An expansion/overhaul mod of epic proportions, with entirely rebalanced gameplay, expanded factions, new gametypes, graphical overhauls, and five new factions; stealth-based Confederate Revolutionaries, tower defense-inspired Atomic Kingdom of China, economy-focused Mediterranean Syndicate, DotA-esque Order of the Talon and spammy Electrical Protectorate.

Forum Thread
  Posts  
Superweapon Change (Games : C&C: Red Alert 3 : Mods : Red Alert 3 Paradox : Forum : Suggestions and Questions : Superweapon Change) Locked
Thread Options 1 2
g.a
g.a
Mar 15 2011 Anchor

Can it be changed so that superweapons get special armor, where all damage is the same, except that superweapons do more damage against superweapon armor types? With this change, I propose a slightly longer delay in between the enemy targeting an area, and the actual launch.

The reason I want this is so that regular superweapons can have the cold war feeling to them. Superweapons are usually introduced in a stalemate, and this would make for an interesting match, because you would need to constantly sabotage the launch. Imagine a battle with two equally skilled players that escalates to tier three, and then, they both build superweapons, breaking the stalemate.

Edited by: g.a

Mar 15 2011 Anchor

... you lost me. You want superweapons to do more damage to superweapons?

--

g.a
g.a
Mar 15 2011 Anchor

Yes.

And there to be a slightly longer delay in between clicking the target and launching the supwerweapon.

Edited by: g.a

Mar 15 2011 Anchor

I think Superweapons are fine not being able to kill each other- nothing like getting hit and then returning fire.

(Once you re-build enough power plants, that is.)

I am against increasing the delay because it would hurt their use against armies- the things are already rarely used.

g.a
g.a
Mar 15 2011 Anchor

The delay isn't completely necessary, but, increasing superweapon damage against superweapons would make them built more, superweapons would be natural into tier 3.

Mar 15 2011 Anchor

I don't think that would make them be built more, really.

I personally think that tier 1 or 2 Superweapons could be fun- they might actually be used seriously then.

Edited by: Galgus

go123452
go123452 You don't wanna know
Mar 15 2011 Anchor

Points at Chinese nuke.

NO!

--

>.<

GriffinZ
GriffinZ I like puppies :D
Mar 16 2011 Anchor

They should never take them out it one hit, but sure some more damage could do it.

If they was MORE effective against powerplants, and had a longer landing delay, one would cause much more havoc to an enemy base, and the question would be, target their power, their units or their superweapon (to take it out with something else)? Then you have the terror factor, and hopefully not a click-boom ability that you will always want to throw on their MCV, so you actually wait for the right moment.

But as galgus said, the landing delay would make it less useable against units and people would always use it against the enemy base, and there would be no reason to wait then, which fails. My idea is to AFTER the superweapon is loaded, click its secondary which will in turn open it, makeing it launch ready after some time (say 10 seconds) But the enemy will be notified you've done so. So why not activate it right after being loaded? Because then you expose it by takeing down the shields or whatever (like on the vacum imploder) and the SW will now suddenly take much more damage and will be destroyed by a single super weapon direct hit.

Discuss if the shield should be open long enough AFTER the launch to make it possible to retaliate with a one hit kill against it if your own superweapon was loaded but not opened.

Edited by: GriffinZ

GearsGoAwryMan
GearsGoAwryMan bizzare mastermind
Mar 16 2011 Anchor

hmm.

--

Medic wrote: I have no idea!

 
I don't drink coffee, but this guy creeps me into doing it. 

Mar 16 2011 Anchor

I honestly can't be bothered to write blocks of text for this so I'll just say no, the superweapon is already pretty powerful except underused due to high risk and a high prob of an immediate attack/backlash on it.

Mar 16 2011 Anchor

I think the fire mechanism on demand as-is is how it should be.

No reason they should give armies a chance to run with how much it takes to get one ready.

g.a
g.a
Mar 16 2011 Anchor

I like griffinz's idea a lot, its sort of the 'best of both worlds' option.

Though, rather than the super weapon warning when its shield opens, I'd rather it have its shield open discretely, and right when it launches, the fog of war and eva warning, that way, it is still completely usable against armies, but open to retaliation afterwords.

I think it should be open to retaliation in the time after it shoots until its shield closes. Its perfect. It'll put a lot of thought into superweapons. While making them more useful, too.

Mar 17 2011 Anchor

g.a wrote: I like griffinz's idea a lot, its sort of the 'best of both worlds' option.

