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by TheThinker
12 Jan 2010, 19:34
Forum: Zero-K
Topic: CA is niether a joke nor a techdemo
Replies: 46
Views: 6578

Re: CA is niether a joke nor a techdemo

A lot of silly arguments are being used to dump on CA: 1) Too many updates- Seriously? What's the problem with having a rapidly evolving concept? It's not as if you're being forced to update, and "relearning" every mod takes just a few minutes of playing. I personally LOVE seeing what's ne...
by TheThinker
11 Jan 2010, 20:52
Forum: Zero-K
Topic: Unit discussion: CA 6394
Replies: 50
Views: 9519

Re: Unit discussion: CA 6394

You mean the skuttles jump? Its actually vital. Its too slow and has a huge decloak: The only way it can close range is with its jump. If it tried to crawl next to a unit, it would be revealed every time. I dont like the unit that much though, for a lot of reasons. I'm curious. What do you not like...
by TheThinker
11 Jan 2010, 20:47
Forum: Zero-K
Topic: Unit discussion: CA 6394
Replies: 50
Views: 9519

Re: Unit discussion: CA 6394

Google_Frog wrote:If you want to rush them in manually set them on hold fire. Often you will be using a few which is easy enough to micro.
Wouldn't it be better to set them to "Return Fire" while you're rushing? Ah never mind. :-)
by TheThinker
08 Jan 2010, 04:34
Forum: Zero-K
Topic: Unit discussion: CA 6394
Replies: 50
Views: 9519

Re: Unit discussion: CA 6394

The venom is EMP75, it takes only 25% damage from EMP. It also doesnt self-pwn, nothing does. Unless you mean friendly fire or ally damage: It may do that, but not to other emp spiders. My mistake; I'm thinking of previous builds. Still, for a riot unit the venom has issues. For one, venoms tend to...
by TheThinker
07 Jan 2010, 07:46
Forum: Zero-K
Topic: Unit discussion: CA 6394
Replies: 50
Views: 9519

Re: Unit discussion: CA 6394

Similar problem blastwing - almost nobody can use them because they chain. Blastwing mostly kills blastwings. Good point. I use blastwings for one purpose only: to quickly set up fields of mines far across the map without my builders having to do it. So they're still useful. But as an offensive wea...
by TheThinker
06 Jan 2010, 19:06
Forum: Zero-K
Topic: Unit discussion: CA 6394
Replies: 50
Views: 9519

Re: Unit discussion: CA 6394

Either way, there is an obvious problem - out of the two Arm vehicle facs, there are no true riot units. If you want riot support, you need to get an infantry lab up - even the tactical walkers only have a stun-riot unit, and while it is very powerful it's also a very tricky unit to use (those riot...
by TheThinker
04 Jan 2010, 20:19
Forum: Zero-K
Topic: Unit discussion: CA 6394
Replies: 50
Views: 9519

Re: Unit discussion: CA 6394

Saktoth, I think those changes should do the trick, especially the cost adjustment. 450 sounds just about right for what it could do. Reducing the range by 20 is also nice change. I can't wait to test out the newest version then!

Thanks! :mrgreen:
by TheThinker
02 Jan 2010, 02:18
Forum: Zero-K
Topic: Unit discussion: CA 6394
Replies: 50
Views: 9519

Re: Unit discussion: CA 6394

luckywaldo7 wrote:Actually panther costs 280 in test (revision 6398)
Ooops. Then I was referring to the stable version then. 280 sounds like a good cost in my opinion, although I haven't tested whether it's sound or not. Thanks for the info.
by TheThinker
30 Dec 2009, 23:19
Forum: Zero-K
Topic: Unit discussion: CA 6394
Replies: 50
Views: 9519

Re: Unit discussion: CA 6394

many versions ago i already said mumbo was op, esciaplly if you boostrush it on small maps due to high dps and and because it reacts so fast. (no gay delays turning turrets, almost never has problems firing etc) I think it already got its damage reduced then? But if i go "T2" its still th...
by TheThinker
29 Dec 2009, 19:24
Forum: Zero-K
Topic: Unit discussion: CA 6394
Replies: 50
Views: 9519

Re: Unit discussion: CA 6394

No evidence that it cannot be effectively countered. Just evidence that it hasnt been countered be straight up killing it while making good cost. No one here said they cannot be countered. The issue is both tactical and economical; as I've said earlier mumbos have the equivalent cost to level 2 rai...
by TheThinker
29 Dec 2009, 05:18
Forum: Zero-K
Topic: Unit discussion: CA 6394
Replies: 50
Views: 9519

