Search found 37 matches
- 24 Aug 2010, 07:44
- Forum: Zero-K
- Topic: user interface
- Replies: 106
- Views: 21711
Re: user interface
My very personal opinion on removing game features for the sake of easier learning is following: Fuck casuals. [/size] People play Dwarf Fortress all the time, and compared to CA it is much harder to learn and is even harder to play when you are starting. This means that if the game is fun enough an...
Re: Gunships
Okay i've run some tests with Fighters vs gunships. Basically, to be able to counter banshees, you need to invest almost the same cost in fighters. 20 banshees beat 10 vamps (5k vs 3k), but lose to 12 vamps (3.6k). So id agree with baracus' suggestion to decrease their fire arc, maybe not to 30 but ...
Re: Gunships
Groups of 5 banshees are completely useless. They just dont have enough DPS to kill ANYTHING.Wouldn't it be nice if gunships were useful in groups of 5 or so instead of being kind of pointless until you get 30 of them?
Re: Gunships
Stat-wise, there is nothing really wrong with banshees. 250 cost is high enough to keep em balanced. for every 3 banshees you can have 1 mobile T2 AA, Adv fighter costs 300, and they only lose to banshees when outnumbered 4 to 1, thats 1000 cost vs 300 cost. However, there is still a problem, and th...
- 21 Jul 2010, 14:11
- Forum: Zero-K
- Topic: Starting builds not capping mexes
- Replies: 46
- Views: 8573
Re: Starting builds not capping mexes
Oh look, a mechanic that rewards good teamplay in a teamgame! And people get pissed at it. I dont see any problems with communism in all-pro games, and the games should always be balanced only for this kind of games. I do and always will hate the gameplay changes that are made solely to make complet...
- 19 Jul 2010, 14:30
- Forum: Zero-K
- Topic: Modular Commanders
- Replies: 58
- Views: 10893
Re: Modular Commanders
I like the general idea, but the whole licho's metagame suggestion totally turns me off. I mean, unlocking upgrades with points gained for winning games? Are we trying to be a room-based MMO-action game here or what the fuck is this bullshit? If we ever get PW running again, sure that would totally ...
- 19 Jul 2010, 13:42
- Forum: Zero-K
- Topic: Boost Rushing
- Replies: 95
- Views: 15746
Re: Boost Rushing
Personally, i would prefer a VERY short timespan for boost. Make it disappear after, say, 20 seconds. The time should be just enough to walk to your mexes if you start a little away from them, and quickly build whatever you need. Maybe make the boost not disappear all at once, but, like, you lose 5%...
- 02 May 2010, 18:06
- Forum: Zero-K
- Topic: Construct additional pylons!
- Replies: 159
- Views: 24473
Re: Construct additional pylons!
Hm, i wish there was a stat tool which would tell how much metal has each player obtained through regular mexes, through OD and through reclaim.Mav wrote:adds nothing to gameplay.
That would quickly tell how true your statement is.
- 01 May 2010, 21:27
- Forum: Zero-K
- Topic: Construct additional pylons!
- Replies: 159
- Views: 24473
Re: Construct additional pylons!
The com Energy doesnt really matter, having slightly less of it just makes you build a few more solars on start, and that just delays yout build by 5-10 seconds. And can you make up your fucking mind on what is the aim of the new OD system. Is it promoting raiding or fighting the slippery slope? Bec...
- 28 Apr 2010, 22:29
- Forum: Zero-K
- Topic: Construct additional pylons!
- Replies: 159
- Views: 24473
Re: Construct additional pylons!
Only for windmills and solars, because they have, like, 0 radius.Pxtl wrote:Wait, what? Transmission is by touch? Huh?
Your other choice is to build transmission fusions at the same distances as old transmission pylons. But its kinda expensive, you know.
- 28 Apr 2010, 22:11
- Forum: Zero-K
- Topic: Construct additional pylons!
- Replies: 159
- Views: 24473
Re: Construct additional pylons!
