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#161 Pendaelose

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Posted 31 May 2005 - 11:33 PM

Cyber gen is speed based. the mech will have to have speed. unlike other super unit which are slow, the mech will be fast but not as powerful as the destroyer or the shaitan. Plus i think a mech should come in at level 3 but its cool upgrade like a better cannon or missiles should only be available at level 5. the reason for this is because the cuber gen in most cases doesn't last till lvl 3. with these suggestion the Cyber gen can be kick ass. also the mech should detect stealth. the underpowerment can be made up with versatility.

<{POST_SNAPBACK}>



I agree on Versatility over power... thats a cool balance idea, but it has to be able to hold its own in a fight with other units of the same cost. that can be tough to do without making it a power house. it really comes down to alot of factors, how fast a gun fires can make any unit a super unit, or the range of a cannon... very touchy stuff.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#162 stack111

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Posted 01 June 2005 - 12:12 AM

i think cyber general should get something else instead of a crusader tank robot, I mean come on a basic tank at 3 star general

how about a sentry drone with a machine gun and tank drone's cannon with weak armor and fast mobility
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#163 Pendaelose

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Posted 01 June 2005 - 01:16 AM

i think cyber general should get something else instead of a crusader tank robot, I mean come on a basic tank at 3 star general

how about a sentry drone with a machine gun and tank drone's cannon with weak armor and fast mobility

<{POST_SNAPBACK}>


I've dropped the Strategy center requirment from the crusader and added a cluster tomahawk laucher tank.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#164 stack111

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Posted 01 June 2005 - 01:32 AM

for your version or creator's?
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#165 Pendaelose

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Posted 01 June 2005 - 01:42 AM

for your version or creator's?

<{POST_SNAPBACK}>


for mine... I've not got hand's on for .04
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#166 stack111

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Posted 01 June 2005 - 02:47 AM

creator's mod=complex stratagies and balance
pendaelose's version=simple and to the point with much quicker action

add them together( :sleep: some ideas) and get a beastly mod :)
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#167 Pendaelose

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Posted 01 June 2005 - 03:12 AM

creator's mod=complex stratagies and balance
pendaelose's version=simple and to the point with much quicker action

add them together( :sleep: some ideas) and get a beastly mod :)

<{POST_SNAPBACK}>



I'm partial to fast and brutal gameplay... its true... still, if creator can pull it off, I like the IDEA behind the promoion system, but I've got a differnt outlook on it. I want to encourage people to use low end units, not force them.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#168 s@m

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Posted 01 June 2005 - 09:58 AM

I've not got hand's on for .04

<{POST_SNAPBACK}>

But why :sleep: ????

#169 Pendaelose

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Posted 01 June 2005 - 01:44 PM

I've not got hand's on for .04

<{POST_SNAPBACK}>

But why :sleep: ????

<{POST_SNAPBACK}>


cause its Creator's... I'm not invovled in making Contra, I'm just a fan who enjoys adding to it.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#170 stack111

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Posted 01 June 2005 - 08:04 PM

I'm partial to fast and brutal gameplay... its true... still, if creator can pull it off, I like the IDEA behind the promoion system, but I've got a differnt outlook on it. I want to encourage people to use low end units, not force them.

what is your out look on it?

and when will suggestions stop for .04 and move on to .05
because i really want to play .04(im sick of the bad ai in .03, and lack of all of good suggestions and creator's most important improvements in .03)

so i really think all suggestions to .04 should be stoped. . . ;) :grin: :cool:

Edited by stack111, 01 June 2005 - 08:07 PM.

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#171 s@m

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Posted 02 June 2005 - 09:16 AM

If someone has to stop it his name is Creator...
So heres an other one
All China generals has a basic defence structure more to ther point of strategies Example:
Tank has Gaus turets
Nuke has retaliators
Flame has TOS or MSP4 something like that(at least at Pandaelose version,Creator are you going to use it?)
Infantry has the old and a bit useles gatling...
So you have to add somthing new at infantry general or at least power up gatlings a bit ;)

#172 Creator

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Posted 02 June 2005 - 01:28 PM

Infantry has the old and a bit useles gatling...
So you have to add somthing new at infantry general or at least power up gatlings a bit :rolleyes:

<{POST_SNAPBACK}>


Yeah, useless gattling and even more useless bunker that don't attack at all :)

Gattlings destroy any aircraft easily. And do not forget that infantry general have bunkers that can be stuffed with heavy anti tank troopers and snipers.

