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PostPosted: 31 May 2009, 13:00 
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Bah, yeah, I meant Thud and Storm. And yeah, that is a point about fire being used on high-DPS Core units. A "burns until it dies" fire would need a serious re-thinking of all the fire units, unfortunately.

And my intent of the "repair to put out" is that most low-health units would be repaired to 100% before the fire was put out by doing the "repair X to put out the fire", and it would usually only be tanking units that would actually use the secondary repair-X... but yeah, it would still be annoying micro to put out units on fire if you were repairing a squad of such tanking units.

I just always liked the sense of desperation of such devices - if you played Final Fantasy 1, poison was _scary_ if you ran out of PURE potions. It was a panicky quest to get back to town before your guys died.

edit: oh, I tried the "Shield Crawl" trick last night - holy crap that's terrifyingly effective. One assault team (5 morties, a sumo, an apsis, and a manticore) just ate through everything thrown at it. The only reason the party stopped was when I accidentally walked the whole family into firing range of 5 antiswarm defenses.


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PostPosted: 31 May 2009, 13:19 
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shield crawl is the win


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PostPosted: 31 May 2009, 20:36 
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Drop a bunch of bombs on the shield crawl family and they are sitting ducks. They could have manticore but with enough bombers you'll till take them out for cost.


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PostPosted: 01 Jun 2009, 07:15 
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Otherside wrote:
shield crawl is the win
Good. It's taken a lot of buffing to get people using shields. Cloakers still aren't being used though so that might need buffing more.


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PostPosted: 01 Jun 2009, 16:40 
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Didn't the Juggernaut used to have gravguns on it?


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PostPosted: 01 Jun 2009, 22:32 

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Erm, juggie definately did have grav guns and afaik they are still there

Google_Frog wrote:
Otherside wrote:
shield crawl is the win
Good. It's taken a lot of buffing to get people using shields. Cloakers still aren't being used though so that might need buffing more.


I think shields are quite op now. If you have one shield, build another right next to it, and you simultaneously double the protected are AND double the charge. Build two more and you have 4x the area and 4x the charge. There is just no tradeoff. You can spam them out and increase BOTH protected area and charge; if you are smart enough to not let your opponent sneak under then there is nothing he can do about it. Sure it rapes your energy but you can keep plenty of fusions snug and safe under your shields. Need more room? NO PROBLEM! Make MORE shields for MORE area AND MORE charge.

It would be better imo if the collective charge was inversely proportional to the amount of area the shields covered. Build them closer for more charge and farther apart for more area.


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PostPosted: 04 Jun 2009, 13:01 
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There is no collective charge. Each shield has still the same charge. They just recharge each other.


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PostPosted: 04 Jun 2009, 14:39 

Joined: 05 May 2008, 14:33
it's more the overlapping shield archs.

Watched a match where Waldos tac nukes where barely scraping the enemies shields. They went down to about 60% tops.


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PostPosted: 04 Jun 2009, 14:42 
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The whole point of shields is that they stop low-DPS artillery like tacnukes and pillagers. It's doing the thing it's supposed to be best at. If you want to beat down a shield by brute force, you need to use high-DPS weaponry, or use heavy-splash-damage weaponry to attack targets near the edge of the shield.


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PostPosted: 04 Jun 2009, 14:43 
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or if your arm EMP the shield


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PostPosted: 04 Jun 2009, 14:46 
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Otherside wrote:
or if your arm EMP the shield


that works? EMP missiles go through the shield, but taknukes don't?


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PostPosted: 04 Jun 2009, 14:50 

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Pxtl wrote:
The whole point of shields is that they stop low-DPS artillery like tacnukes and pillagers. It's doing the thing it's supposed to be best at. If you want to beat down a shield by brute force, you need to use high-DPS weaponry, or use heavy-splash-damage weaponry to attack targets near the edge of the shield.


The whole point of a tac nuke is you need to get close to the enemy to build and use it. Making it useless against shields just hands over the advantage to ARM as they can EMP nuke the shield, taking it down for 30 seconds odd. Core are once again left with the need a bigger stick mentality.


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PostPosted: 04 Jun 2009, 14:50 

Joined: 05 May 2008, 14:33
Pxtl wrote:
Otherside wrote:
or if your arm EMP the shield


that works? EMP missiles go through the shield, but taknukes don't?


Last time I saw it used, it did yeah.


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PostPosted: 04 Jun 2009, 15:07 
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That's not a design decision, just a quirk of how emp works in spring. Could be changed.


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PostPosted: 04 Jun 2009, 15:09 
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lurker wrote:
That's not a design decision, just a quirk of how emp works in spring. Could be changed.


Whut? Why? Is it that the EMP damage of the weapon is so huge that it overwhelms the shield?


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PostPosted: 04 Jun 2009, 15:12 
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Yes. There is no distinction in damage types.

How do tremors fare against shields?

Tested, it takes slightly more than 7 shields and 3 fusions to block a single tremor. So don't use tacnuke, that's like rock against paper.


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PostPosted: 05 Jun 2009, 20:08 
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Yeah, shields soak up all the damage from a weapon like a tremor.

IMO EMP raping shields is fine and good. You're blowing the enemies internal systems using bolts of energy. Sounds like a good counter to shields to me.

Tacnuke may be a tad UP.


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PostPosted: 05 Jun 2009, 20:21 
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lurker wrote:
Yes. There is no distinction in damage types.

How do tremors fare against shields?

Tested, it takes slightly more than 7 shields and 3 fusions to block a single tremor. So don't use tacnuke, that's like rock against paper.


Big shields or little ones?

Actually, I don't even know what the difference is besides range.


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PostPosted: 05 Jun 2009, 23:49 

Joined: 17 Sep 2008, 03:36
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Pxtl wrote:
lurker wrote:
Yes. There is no distinction in damage types.

How do tremors fare against shields?

Tested, it takes slightly more than 7 shields and 3 fusions to block a single tremor. So don't use tacnuke, that's like rock against paper.


Big shields or little ones?

Actually, I don't even know what the difference is besides range.


The big shields were removed because shield linking made them redundant. You are right there wasn't any difference except for size/charge.

Licho wrote:
There is no collective charge. Each shield has still the same charge. They just recharge each other.


Ok, so im not sure exactly how it works. But when it comes down to it, two shields are twice and good as one, and cover twice as much area. So two are really 4x as good as one. Or something like that. Whatever it is shield spam is annoyingly effective.


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PostPosted: 06 Jun 2009, 01:46 
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Two shields are twice as good as one with or without shield linking. The only difference is with shield linking, their goodness is spread evenly throughout. If you have a shield at full charge, then build a brand new shield next to it, the moment it's done, both shields are suddenly 50% charged.


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