Torps give an advantage to the ship running away, the rear gun gives more of one. Destroyers were better off against hovers with the bigger main cannon since it allowed them to skirt samurai range and the small gun still worked to fend off hovertanks if they got in range.
The low altitude doesn't really help strat bombers much against moving units.
Fighters still deal damage pretty slowly and are easy enough to kill
It'll be easier to disengage thanks to more equal front/rear guns.
+1 for making it rewarding to fire broadside with destroyers. I can own hovers faster then.
Thor wrote:
Destroyers were better off against hovers with the bigger main cannon since it allowed them to skirt samurai range and the small gun still worked to fend off hovertanks if they got in range.
Artillery hovers will be more useful if the front cannon get reduced range because then most of your artillery hovers will propably be in range before the destroyers return fire instead of the destroyer outmanouvering the hovers and killing off the hovers 1 by 1.
Godde wrote:
Thor wrote:
The new ships should help make things more interesting and give a bit more opportunity for subs to be used early game.
How? Why? Please explain.
I thought you meant newly balanced ships. Do you mean new ships as in additional units? Oh... I see...
also, maybe u want to play some test games to see how these changes actually play out in real high level games.
i think that the 1.62 changes worked out well because they were quite obvious, but it seems that these new changes are less obvious balance fixes but more little tweaks. these need to be properly tested in order to guage their effect on the game.
considering the size of NOTA community I do not think that it makes any sense to do beta tests, as they will take 50% of the community, and you might as well just release nota .64 as a hotfix.
also, maybe u want to play some test games to see how these changes actually play out in real high level games.
i think that the 1.62 changes worked out well because they were quite obvious, but it seems that these new changes are less obvious balance fixes but more little tweaks. these need to be properly tested in order to guage their effect on the game.
It might be ready as soon as tomorrow. I'm thinking we might as well just release it and see how it all works out.
-Added "Mandau Blade" Patrol Frigate for Core. Light and fast, it is equipped with two short range rocket launchers and an AA machinegun -Added "Crusader" Heavy Destroyer for Arm. Ideal for long range ship engagements, it also carries formidable anti-air -Core destroyer scaled up; cost increased 30%; hitpoints increased to 3700; rear gun range increased to 840 -Arm destroyer now has two plasma guns with 820 range; flak replaced by machineguns -Commander in commander mode now builds stationary laser tower and flak -High altitude aircraft now have the option of flying at low altitude -Fighters can now fly at high altitude; line of sight decreased to 500 -Pod can now teleport; weapon changed to a fast firing laser -Pelican cost increased 10% -Nixer Rocket hovercraft damage to ships increased -Ship wreckage metal values lowered to 25% of initial cost -Torpedo launcher cost decreased; reload time increased -Fast attack kbot energy cost decreased 33% -Dominator range decreased from 1050 to 1000 -Zeus speed increased 10% -Decreased firing angle on vashp long range missiles -Toadfoot fuel decreased to 300 -Interceptor buildtime decreased 25% -Flying Wing turnrate increased -Flying Wing laser range increased from 650 to 725 -Amphibious tank underwater move speed increased to 75% of full speed -Crawling bombs are now stealth -Spy kbot no longer decloaks if it bumps into a unit -Lowered scout plane cruise altitude -Removed brawler and rapier gunships -Fixed a bug where core commander couldn't shoot his laser
i do not know exactly how to get your mod registered there. i remember it has to be uploaded o a special site, plus one of the common spring file download sites. best is, you ask Forb, zwzsg or one of the CA guys what you have to do.
Looking at the old modstats thingy , it seems that there are lots of weird minor differences between core and arm (EG fusion cost and output) is this intended?
Looking at the old modstats thingy , it seems that there are lots of weird minor differences between core and arm (EG fusion cost and output) is this intended?
It is intended, yeah.
Totbuae wrote:
The Core patrol frigate is missing an on/off button for its radar. Other than that I think it's a solid release.
Good catch, I didn't notice that!
I'm working on a fix version that will work with the new spring version.
it may be asking to much, but can we make the core fringe look better..i personally hate how it looks....compared to the good looking ships in nota it feels out of place
also, one would expect that arm's weaker destroyer to be better at taking out planes(by having flanks) and subs than the bigger/stronger one...be more of a escort sort of ship...while the better destroyer is for competing with bigger ships and land bombardment.....plz give the smaller destoyer flank and remove the flank from the bigger one and make the barrels for the smaller destroyer longer(just rlly bothers me, makes it feel less like a ship and more like a boat with plasma cannons)
it may be asking to much, but can we make the core fringe look better..i personally hate how it looks....compared to the good looking ships in nota it feels out of place
also, one would expect that arm's weaker destroyer to be better at taking out planes(by having flanks) and subs than the bigger/stronger one...be more of a escort sort of ship...while the better destroyer is for competing with bigger ships and land bombardment.....plz give the smaller destoyer flank and remove the flank from the bigger one and make the barrels for the smaller destroyer longer(just rlly bothers me, makes it feel less like a ship and more like a boat with plasma cannons)
I kind of like the smaller excaliber... I guess we'll see how it works out.
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