Feedback for Contra 009, stealth general:
The stealth general's whole gameplay centers around intelligence and counter intelligence and doesn't address situations in which this is completely ignored by either the enemy (not caring, just rushing) and the stealth general not gaining an advantage due to this because there's a lack of units to exploit this knowledge. This needs to be fixed.
 Hold fire option missing on some units
Hold fire is extremely useful for staying invisible. Yet not all defense structures and units have this option but they should have.
 Hold position for gun buggies and assassins
It's annoying to see these stand-still-to-remain-stealthed units move to make room for own units, allied units or being pushed by enemy units, causing them to get revealed and get shot. Is it possible to get a "hold position" button that immobilizes them and will keep them stealthed at all times while this is active ?
 Scorpion overkill issue
Scorpion tanks deal a lot of overkill / wrong target / too many shots at same target wasted damage. There is nothing anyone can do about that because even if manually assigning a target the tank will still attack whatever else is in range while the main target isn't in range, wasting shots at wrong targets, standing there with reload time while the actual target is in range. Also overkill damage is an issue with pumping 2-3 additional shots in a target that'd be done with one shot. So there's a fix or workaround needed here by changing something of the design conept.
Maybe stationary mode for Scorpion tanks that enables the powerful shot with long reload time and otherwise they use normal tank attacks
a single seat for an RPG trooper to attack from
a second type of tank that is the opposite of the Scorpion's design
Edit: I think the best fix would be to have the shots jump to close targets like Airforce General's frog bomb upgrade. That way Scorpion tanks can remain with low HP and weak resistances to contamination combined with their overkill damage and long reload time.
After looking in the ini files: Upgrading Stealth General's Scorpion tank's turret with scrap crates doesn't just increase it's damage ouput but also increases it's reload time from 5s to 7s and 10s. The dps increase by around +4 dps per upgrade. The design is actually quite good but the flaw is the game that won't allow to pre-select a target, unstealth, fire, restealth so that these units already get in perfect range and attack the desired target. That's the whole issue with handling some of these tanks: having to guess whether or not they're in range and having to spam-click the target they're supposed to attack, hoping they won't just waste their shot on some unintended target taking little damage or being far less relevant. Need a way to reliably pre-set targets, causing units to get in range, without spam-clicking upon reveal.
I've experimented a bit with the INI and found a solution to mimic the actual attack without ever starting to attack or breaking stealth. With this dummy weapon for "Hold Fire" units will be able to target other units using the same conditions as the actual primary weapon as well as trying to take care of minimum and maximum range. The additional moduletag changes are still required for not losing stealth and working targeting and weapon toggle.
;-added this as Scorpion tank's new dummy weapon to replace the old one. This is the unit's new secondary weapon across all upgrade levels.
PrimaryDamage = 100.0
PrimaryDamageRadius = 10.0
ScatterRadiusVsInfantry = 15.0
AttackRange = 150.0
MinimumAttackRange = 30.0
MinTargetPitch = -15
MaxTargetPitch = 15
DamageType = ARMOR_PIERCING
DeathType = EXPLODED
WeaponSpeed = 600
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 5000
PreAttackDelay = -1 ; <- THIS makes the unit never attack while it still will try to get in range and aim at the target. The remaining settings are copied from Scorpion tank's primary weapon.
PreAttackType = PER_CLIP
ClipSize = 1
ProjectileCollidesWith = STRUCTURES
;-these changes belong to Stealth General's Scorpion tank modules
;-added stealth acquire targets setting to the already existing Moduletag_03 to make the unit not only aquires targets in stealth but also immediately attack after switching from "Hold fire" to primary weapon which it otherwise wouldn't do
Behavior = AIUpdateInterface ModuleTag_03
TurretTurnRate = 180
RecenterTime = 5000
ControlledWeaponSlots = PRIMARY SECONDARY
AutoAcquireEnemiesWhenIdle = Yes Stealthed
;-also added this new module to make the unit only drop stealth when using it's primary weapon ahead of actually receiving stealth by any source
;-didn't know what re-stealth delay GPS Scrambler has; found 2000 milliseconds across many units so took that
Behavior = StealthUpdate ModuleTag_Stealth
StealthDelay = 2000 ; msec
StealthForbiddenConditions = FIRING_PRIMARY
FriendlyOpacityMin = 50.0%
FriendlyOpacityMax = 100.0%
InnateStealth = No
;-all of this has been tested and works
; 30.05.2016 end
The more the Scorpion tank's turret is upgraded the longer the reload time gets: 5 / 7 / 10s with a slight dps bonus of +4 on average each upgrade. Even though 3/3 experience rank units gain +30% rate of fire bonus (7.7s) and +30% damage (370.5 -> Tank General's Emperor tank has 1300 HP, for comparison)
 The bio bomb upgrade for suicide units actually harms my gameplay
Bio bomb is an upgrade for stealth general's suicide units that makes them worse to handle. Because they'll reveal themselves when taking damage and because they're not immune to bio bomb's toxins this "upgrade" acts more like a path blocker / unit revealer, helping the enemy to more easily spot and shoot my suicide units. Delete this upgrade and replace it with something beneficial, like the toxin tractor toxin puddle grenade launcher idea or sth.
