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Leniad

Member Since 26 Jul 2011
Offline Last Active Mar 22 2012 11:07 PM

Posts I've Made

In Topic: New Blood

14 February 2012 - 07:35 AM

From the Tester with ApOcOlYpS giving you my feeling about some units, balance issues, and some ideas.

note: i do not know how to program so sorry if i don't make sense.

first off poison general:
acids needs to be toned down a bit. it kills buildings a little to fast and the canister sw is way overkill for just about anything fully upgraded. zeppelins are a touchy subject since they are the few medium tier unit that is good. because of this they are spammed (at least i do) and you walk though the opponents base. the way we sort of countered this was to Nerf the armor of the zeppelins so that they could be killed by a formidable
air defense. all that poisons can do (for me that is) is spam zeppelins and try to run though an AA line. once the bombs drop almost nothing lives underneath them.
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. this means the defenses can be shut down and would make building spam of defenses penetrable from the ground. you may need to make some building for it but maybe someone had this idea already.

nerve gas has its uses but doesn't have as good as the benefits that acids have. almost any occasion acids is far superior. while being able to shut down building is nice the ability to just burn everything down is much better use of your money. toxin seeders are game ending for stealth and explosives. since they cant deactivate them with workers and they cannot clean up the toxins. the game ends when they cant build workers or clean up the seeders.

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.

air force seems overpowered. its hard to figure out why but he just seems impossible to penetrate his defenses when both forces are at highest tech. and with his airplanes being fast he avoids almost all gatling dmg while also being able to shoot down so that his airplanes are almost untouchable.

haven't played much with lasers so nothing about him.

nuke is boring till he gets the nuke upgrade. high explosive general is more like it.

explosive general is crazy fast when attacking. when you fight him as random with any general who cant scan its very frustrating to deal with. he has the possibility to take out all your supplies very fast. i understand that it is how hes played but if he strikes before you can counter with units some generals have a tough time dealing with(like assault forces but ill talk about him later) he destroys large amounts of supplies and makes countering difficult if not impossible.

stealth general is not the deadliest general but can cause games to drown on for hours if played right. with him being able to buy and launch pitfalls for a cost gives him the ability to buy, deploy, and destroy a tech center that costs more than the demo traps. he can also destroy your small army that could walk through his weak defenses for less than the cost of the army. it's hard to balance because hes suppose to have weak units while stealthed...

super weapons inst very good when fighting in tournament mode on with the ability to only build 1 SW. he does get 3 but the particle cannon can kill a line and all the blackout does is shut down the base for a bit. the ICBM is probably the most useful but has a small blast radius.

now to assault forces. his idea of siege warfare doesn't work when the units who build the siege die from staring at them. his tech 0 tanks are expensive and don't do much dmg. i think we solved that by dropping their cost and increasing dmg. his defenses are OK with dmg and health but has a very hard time killing infantry. bikers are almost impossible to kill due to counting as infantry and are fast. simply adding something like a quad site would work. maybe increasing them to to 2nd salvaged quad cannon. his tech building needs to be fixed. its 5000 to build at tech 1 which is a lot for the first tech building. the building when finally upgraded costs around 16000 and if it dies completely it goes all the way back to tech 1 building. 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.

(four days later finished. videogames take up so much time) cant think of anything else. post more if i think of anything. i'm ready to be yelled at now.

In Topic: Ideas/Suggestions

22 August 2011 - 04:11 AM

Id be careful when dealing with Bethesda and the whole video game developers because there was a C&C halo mod and Bungie shot that down then made a really bad RTS. this is probably why you don't see many mods based on other games. i love the idea and if it can be pulled off it would be probably one of the top mods.

In Topic: Remix Escalation Suggestion

28 July 2011 - 10:30 PM

Does Demo's Battle Bus have any unique traits? I've seen it at one time launch itself at an enemy once but I haven't been able to recreate it.

that was when you force attacked a battle bus without anyone inside it.

In Topic: Remix Escalation Suggestion

28 July 2011 - 08:29 AM

I love to play assault general but the only problem is that the faithful is to expensive to build at the beginning. When everyone is getting there tech 2 buildings assault has to wait for his money to reach 5000 then he finally builds it. It seems that everyone will get to rank 3 quicker and build a good super weapon. another problem is its health. I understand that a super weapon is supposed to be strong but still kill able, but the faithful is not only a super weapon but also a tech 1 and 2 building. Its over costed even for a USA or China general. Also when it dies from just about any 2 super powers and the hole dies i have to pay the 5000 for the original building but also for all the upgrades. adding it all up to a total cost of 14000 and takes a very long time to not only build but to also tech up. To put it into perspective of how bad this is imagine every time a scud storm died you also lost your tech 1 and 2 building. For people who bring up that it can defend itself are ignoring the fact that its range is'nt as good as you think and shoots very slow. also it loses its ability to defend itself after buying its upgrade. Anyone who wants to argue ill gladly duel to the death.

In Topic: Bug Reporting for Version 0.90

26 July 2011 - 10:16 AM

Well i guess it isnt game breaking but it does give a very big advantage to going plasma tech
another bug i think:

All of the USA generals radar trucks dishes don't spin. doesn't really matter but i liked the old look.