acids needs to be toned down a bit.
As a note about this, I removed inflammable acids. It worked too well as a counter to infantry, meaning that there was even less reason to take neurotoxins. But the damage that acids do will have to be toned down (I think what would be best is reduce how long fields stay around. I feel like an acid will become less-lethal faster than a poison simply because the acid will dilute easier. Also, I think that weapons with multiple attacks like the scud shower and super canister cannon create multiple acid fields which causes their damage to stack immensely). I haven't tested with the inflammable acids removed, and haven't made changes to damage yet.
my idea to balance poisons is to add a power like a poison distribution centers. they would act like power plants but only affect units and structures who use poisons.
Personally I really like this idea and think it makes a lot of sense. However since I don't at the moment know how to get a new model into generals and don't want to duplicate the American or Chineese buildings (could use the first tech building though, but then the first tech building needs a new model...hmmm). As support for this, poisons (and assault & demo, but theirs are less of an issue because they aren't as effective) has defenses with the strength and health of US/China defenses, but doesn't require power to use them. Macro robotics' defenses cost 1000 each (compared to 500-700) and have around HALF the health, and require power, and that's before upgrading any to the missiles which are only truly effective as anti-artillery, but even then only after an escalation level (and are vulnerable to ecm). So for the moment I just gave poison's defenses a heafty cost increase, especially for the pressure washer since that gets upgraded with your acids or toxins to make it immensely effective.
flame general is probably the most average general in the mod. hes got very bland units. one of the things i like about contra is the fuel dispenser and just the idea of fuel in general.
You have no idea how much he WON'T stop talking about this. I do rather agree that flame seems like the most average general. And it isn't that he doesn't have interesting things (firestorm super weapon, smerches, the super tank, thermite, thermoberic mines).
air force seems overpowered.
I still don't agree with this until I get specific issues. Especially since his main attack force can be killed by destroying airfields (and there are plenty of indirect ways to do that, from super weapons to generals powers) I can't see how he can be considered overpowered (admittedly I made the Iroquois too cheap, so upped its price again. But I haven't had good tests with it so still not sure if it's priced right).
super weapons inst very good when fighting in tournament mode on with the ability to only build 1 SW
I don't agree with this. Especially if you get the hydrogen bomb upgrade and pair attacks with generals powers she can do quite a bit of damage in a short amount of time. I do think that her satellite scan should detect stealth though. Being a force that relies on nuking the enemy with super weapons requires you to know where the enemy is. It's immensely frustrating against stealth general to not see his buildings.
stealth general is not the deadliest general but can cause games to drown on for hours if played right.
To be fair that's because no one attacks until they have an army of around 50 tanks, which is in no way needed. If you guys would try some more early/consistent attacks these games would be more interesting. Also the reason that one game took forever is because I was harassing all three of you instead of just killing off one person at a time (which I probably should have done). Technicals work early in the game (though suicides may need a damage increase), rocket buggies are good mid game units (and can support bomb trucks) and the final tank is amazingly fun.
his rocket artillery defenses actually have the same range as the regular artillery defense so your much better off buying the tech 0 defense then the rockets.
I agree with this, and so will put increasing the rocket artillery range on my "to do" list. Also for now his tech building got a good health increase for each level it's upgraded so it's far harder to kill.
As some notes of other changes I made, I gave laser general's cars and supply center about a 25% price cut. He had a LOT of problems early game with money, and the cars were expensive compared to technicals (double the cost for 75% of the health. Better gun, sure, but they died far too easily for their cost). Also removed the airfield as a requirement for the supply drop zone to bring it in line with the rest of the secondary supply sources which only require war factories.
As I noted above I increased the cost of Poison's defenses for now, until they have power requirements, and removed inflammable acids. I also THINK I changed the toxin rebel's cost to 100 (it used to be the same as a regular rebel, which wasn't much of a choice). The thing was that all the costs for Chem_GLAInfantryRebel (of whatever kind) were set to 80 if they were armed with the toxin sprayer. The only one that was inconsistent with this was the Chem_GLAInfantryRebel_Dummy cost, so I changed that. Haven't checked if that was right though...
Anyway, also changed the HiveAATank armor from TankArmor to GattlingTankArmor so it makes sense. And I doubled the damage of the ClusterMissileWeapon (used by Infantry general's migs). This was because 2 migs would fail to take out an artillery tank because truck armor doesn't have reduced resistance to explosions. Rather than make all trucks worse, I opted to give the missiles a damage increase. They shouldn't be too powerful, and now should kill groups of artillery with 2 migs (a trade off for 1 mig not being able to kill a single artillery).
Still need to do more testing and playing around with things, and want to see if I can get that vehicle killing thing working. I think I'll just try taking the stealth anti-vehicle sniper weapon and having poison fields use it, and see what happens. Try and find where I broke it earlier.
And I know, I said I'd work with AI and haven't yet. I don't mean to sound whiny but I hate the world builder script editor/team builder, and it becomes frustrating to test AI since I expect the game to mismatch (and I'm not one for playing alone). These balance changes and such I enjoy testing. I'll see if I can work up the effort to work on AI again tomorrow. I know I'll have time, it's just getting the motivation.
Edited by ApOcOlYpS, 14 February 2012 - 05:12 PM.