Edit: Replace the upgrade with one granting Gun Buggys the ability to remain stealthed while moving and taking damage, if possible so. This fixes one of the Stealth General's main flaws: Always already being required to have a setup pre-installed instead of being able to actually get into position with units and counter attacks.
 Jarmen Kell issues:
-attack mode and guard area doesn't work right quite often and causes this unit to stand there, doing noting at all
-the sniper skill resets to full cooldown if it was on cooldown while the unit gained an experience level; it should not start counting again but just tick with the remaining time -> the time reset should not be there
-parasite is kinda useless: If I want I can always just use a radar van to scan an area or place an anti air stealth radar; there's no need for this; more useful would be a target pointer causing a single explosive scud missile strike at that point after some time as the stealth general lacks long range siege units but doesn't lack detection and area visibility features
 No upgrades within elbrus storm and jammer station
Sadly both of these buildings have no upgrades for certain units. Elbrus launcher should have a weapon switch upgrade for the mobile elbrus launcher vehicle to be able to switch between toxic, explosive and EMP missiles (if that's possible). Otherwise a slight range bonus for RPG troopers is required as assault general's tanks have more range than RPG troopers, causing them to be unable to fire back at these tanks from inside a palace due to a lack of range (possible issue with tank range towards other general's RPG units, too; you'll have to look into this). Jammer station could get an upgrade to allow units to restealth faster (half time until restealth) or that upgrade to make biker units stealthed while standing still or an upgrade to add the suicide EMP effect to saboteur bikers which is missing in their actions list for unkown reasons.
Edit: RPG Troopers should either get an upgrade or right from the start have a main weapon that works exactly as Stealth General's Scorpion tank weapon currently does (Contra 009 Beta): One big shot, that isn't RPG type. This should go hand in hand with a slight range bonus, allowing RPG Troopers to shoot back at any non-siege tank from inside a building. The change from RPG to Scorpion tank shot would allow to bypass Chinese ECM systems which is badly needed to have a chance against the tank general with all the heavy tanks snipers can't seem to take down very well. Basically ECM tanks counter Stealth General's whole defense as neither Stinger Sites nor Tunnel Networks nor Gun Buggys loaded with RPG units can currently attack them and that's all the stationary defense I have.
 The anti mine vehicle sucks
It really does, compared to Chinese field engineer. It can't gain experience doing it's job, easily takes a lot of damage from almost all sources, can't just be set to guard mode to do it's job and is prone to die while doing it's job while unwatched - not due to enemy units but due to mines / traps it's supposed to counter. Also it can't remove booby-traps from enemy buildings (no GLA unit can - lack !) and can't detect demo general's nuke trap building.
It should be able to gain experience, be immune / resistant to what it's supposed to counter, have more range for destroying these traps / mines and the aura for that should refresh more often. Currently this thing is pretty, pretty bad at it's job compared to the field engineer.
Edit: Grant the anti mine units the ability to level up by doing it's job. It's the one thing it's intended for and it's just mediocre at that job so at least allow leveling.
 Clean contamination doesn't work this way
Each time my main building was the target of a super weapon / general power and was destroyed due to this I can't use this building to get rid of contamination. That concept is flawed. Command trucks suck hard at getting rid of contamination: Limited area, far too high cooldown compared to the effect refresh rate, unreliable "removal" of effects (often remaining mini puddles) - so despite being slow, not immune, having to drive to the center, being area bound and having a cooldown it's still unreliable to clean the contamination...
Get rid of this concept. It doesn't work. Assign a unit just like the other factions. No cooldown, no drive to center to area while being affected by the contamination, no slow, expensive unit for the job, no unit whose job it is to train infantry which it can't do while cleaning contamination due to driving to it's center, no trillion factories just to have some contamination removal at all that *may* work and *may* not get destroyed gamble.
