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contra beta 008 feedback balance bugs

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#301 Kahzei

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Posted 06 July 2018 - 10:59 PM

Got a few minutes, so I'll toss out some thoughts/opinions, both on current and recently announced changes.  I mostly play Superweapon General, so that's where most of my thoughts will be.

If the SSM's replacement is going to lack an option to clear toxins, can it be given an option to hold fire on its main weapon while letting the garrisoned infantry fire?  I get a lot of anti-drone/airdrop/sneak attack milage out of leaving a Pathfinder or two in an SSM in the middle of my base, and I set it to Cleanup mode to keep it from firing on whatever building is next to wherever said infantry swarm spawns.  I already have enough trouble with Auroras retaliating against point blank attackers and wiping out the airfield they launched from.  Maybe some kind of mostly passive structure like a Crisis Control Center that would allow a garrison of 2 or less for "security purposes" and maybe have some ancillary abilites (like a Cleanup AoE).

The new defensive options for Superweapon (deployable cores) and Cybernetics (spider nest) are awesome and I love them already.

Flares are a severely depreciated upgrade in a mod where missle-based AA has become a side possibility instead of the standard.

I'm less than super excited about Saturn no longer being able to shoot down projectiles.  It's probably my favorite aspect of it.  Now that the Nemesis is no longer going to be a combat unit, I'm kind of lowkey hoping the Saturn will be converted into an air unit so I can play Independence Day with it.

Really looking forward to the Weather Control Device's changes.  It was my favorite SW from the Red Alert subseries.   I know it's mostly for the EMP effect, but I can't help but hope it does appreciable damage to stuff other than infantry this time around.

New SDI Cannon looks really slick, but I admit I'll miss the heavy concrete bunker basing around it.  It reminded me of the super facilities that Ace Combat is famous for.

Demolition General drives me up the wall.  All of his abilities just spawn in at ground level, suddenly surrounding  entrenched defenses supplied with stealth detection with an instantly lethal amount of damage even with Armor upgrade purchased and Hold the Line active.  And their level 5 that crashes a plane into a target area can't be intercepted by SDI, Saturn, or the shield generators.

For supposedly being the faction's signature, Particle Cannon feels really weak for some reason.  I get the most use out of it finishing off already heavily damaged buildings.  I'm not really sure what its intended use case is.  "Particles" are super vague and can mean anything from an electron bath (low damage, massive EMP) to a neutron slug (proxy asteroid impact).  Kind of pipe dreaming, but it'd be nice to see the PC balanced upwards with special effects instead of just upping damage. Even replacing its current effect with a draw-your-own firestorm effect would be cool.

Speaker Towers currently count as primary base structures instead of defensive emplacements, requiring you to hunt them all down to eliminate a player.  I don't know if this is a bug or an oversight, or even intentional, but it doesn't warrant its own post in the Suggestion thread.

 

 

My time's up for now, but I'm really looking forward to whatever you guys end up doing with it.






 



#302 predator_bg

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Posted 07 July 2018 - 09:50 AM

Super Weapons general got the Bobcat cleaning vehicle. We'll add the hold fire to Atlas. Auroras do not retaliate on nearby enemies now.

 

Countermeasures always increased aircraft's resistance to several damage types, but that was missing from the upgrade's description.

 

We'll think about Saturn's secondary weapon again.

 

Yes, the Weather Manipulation Device deals medium damage to everything and has new effects now.

 

Demo was indeed overpowered vs. SWG. As mentioned, she now has the Bobcat engineering vehicle which helps to clear mines. Demo mine drops have a small deploy delay added for now, but it may be increased even more. In addition, Efreet can no longer enter tunnels (no super units can). The kamikaze plane can be taken down like any plane when it starts diving down on its target.

 

Particle Cannon is most effective versus units (description was edited). One precise launch on a super unit will fully destroy it.

 

We'll discuss Speaker Towers.

 

Thanks for the feedback.


Edited by predator_bg, 07 July 2018 - 09:56 AM.


#303 Kahzei

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Posted 07 July 2018 - 11:58 PM

This post is, collectively, the best news I've gotten all week. Thanks a ton for the consideration and clearing up stuff like the Countermeasures and the Particle Cannon.   Your mentioning of the Bobcat did bring something else to mind, though.  At the moment, all of the explosive-clearing units I can think of off the top of my head don't disarm the explosive so much as set it off from a safe distance.  Which isn't super helpful if they've spawned inside your Cyclone.   Are you implying there are new disarmament mechanics incoming?


Edited by Kahzei, 09 July 2018 - 06:51 PM.


#304 predator_bg

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Posted 08 July 2018 - 07:41 AM

This post is, collectively, the best news I've gotten all week. Thanks a ton for the consideration and clearing up stuff like the Countermeasures and the Particle Cannon.   Your mentioning of the Bobcat did bring something else to mind, though.  At the moment, all of the explosive-clearing units I can think of off the top of my head don't disarm the explosive so much as set it off from a safe distance.  Which isn't super helpful if they've spawned inside your Cyclops.   Are you implying there are new disarmament mechanics incoming?

The only explosives which explode after being "disarmed" are currently demo general's Demo Traps. The AT Mines no longer explode when disarmed.



#305 Kahzei

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Posted 09 July 2018 - 06:50 PM

Awesome. Thank you.






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