be camouflaged with GPS scrambler which is available from the beginning.
Yes, secondary economy will be limited.
SW defenses are good as they are.

Edited by Creator, 29 August 2012 - 07:18 AM.


#3847 zero99913

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Posted 07 September 2012 - 01:55 PM

Im not sure if its bug or not but if robot generals spiders with teleport ability aren´t removed than they shouldnt be able to teleport on buildings, because its easy to destroy superweapons and other stuff with teleport spamming them on buildings.

#3848 predator_bg

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Posted 07 September 2012 - 01:58 PM

Im not sure if its bug or not but if robot generals spiders with teleport ability aren´t removed than they shouldnt be able to teleport on buildings, because its easy to destroy superweapons and other stuff with teleport spamming them on buildings.


Spiders were changed. Teleport ability was removed.

Do you track version 008's progress?
http://contra.cncgui...e/Eng/index.php
http://www.moddb.com/mods/contra

Edited by predator_bg, 07 September 2012 - 01:59 PM.


#3849 zero99913

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Posted 07 September 2012 - 02:00 PM

yea im tracking... anyway thank you

#3850 JMCF125

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Posted 07 September 2012 - 05:02 PM

I think Superweapon general is a little overpowered. With enough defenses and lots of cold fusion reactors, she's unstoppable. Maybe you could make some stuff there more expensive. In the other hand, Stealth general is underpowered. Sure, you can camouflage everything and make fake buildings and units, but agianst superweapon general? You got to be kidding. I tried Stealth vs Superweapon on both sides, and it's way easier to be Superweapon general. In Superweapon general you can even stop special abilites and superweapons. Tank general is also quite powerful, yet you can surprise attack, use superweapons or special abilities to destroy his slow-motion strong tanks.

Well, that's enough complaining. Now some suggestions: I think you could replace the Chemical's general anti-tank gun by an acid network, that, unlike the toxin network, sprays only bits of acid, like a sprinkler. On each of these things you could buy an upgrade to make it work garden hose, as the toxin network does now.

Infantary general could have an artillery operator, similar to the current ATGM operator in speed, strenght and power, and the Howitzer, in use.
Thanks for letting me post in this suggestions topic, which I only found today,
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#3851 Creator

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Posted 10 September 2012 - 06:56 AM

Yes, she is OP, it is known and balance will be adjusted.

#3852 SEX^^PAWELPM7

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Posted 10 September 2012 - 03:37 PM

Yes, she is OP, it is known and balance will be adjusted.

Air force gen
early game SOLID is very OP to
bombers get artillery distans with solids
and mixed solids with tanks+ rocket inf apc
is very hard to def for all gla forces ))
When you post sam
change log list all want se what changes be dane from 2011 last update ))

Edited by SEX^^PAWELPM7, 10 September 2012 - 03:46 PM.

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#3853 S.Cohen

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Posted 29 September 2012 - 05:57 PM

@Pawel

Meh, not so sure about that. You have to be a pretty decent player to use air force gen effectively. There is very little room for error. When your airplanes start dropping like flies, your enemy is rank 3 in the blink of an eye, since airplanes give a ridiculous amount of experience when destroyed. Stinger soldiers are God-sent and a small cluster of quad cannons can deal with airplanes in no-time. The hardest thing to counter is those damn F-16's with their long-range bombs, but with some planning and foresight you should be able to take them down. Airfields are a target of priority, naturally.

Other than that, I find AFG lacking, especially after rank 3. He doesn't have the material available to keep the pressure on an assault. Commanches are too fragile and combat chinooks require a significant investment and alot of micro-managing skills to use effectively. AFG needs some sort of armored warship that is good against infantry, tanks and buildings, but lacks anti-air cepabilities. Or a better ground-force, but that doesn't really fit his style.

Another significant drawback is that airplanes are unable to prioritize when in guard mode. Seriously, I sent two squads of F-18's and F-16 in guard mode to the enemy's base and they launched their enitre payload on a single soldier (and hilariously missed) while Kremlin Joe and his chicom cronies decided that enough is enough and sent the entire Red Army to my base. F-18's shouldn't be able to target infantry at all, and I hope that Predator and his compatriots find a way to make planes able to prioritise when in guard mode.

Edited by S.Cohen, 29 September 2012 - 06:08 PM.


#3854 MelAndr

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Posted 29 September 2012 - 06:22 PM

AF is a strong General, but it requires good microcontrol.

#3855 predator_bg

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Posted 29 September 2012 - 09:45 PM

Combat Chinook has great armor and F-18 is not able to fire at infantry in 008. Also, Pave Lows mixed with Eyes have much range, perfect for holding an area. Hydras have long range too. They are expensive, but can easily disable enemy vehicles. Air Force had problems dealing with ECM Tanks in 007, but the Hydra will stop them in 008. You will see when the Beta comes out later this year.

#3856 rodonmanes

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Posted 21 October 2012 - 03:47 PM

I don´t know if you know this, maybe this has bin mentioned here before, if so, then just ignore this :Ð Any way... there is a mod in development named evolution http://www.moddb.com...nquer-generals-
GuNsHiP_MK_II is doing a totall makeover on RA3 so that it will look like generals zero hour, giving generals zero hour a facelift it needs. This of course, would be worth mentioning if it weren´t for the fact that he is going to make the mod open sourced, meaning, anyone can make changes to the mod and thus, for example, import mods like the awesome Contra. Would it be possible for you to maybe make Contra 009 for the Generals (RA3) evolution mod? I would very much like to see Contra get a total overhaul / facelift, better graphics and all. Please, have a look at this video and tell me that you wouldn´t like to see Contra in those graphics? http://www.youtube.com/watch?v=CDM7yXTTHF4

Edited by rodonmanes, 21 October 2012 - 04:33 PM.


#3857 woxenrud

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Posted 22 October 2012 - 09:09 PM

oh
my
god

I wonder how much work it would be to "move" a finished Contra 008 over to the RA3 engine.

Edited by woxenrud, 22 October 2012 - 09:15 PM.


#3858 dcesarec

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Posted 23 October 2012 - 07:54 AM

It sounds interesting, it could give us solution with naval units etc. But much work is needed to transfer every unit, particles, maps etc to a new engine...to code everything. And not to mention that it is whole another game and not generals anymore. Well, its worth of discussion.
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#3859 predator_bg

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Posted 23 October 2012 - 11:42 AM

It sounds interesting, it could give us solution with naval units etc. But much work is needed to transfer every unit, particles, maps etc to a new engine...to code everything. And not to mention that it is whole another game and not generals anymore. Well, its worth of discussion.


There are too much effects in the video, which interrupt the player's view and affect the gameplay in a negative way. Some graphic effects are redundant. Naval units can be implemented in different ways. To all Contra fans out there - we will improve the graphics in the full 008.

Edited by predator_bg, 23 October 2012 - 11:43 AM.


#3860 S.Cohen

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Posted 23 October 2012 - 11:44 AM

Yeah, the effects were abit too much. Still, wouldn't you guys be able to brush out all those redundant effects? Would be awesome to see contra 008 running on that engine.




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