At the very least add a grenade launcer for not having to drive into the contamination -or- add (almost) full contamination immunity. But ideally: Specific unit for that job instead of main buildings / slow, expensive, non-resistant, area bound, cooldown waiting trucks with unreliable removal of effects !
Factory and Command Trucks need more health (adjust selfheal accordingly) or better armor as they're the only units capable of removing contamination and yet they die to many single super weapon attacks which are THE source of huge area contamination. It starts with Command Trucks not being immune to contamination which they should be. It doesn't help that they're also slow and have to drive to the center of an area to decontaminate it. Neither does it that there are puddles remaining. 3 changes required: 1) High arc grenade launcher (no line of sight required to target area, siege weapon range) do a decontamination grenade; 2) lower the cooldown to at least half the current value because while contaminations are up all my Stinger Sites are useless, all my Sniper Sites are useless and all light units (all buggy based units) take considerable damage, along with all infantry, all other units still take mediocre damage. 3) Add a decontamination gun to the Command truck that works just like the decontamination weapon of the other factions and allow Command Trucks to also gain experience by clearing contamination just like the other units can. If all that is too effective we can still remove things or lower values. But try this.
 Tunnel things
Why can I camo net every building except the rank 5 tunnel ? Is this intended ?
Edit: Rank 5 -> increase health, either grant passive invisibility or Camo Net upgrade, add self-repair of the value that tech buildings get.
 Rank 5 toxin plane
This is by far one of the worst rank 5 skills in the game. The plane get's shot down so easily and doesn't even get any upgrades by anything (talking as Stealth General only). If it reaches it's target it just damages infantry and light units and that only mediocre while also causing suicide units I might send in there to die / take damage and get revealed and get shot due to that. Just flat out replace that with anything fitting the stealth general. I'd suggest a paradrop with special units, only obtainable this way, capable of climbing and working as a 3-5 man team -> more interesting gameplay than "bomb here" and hope it makes it, while also being not what I need in battle most of the time (I have elbrus launcher and storm - I seriously don't need this).
 Rank 5 experience level
The experience rank 5 upgrade doesn't grant an initial bonus experience level for the hero vehicle unit "hazael", the angry mob, any suicide unit and their biker versions, any hijaker and saboteur unit (in case that's relevant for bonus HP or something).
 Saboteur EMP suicide
This tooltip lacks 2 infos:
1) If used directly below an aircraft it will instantly destroy that aircraft (stand inside ground shadow, push EMP suicide = aircraft crashes if it was above you at that time)
2) disables for 45s ingame time
3) this ability is missing on the biker for unknown reasons
-URGENT ISSUE: often stops for no apparent reason instead of going after the vehicle as ordered ( WTF ? )
-can be run over by vehicles (kinda OK with this)
-too slow to catch up to most mobile units but steathed while running while not stealthed while with bike -> at least add a stand still = stealthed bike option, maybe with an upgrade as the bike often is required
 Toxin tractor
Due to a large variety of anti infantry options and the fact that there are no upgrades available for this unit except for self-repair I rarely every use it and if then solely for clearing buildings. Maybe an enhanced use could be achieved if toxin puddles could be created with grenade launchers attached to these units rather than having them with a button to create a puddle around them. Could be a basic option, maybe right next to the generic puddles, maybe with a elbrus launcher upgrade to increase the toxin puddle grenade launcher range by x3 or something.
-hijacker often stopping with what was ordered for no apparent reason
-jarmen kell not auto attacking / guarding but just standing there, not reacting to anything; also kill driver cooldown resets to full duration on experience rank gain instead of only counting down the remaining time
-building a fake version of the command truck crashes the game with a serious error message, all other stealth general fake units work fine (tested them all)
-angry mob sometimes has 1-2 remaining, untargetable infantry units that can't receive any direct damage (maybe even not area damage) and keeps respawning new members; each individual unit should always be targetable and killable while the mob is alive; one time had an unkillable angry mob that even survived multiple scud launchers on it (including poison) and was unkillable in skirmish
-Saboteur (without bike) and hijacker (as biker) share the same hotkey to be built ("E"), with hijacker biker overriding normal saboteur when pressing "E"
-The demo general's nuke trap can't be detected by anything but the Hazael hero unit. Neither the factory built anti mine vehicle nor the radar van nor the radar van's area scan nor the angry mob, who is supposed to detect mines, traps and hidden buildings, which this thing is, can reveal that nuke trap building. I doubt this is intended this way. Just for the sake of testing I also tested other units with some form of detection: deployabe anti air radar, assassin, gun buggy - all of these are incapable of detecting this hidden structure, as intended. Didn't test biker assassin, though but doubt there's something unexpected as it's merely a bike based copy of the assassin.