Edited by Creator, 02 June 2005 - 01:29 PM.


#173 s@m

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Posted 02 June 2005 - 01:53 PM

Infantry has the old and a bit useles gatling...
So you have to add somthing new at infantry general or at least power up gatlings a bit :rolleyes:

<{POST_SNAPBACK}>


Yeah, useless gattling and even more useless bunker that don't attack at all :)

Gattlings destroy any aircraft easily. And do not forget that infantry general have bunkers that can be stuffed with heavy anti tank troopers and snipers.

<{POST_SNAPBACK}>

ok lol but it is SO usefull that i dont build it at all.a bunker with miniguners fulfields its purpose

Edited by s@m, 03 June 2005 - 07:21 AM.


#174 stack111

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Posted 02 June 2005 - 07:02 PM

If someone has to stop it his name is Creator...
So heres an other one
All China generals has a basic defence structure more to ther point of strategies Example:
Tank has Gaus turets
Nuke has retaliators
Flame has TOS or MSP4 something like that(at least at Pandaelose version,Creator are you going to use it?)
Infantry has the old and a bit useles gatling...
So you have to add somthing new at infantry general or at least power up gatlings a bit :)

<{POST_SNAPBACK}>

im just saying i REALLY WANT TO PLAY .04
i think the gattling cannons are fine
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#175 s@m

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Posted 02 June 2005 - 07:30 PM

If someone has to stop it his name is Creator...
So heres an other one
All China generals has a basic defence structure more to ther point of strategies Example:
Tank has Gaus turets
Nuke has retaliators
Flame has TOS or MSP4 something like that(at least at Pandaelose version,Creator are you going to use it?)
Infantry has the old and a bit useles gatling...
So you have to add somthing new at infantry general or at least power up gatlings a bit :rolleyes:

<{POST_SNAPBACK}>

im just saying i REALLY WANT TO PLAY .04
i think the gattling cannons are fine

<{POST_SNAPBACK}>

I know that you want to play contra 04.me too i cant wait but thats no reason of people stoping say ther suggestions...if the suggestions for 05 is inaf then then theyr going to the 05 :)

#176 Pendaelose

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Posted 02 June 2005 - 07:30 PM

i think the gattling cannons are fine

<{POST_SNAPBACK}>


I've got to side with those who declare them useless... with Mini-gunners and troop crawlers theres no need at all for Gatts OR bunkers...
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#177 stack111

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Posted 02 June 2005 - 07:39 PM

then how can your base defenses detect stealth,

ok how about this, a radio site:
it works like a fire base,but holds 8 people
it has a propaganda tower on it, and a radar to detect stealth

advantages:
horde bonus effects troops
propagada tower bonus
detects steath
slowly but gradualy repairs itself
bunker busters have less effect

disadvantages:
has no weapons on its own
toxins damage the troops
but if you put a biochemical trooper in the radio site he cleans toxins

Edited by stack111, 02 June 2005 - 07:53 PM.

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#178 s@m

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Posted 02 June 2005 - 07:40 PM

then how can your basedefenses detect stealth

<{POST_SNAPBACK}>

lol... why? gatlings base defence detects stealth?? :)

#179 stack111

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Posted 02 June 2005 - 07:54 PM

i said if he removed it, look at my above post, I EDITED IT

Edited by stack111, 02 June 2005 - 07:55 PM.

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#180 Pendaelose

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Posted 02 June 2005 - 08:06 PM

i said if he removed it, look at my above post, I EDITED IT

<{POST_SNAPBACK}>

I use only the radar scout station thing... detector vehicle. can't remeber what ist called, but it deploys and detects ofer a huge area.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.





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