Though, rather than the super weapon warning when its shield opens, I'd rather it have its shield open discretely, and right when it launches, the fog of war and eva warning, that way, it is still completely usable against armies, but open to retaliation afterwords.

I think it should be open to retaliation in the time after it shoots until its shield closes. Its perfect. It'll put a lot of thought into superweapons. While making them more useful, too.


they are useful not everything you don't use or see someone use effectively immediately makes it OP or some useless piece of crap, if it launches immediately it would just become OP as it will crunch up your whole army and it doesn't matter if you have a superweapon ready to counter attack and destroy his superweapon( wouldn't do much damage since if I do build a super weapon, I wouldbuild it away my base and surround it with defences) because you've already lost since he would be marching straight to your base with his still fully conditioned army. (Since it's late game it is also assumed that he would already have expansions and a second production base).

g.a
g.a
Mar 17 2011 Anchor

Uhh..... Grammar much?

Anyway, you should be actively aware of the enemies superweapon through scouting and other means. Then after the launch, the fog of war clears for a little bit, along with the shield staying open slightly longer, so if the superweapon was not effective, it is open to destruction. At this time, you could also counter-launch your superweapon, destroying the enemy's superweapon and other buildings, but become open to retaliation yourself. This also encourages the use of superweapons against armies.

I should also make a point that there should be an eva warning of the jackhammer launch, but there should never be a 'shield disabled' warning or a fog of war clearing.

Edited by: g.a

Mar 17 2011 Anchor

Why not?

The Confederate Superweapon is in no way more stealthy than any other Superweapon - there is absolutely no reason for it to have a greater advantage over other super weapons unless it does less damage.

g.a
g.a
Mar 17 2011 Anchor

It seems like the confederate way to less damage with more stealth. That's just my opinion though.

Mar 17 2011 Anchor

I think in general Superweapons shouldn't reveal or have any kind of alert- if an opponent is actually so unaware that they do not find out about one until they get hit, they deserve the surprise.

I think that as soon as they actually see it being able to see the timer's progress is fine- but it shouldn't update for when the enemy goes on low power unless they see it again.

g.a
g.a
Mar 17 2011 Anchor

Hmm...

Ok, changing my opinion back to no eva warning until launch, and at launch there is a fog clearing and eva.
Still not for the confederates though. (they'll still have the shield)

See, there are two things necessary to make superweapons more tactful, they need to be easier to use against armies, and they need to be open to retaliation after launch. A combination of galgus' and griffinz's ideas are best, have the shield (with the secondary), but without an eva warning, and after the launch, allow retaliation by making it very clear where the superweapon is, while allowing it to die from one enemy superweapon shot. It'll make tier 3 escalated battle way more interesting, when increasing tactics. This probably would not apply to special superweapons (like support super weapons, and the atomic palace)

I still like the shield though, and that is my main point.

We really need some developer to weigh in, lets just wait, we are getting nowhere.

Edited by: g.a

Mar 17 2011 Anchor

I think the Superweapons should have an alert, but only along the lines of "Superweapon Detected!" without any timer to let one know how long it's been built. Maybe when they see it, like Galgus said, but other than that no.

g.a
g.a
Mar 17 2011 Anchor

Interesting, but I really don't know.

Mar 17 2011 Anchor

I'm kind of against any alert when the Superweapon is built- you don't get an alert when an enemy builds another Refinery, but that actually gives them a larger advantage usually.

GearsGoAwryMan
GearsGoAwryMan bizzare mastermind
Mar 18 2011 Anchor

yeah. you're soldiers are afraid of a refinery.

--

Medic wrote: I have no idea!

 
I don't drink coffee, but this guy creeps me into doing it. 

Mar 18 2011 Anchor

They should be, an economy advantage can easily be shown to have a relation to a steamroll, and the advantage comes much sooner.

Plus theres no super-secret super weapon fun with a big reveal- and who wouldn't want to imagine their enemy's expression when a super-weapon goes off in their base with no warning?

Edited by: Galgus

GearsGoAwryMan
GearsGoAwryMan bizzare mastermind
Mar 18 2011 Anchor

wich inteligence service is FAIL enough not to notice a superweapon being buildt?

--

Medic wrote: I have no idea!

 
I don't drink coffee, but this guy creeps me into doing it. 

Mar 18 2011 Anchor

I might be able to go with not having it revealed, but the caveat should be that all Superweapons are unable to be stealthed. Otherwise, some jackass will get the bright idea to park a PAWI tower and Jackammer in the very corner of the map, where no stealth detectors are likely to go and aerial and vehicular scouting won't be able to see them.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.