-Assault general's artillery unit "Katyusha" doesn't create a salvage crate once destroyed (at least in challenge mode); same is the case for demo general's luna long range artillery that's based on the scud launcher and for cyber general's spider tank (not that crab anti infantry thing but that purple energy ball thing)
-had the challenge mode mission against demo general with me being stealth general and tried to capture his palace; soldiers reported "It belongs to us", yet ownership didn't change, no matter how often I tried. So as long as this isn't intended behaviour this might be an issue.
-Stealth general's angry mob has passive stealth, either without upgrades or due to camouflage without this being stated in the tooltip. Also it has an attack indicator for traps but when clicked they are incapable of attacking it.
-GLA anti mine vehicle built in factory can't remove booby-traps from buildings (with TNT icon), unlike Chinese field engineer who can it; GLA lacks a unit for such a thing
-Can GLA demo traps when built as single ones also get a circle displaying their area just like the 4x ones ?
-Please change the scrambler from G-button to C-button (just like on Jarmen Kell) due to guard mode also being G-button. So whenever I miss a click on a unit I want to set to guard mode (press G + click area) it wastes the scrambler ability unintentionally.
-Could we get a hotkey / shortcut button for radar van's area scan ?
-Could we get cooldown time information for everything having a cooldown ? (within the tooltip: "Cooldown: x seconds")
-Add the information to saboteur's EMP tooltip that it lasts 45s ingame time and can instakill aircraft it directly above the saboteur when this is used
-When spawning saboteurs and hijackers with the general power - is it possible to auto-select them for immediate use instead of first having to do that ?
About Static game LOD in the options.ini:
-read that setting it to low would fix a crash related to assault general's super weapon (Thread: http://forums.revora...icgamelod-high/ )
-I set it to low, result: no area indicators animore for anti mine vehicle, command truck etc. -> not recommended setting it to low
-my game has never crashed due to this general or his super weapon with Contra009 and these are the settings of my options.ini for this:
StaticGameLOD = Custom
IdealStaticGameLOD = High
Regarding challenge mode and airforce general crash:
I am 100% sure it's related to the AI trying to build something it's not supposed to build.
As far as I know the current version of the airforce general can't build combat chinooks anymore, yet he has them.
There's some stealth "thing" that reveals my stealthed units but I can't find it with radar scans so it's a permanently flying, stealth revealing drone ?
Regarding stealth general:
There's this point in gameplay, always, where I realize I don't have any long range siege weapons to effectively breach inside an enemy base. Maybe I have the intelligence and counter intelligence but there's little advantage gained from that due to a lack of options to make use of that. Aside from hijacker / saboteur / suicide units there's not much to do and those don't really end a battle but allow it to be prolonged, compared to the use of long range siege units.
Neither the mobile elbrus launcher nor the elbrus storm are especially helpful for me as they block my saboteur, hijaker and suicide units while also not having any upgrades or alternate options to make them more effective / support the stealth playstyle.
I'm about to say "I need / want long range siege units", but I don't. I want something that helps me to effectively combat the enemy while using my full arsenal and to keep a true stealth general style gameplay, not turn into a siege general.
Sadly aside from spamming the hazael and suicide units there's little to do in that regard.
Rank 5 general Power: GPS Scrambler V2 -> units remain unvisible while shooting but reveal themselves upon taking damage, just like the hazael ?
Rank 5 toxin plane replacer: S-Team -> bunch of individual units (3-5) with unique abilities to harass / manipulate / confuse / create situations ? -> insta-placed napalm / emp / toxin / explosive traps for free but with cooldown, EMP sniper (for units and buildings), close range effective flame thrower vs buildings, grenade launcher causing enemy units to bounce and change position due to that, call in 1-4 suicide planes at position (depending on experience rank), toxin grenade -> anti tank, anti infantry or "balanced" weapon toggle, steal code for one super weapon use (reset owning player's cooldown, gain free use, 8min cooldown), create mine field, heal other infantry in an area around, heal other vehicles in an area around, building repair (faster than normal, if possible) with this unit, knife kill, technology steal (because we're also stealing enemy units quite a lot so why not -> 8min cooldown or sth), call some friends (spawn 1 worker, 1 jihad warrior, 1 sniper with the same experience rank as the spawning person for units able to gain experiencem if possible), dirty bomb -> spawns one that needs to be shot down in time, or else...