Re: Unit discussion: CA 6394

Furthermore, the mumbo, with its equivalent cost and 100+ higher hitpoints, quickly makes the level 2 ARM raider tank (whose name I forgot), redundant. Sure, the raider tank is slightly faster than the mumbo, but in the end the mumbo has far higher DPS and can take down gunships in its path. I've be...
by TheThinker
28 Dec 2009, 19:46
Forum: Zero-K
Topic: Unit discussion: CA 6394
Replies: 50
Views: 9519

Re: Unit discussion: CA 6394

For me anyway, a good fix would probably just be to have the mumbo's cost adjusted upwards. Other than that though, I'd be happy if the mumbo's effectiveness against gunships was significantly reduced. Static anti-swarm defenses may be able to shoot back at gunships, but at least their accuracy is q...
by TheThinker
28 Dec 2009, 04:56
Forum: Zero-K
Topic: Unit discussion: CA 6394
Replies: 50
Views: 9519

Unit discussion: CA 6394

Just thought I'd start a thread concerning the latest CA mod, 6394, and possible unit fixes. I'll start the ball rolling and state that I think the ARM anti-riot tanks (level 2 tank factory) are still overpowered. The fact that they double as formidable AA bots alone should be a wakeup call to anyon...
by TheThinker
29 May 2009, 19:37
Forum: Help & Bugs
Topic: Too many same sound spawns are allowed on selecting the ...
Replies: 38
Views: 7458

Re: Too many same sound spawns are allowed on selecting the ...

Hey everyone. I'm quite pleased that Argh and others are working on this audio problem. I'm an Ubuntu Jaunty user and strangely the Spring engine (at least on the CA mod anyway) has performance issues with sound sources above 1! Quite sad, since this hasn't happened before with the previous engines ...
by TheThinker
28 Dec 2008, 18:51
Forum: Help & Bugs
Topic: Springlobby does not like routers...
Replies: 2
Views: 639

Re: Springlobby does not like routers...

Okay, good news! While the causes of this bug in Springlobby are unknown, we found a work-around for it; just get a different computer to host with TAServer.jar. Voila! Instant game. So if anyone else hits upon the same problem as mine, do what we did. Don't know why it works (our systems are identi...
by TheThinker
27 Dec 2008, 02:35
Forum: Help & Bugs
Topic: Springlobby does not like routers...
Replies: 2
Views: 639

Springlobby does not like routers...

Hello everyone. I was wondering if anyone is having a similar problem. Here's the deal. Last night, my bothers and I decided to have a 3 player LAN game using a brand new Belkin router. We each run Ubuntu Intrepid, but were confidant our network could work. After setting up the network correctly, an...
by TheThinker
14 Dec 2008, 17:15
Forum: Zero-K
Topic: CA Strategies
Replies: 121
Views: 21084

Re: CA Strategies

Cool Ashnal! I've gotta look around more often for the debris then.
by TheThinker
13 Dec 2008, 19:09
Forum: Ingame Community
Topic: Make rankings optional?
Replies: 81
Views: 10300

Re: Make rankings optional?

Stop smurfing for f*** sake. It took me 5 min to get my password back when I forgot it last time so you can't use that as an excuse. You actually whine about how you're getting kicked for smurfing which is kinda funny and ironic. Did I mention you guys should stop smurfing? Yeah even you Beh. The m...
by TheThinker
12 Dec 2008, 05:48
Forum: Zero-K
Topic: CA Strategies
Replies: 121
Views: 21084

Re: CA Strategies

About AA: I used to make lines of AA, yet eventually realized that scattering your AA is actually the best tactic because of the aforementioned speed of bombers AND the fact that a line of AA WILL target the closest enemy, not the closest ENEMIES. When it comes to AA, scattering far and wide is supr...
by TheThinker
12 Dec 2008, 05:35
Forum: Ingame Community
Topic: Make rankings optional?
Replies: 81
Views: 10300

Re: Make rankings optional?

Swiftspear: I didn't make the name of the last account easy to remember either, but what's done is done. I'm sticking to this one for my games, and I would think that largely unused accounts would be deleted by moderators anyway, correct? I've only had 2 accounts, the first one being forgotten becau...

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