Contra is a freeware modification for Command and Conquer Generals: Zero Hour real-time strategy game and one of the first mods for this game. It adds many new units as well as numerous new upgrades, new general's powers and buildings. It also adds new sounds, maps, bug fixes, enhanced graphics, and other effects, as well as three new generals.

Report RSS Contra X work in progress - News Update 5

Introducing big Super Weapon general changes - Conventional and Futuristic path.

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Welcome back, General!

A while ago we announced new changes to Super Weapon general on the 19th Zero Hour Anniversary stream. In this news update we'll get into the details, describing everything. In case you missed Jundiyy's Contra X stream, with dce as co-commentator, you can watch it below (keep in mind that some units like the Challenger-II for Conventional path are placeholders):

Super Weapon general's gameplay begins with the choice between two paths - Conventional or Futuristic. We'll now explain the reasoning behind this change.

- Super Weapon general had design inconsistencies by having both conventional and futuristic-looking units and buildings.

- Some players were nostalgic about legacy buildings that got removed - Fire Base and SSM Site. They are making a comeback. Valanx is also coming back for the Futuristic path with improved looks.

- She could build a total of four super weapons in a game (considering Tournament Mode is on) which contributed to a very strong late game. With this change, she has two super weapons per path - Tomahawk Storm at rank 3 and ICBM at rank 5 for Conventional, and Particle Cannon at rank 3 and Weather Manipulation Device at rank 5 for Futuristic.

- The aforementioned changes are an opportunity to change yet another late-game annoyance - Auroras and their invincibility trait. Auroras will lose invincibility while attacking, which will be compensated by buffs in other stats.

There is a notable gameplay difference between the two paths. Conventional arsenal consumes less power in general but needs more upgrades to become more effective (such as EMP Missiles) while futuristic arsenal is more dependant on energy but disabling weapons exist by default (cryogenic and lightning-based weapons).

Futuristic path introduces new weapon technologies - lightning bolts and sonic waves. Cryogenic weaponry is now available to more units besides Saturn. Lightning bolts, being very strong vs. infantry, can also clear garrisoned buildings and shock vehicles. Shocks are generally weak but effective at keeping units disabled and not allowing them to recover. Sonic waves are the main anti-tank weapon technology. Their advantage is the ability to pierce through and deal damage to groups of units. Disadvantages are the slow wave speed and inability to follow moving units. They collide with terrain and obstacles such as buildings, but they are harmless to your own forces.

Valanx is Futuristic path's Humvee equivalent. Consumes 1 energy point.

Wuldor is Futuristic path's Avenger equivalent. Consumes 1 energy point.

Lightning Thor is Futuristic path's Thor equivalent. Consumes 1 energy point.

Lightning AIDE is Futuristic path's AIDE equivalent. Consumes 2 energy points.

Power Generator is Conventional path's equivalent of Ion Power Generator. It produces the same amount of energy - 5 points, but has appropriate visuals for the path.

Fire Base is Conventional path's Ion Defense Tower equivalent. It consumes no power, has 4 garrison slots which boost soldiers' range and damage, as well as provide constant healing.

Cryo AA turret is Futuristic path's main anti-air defense.

Sonic turret is Futuristic path's main anti-tank defense.

Fire Base, Cryo and Sonic Defense Cores allow to deploy and undeploy your defenses around the map.

That is not all, but it is all for now. Hope you enjoyed our news update. In the following updates we will reveal Super Weapon's Conventional super unit (currently in progress).

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treble1341450283 - - 138 comments

I'm playing Super Weapons General Futuristic path.
Where is the Cyclone? Is it only on conventional path?
I hope there will be futuristic counterpart of it.

I will make a suggestion.
Name: Boomer Cannon.
Visually similar to Cyclone but have either two sonic cannon or one large cannon.
It fires a large sonic wave that has a large width.
As an additional to the main characteristic of regular sonic wave, it can affect both ground and air units and knocks back them, partially disturbs attacks or ability that reacquires the unit to be stationary (such as artillery fire, capture building, etc.)
It is quite powerful but has long reload time (bit longer than cyclone)so it requires other defense structure to cover its weakness.

I think sonic weapon needs a fix because when enemy vehicles decides to ignore the defenses and bypass it, sonic weapons hardly damage them even against slow T1 tank. Clever players use one speedy vehicle to decoy the sonic weapon while others attack them without any units lost.
I think it need some stopper to make it effectively.

I'm looking forward to see the updates.

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