Jammer station effect to temporarily EMP only (ground) stealth detectors in a medium to large area (if possible)
Replace jarmen kell parasite with an effect to EMP disable / destroy a detector unit or add that to his options
Charge mode for angry mob to not get annihilated before reaching the target
Add a Camo Net upgrade for Supply Trucks and Command Trucks, allowing the Stealth General to focus on actual combat units with GPS scrambler. GPS scrambler would then still have a use to make these units not reveal themselves on taking damage as Camo Net does. Don't know how both do or don't work together, though. If there's a conflict then make these units have a personal GPS scrambler that costs more (800 or sth) instead.
Eventually add, if possible so, a Rank 5 power that adds a second GPS Scrambler that allows units to be stealthed while attacking but reveals them on taking damage, just like the Hazael, compared to the generic GPS Scrambler that is the opposite.
Assassins are too weak versus Tank General's Overlord tank spam (takes an eternity to take them down) and are completely useless against most of Cyborg General's units as these lack a driver and therefore can't be snipe-shot.
Solution: Quad Cannon's upgrade "AP Bullets" should also affect these units to add AP bonus damage to their generic snipe-shots and to add a second attack that's used against non-driver vehicles to attack and destroy them instead of being unable to do anything.
The anti stealth stationary platform should get a high attack arc and first get above a target before striking down as buildings block this thing hard and it doesn't do damage to anything but stealth units, meaning that a building will eternally cause the rockets to collide into it with the enemy stealth unit behind, unless another attack angle / more units / building destruction fixes the situation. Knowledge: Does ECM affect this weapon ?
The Hazael is too weak. Scenario: Challenge mode, me (Stealth General) vs Tank General (AI), highest difficulty, one experience rank 3/3 Hazael vs one experience rank 1/3, improved propaganda tower buffed Guan Yu (or sth, his super tank). Result: The enemy tank would get healed to 100% before I could even fire the next shot, rendering my "AP" Hazael utterly useless vs that utlra heavy tank which is buffed by a passive regeneration which many of tank general's units can grant. So the Hazael should perhaps gain upgrades for it's main weapon by salvage crates as most GLA units do. There needs to be more of a punch in that shot.
Have Jihad Warriors start with the ability "Knife attack" as weapon toggle option next to their generic shotgun as this allows them to guard captured buildings without being auto-retarded and start attacking vehicles. It's also silent -> not revealing themselves.
Add an upgrade to the Jammer Station "Masterplan", increasing movespeed of all vehicles by 15%, of all infantry by 25%, except Jihad Warriors who gain 40%. This upgrade should also enable / add a "Get into position" ability for Assassins and Biker Assassins, disabling their main weapon and allowing them to move without losing stealth. Also increases all infantry contamination resistance by 33% If "Get into position" would require it's own upgrade then do this, too.
Toxin Tractors: As the weapon upgrade due to salvage crates doesn't do much for them at all have them get a flamethrower as secondary weapon that deals good damage against non-defense structures and area affects infantry while the main weapon can still be used for clearing buildings and more effectively kill single infantry units.
The Aladdin is far too clunky to handle. It should be slimmed down a little to match the size of a Quad Cannon.
Command Trucks should also be able to train any type of non-biker infantry once requirements are met. That makes it more easy to prepare attacks and gives one more reason to have some of these. It also allows to more easily get the upper hand on enemies playing bad once a good economy has been gained. Yet this doesn't do a thing to counter air units so GLA may be more affected than anyone else by this change. Maybe a Stinger upgrade at the Jammer Station for RPG troopers to switch between anti ground and anti air would be required. Maybe.
I think I found a bug for Assault General's T-63 Marauder while browsing the INI files: His main weapon deals 110 damage on scrap upgrade 2/2 which is the same as without an upgrade. This actually lowers his damage output compared to a 1/2 scrap upgrade of the turret. Also the tank's DPS seem too high. An Emperor tank of the Tank General deals around 39 dps without any experience or additional upgrades. The Marauder starts with around 37 dps and is already at around 54 dps with just one scrap upgrade. That seems to be too much.
Edited by UsernameUsername, 30 May 2016 - 06:30 AM.