Test CA now contains experimental change - pylons are gone and each energy source acts as a pylon. (Bigger source - more range). Thank you for this change. It sounds a lot easier to manage because I don't have to think about pylons, and if something is off the grid I drop a solar near it. You need ...
- 28 Apr 2010, 01:55
- Forum: Zero-K
- Topic: Construct additional pylons!
- Replies: 159
- Views: 24473
Re: Construct additional pylons!
Well, here are my thoughts, in random order. No "One mex in x minutes levels up", if i have 6 mexes it is 100% fucking logical that they should upgrade twice as fast than if i had only 3. No mex upgrading over time. It sounds like a nice idea, but the pylons are aldready there and thats ex...
- 28 Apr 2010, 01:30
- Forum: Zero-K
- Topic: user interface
- Replies: 106
- Views: 21711
Re: user interface
My complaint is also that all the shit is way too big. Especially the windows, and they are big in such way that most of their space is vacant anyway. I had to disable chilichat because of that, now im stuck with the default one. The resource bar is supposed to be above it. Remember the engine resba...
- 22 Feb 2010, 00:07
- Forum: Zero-K
- Topic: Construct additional pylons!
- Replies: 159
- Views: 24473
Re: Construct additional pylons!
Ffs, its not logarithmic, its just a fucking square root. And theres a huuge difference between the two. And actually i would prefer if it was logarithmic.Pxtl wrote:logarithmic diminishing-returns function.
- 19 Feb 2010, 08:52
- Forum: Zero-K
- Topic: Construct additional pylons!
- Replies: 159
- Views: 24473
Re: Construct additional pylons!
After osme playtesting it kinda seemes like the the amounts of metal mined have been increased somehow. Ive checked the source and the overdrive equation is the same though. Maybe it felt that just because people porced more because they wanted to play with pylons, dunno. Anyway, I loved this new fe...
- 25 Jan 2010, 23:50
- Forum: Zero-K
- Topic: What do you want to see more of in CA?
- Replies: 181
- Views: 25463
Re: What do you want to see more of in CA?
While most of the gameplay and feature suggestions here are insane and lame, argh's one makes alot of sense. Unit capturing is extremely hard to use in CA. We need some way to make EMP units prioritize units that are not yet stunned to those that are already stunned. Then maybe make Arm T2 veh cons ...
- 25 Jan 2010, 03:49
- Forum: Zero-K
- Topic: What do you want to see more of in CA?
- Replies: 181
- Views: 25463
Re: What do you want to see more of in CA?
MidKnight, who the fuck has told you all that crap? Really, you shouldnt ask noobs who have no idea how to play. Flanking? Arent we trying to DECREASE the amount of unit micromanagement here? Go play Red alert 3. EVERY fucking unit there has a special ability. And then your commander also has specia...
- 24 Jan 2010, 07:46
- Forum: Zero-K
- Topic: SEAD bombers and AA changes.
- Replies: 14
- Views: 2913
Re: SEAD bombers and AA changes.
Actually i would love to have some kind of bomber which would be able to effectively pierce enemy frontline AA. The precision bombers do well at first, but as the amount of AA increases, more and more of them die before they are able to release their bombs. Some sort of slow, high-HP bomber, prefera...
- 04 Aug 2009, 13:32
- Forum: Off Topic Discussion
- Topic: What resolution do you play Spring at?
- Replies: 48
- Views: 8045
Re: What resolution do you play Spring at?
Fullscreen 1024x768. Because thats my desktop resolution and i havent changed it for many years.
- 01 Aug 2009, 11:13
- Forum: Off Topic Discussion
- Topic: Post here how much u hate dsd
- Replies: 38
- Views: 4752
Re: Post here how much u hate dsd
The reason people play DSD is that 80% of them are noobs. And since DSD is so porcy, these noobs can still live and slowly explore the tech tree and think that they are helping, while actually they are completely useless for anything other than being a meatshield. Meanwhile, the decent players on ea...