Agree about cloaked units. Never used hovers enough to know about the other thing. There's a real problem distinguishing cloaked units - a whole bunch of stuff hiding under a cloaker is really hard to disinguish. I'd love to have an alternate cloaking effect - maybe something similar to the stun/fire effect, but black. That might be easier.
Either way, in a similar vein, I think the Arm stun-self-destruct crawler needs a bigger model, or a different sunken/cloaked effect, as it's really hard to distinguish from a Flea. In general, it just looks too small for a unit as expensive as it is.
Either way, in a similar vein, I think the Arm stun-self-destruct crawler needs a bigger model, or a different sunken/cloaked effect, as it's really hard to distinguish from a Flea. In general, it just looks too small for a unit as expensive as it is.
Yes, a bigger model would be cool, as they got lost so easily...
Joined: 10 Sep 2008, 02:11 Location: In search for TheTruth (TM)
I remember discussing the addition of a little platter of 'glow' below crawlers to make them easier to see, but we forgot about it, and it never got implemented. What do you guys think about this?
Why not implement the glow with the actual unit itself? I think it turned out pretty well with the roach; its a lot easier to see now when it isn't cloaked.
I could do a tick model pretty quickly as well. I have a couple ideas already. But yeah: bigger = easier to hit (unless you hack the hitsphere which is not an ideal solution), which isn't very desirable for ticks.
Also: "satellite thing" is kind of vague. I haven't played hover much yet either, do you mind explaining a little bit more what that is and/or how to recreate it?
Joined: 10 Sep 2008, 02:11 Location: In search for TheTruth (TM)
maackey wrote:
Why not implement the glow with the actual unit itself? I think it turned out pretty well with the roach; its a lot easier to see now when it isn't cloaked.
Cloaked roaches are nearly invisible even to their owners.
...Maybe we could just increase the opacity on the cloaker effect and redo the tick model.
Also: "satellite thing" is kind of vague. I haven't played hover much yet either, do you mind explaining a little bit more what that is and/or how to recreate it?
I mean the unit "Owl: altitude spy-drone", it flies high above other units and works as a radar. It can only be destroid by a special missle (don't know which, tactical nuke?).
oh, I suppose I forgot to mention that I completely agree with the cloaker effect. Mass shields have a similar problem except they completely block out everything inside them when they get too dense.
EDIT: the Owl is in the *gunship* lab, not the hover (which I personally don't think it should be in anyway). It has a very short los, so it doesn't really work like a radar. It is destroyed by the long range missile towers. As for the build position blocking, I'm not entirely sure whats causing that. Perhaps the widget that shows a little marker on the ground?
The owl is a dumb unit that should be removed. Too many special target cats. Unless we can figure out how to get altitude aiming to behave so things dont fire at it because its -geniunely- too high.
Agree on cloak, the old cloak effect was fine imo, though perhaps we can have both at once.
iirc, in 1fac the Owl is becoming a multifunction-nuke-launcher warhead isn't it? Then it makes more sense - it's stopped by the anti-nuke, and the Screamer becomes just-another-anti-air-weapon.
iirc, in 1fac the Owl is becoming a multifunction-nuke-launcher warhead isn't it? Then it makes more sense - it's stopped by the anti-nuke, and the Screamer becomes just-another-anti-air-weapon.
Not necessarily.
It might end up in that factory, though the implementation is questionable. The method of stopping it, however, remains to be seen.
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