Amphib-oriented maps?
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Amphib-oriented maps?
I was just noticing that I never, ever use amphibs. And it occurred to me why: there are damn few maps that allow them. Even if a map has a system of islands, rivers, and lakes, they're usually one of the following:
Too steep for amphib vehicles
Shallow enough that normal kbots can cross them
Big enough that navies flow through them, making any amphib force sub-bait.
Anybody else have similar frustrations? Anybody working on a map where there's actually a sensible reason to use the Croc?
Too steep for amphib vehicles
Shallow enough that normal kbots can cross them
Big enough that navies flow through them, making any amphib force sub-bait.
Anybody else have similar frustrations? Anybody working on a map where there's actually a sensible reason to use the Croc?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Amphib-oriented maps?
Maybe if caydr would fix them they would be useful. The need higher slope tolerance, they need to be buffed as well. The also need an overal speed increasePxtl wrote:I was just noticing that I never, ever use amphibs. And it occurred to me why: there are damn few maps that allow them. Even if a map has a system of islands, rivers, and lakes, they're usually one of the following:
Too steep for amphib vehicles
Shallow enough that normal kbots can cross them
Big enough that navies flow through them, making any amphib force sub-bait.
Anybody else have similar frustrations? Anybody working on a map where there's actually a sensible reason to use the Croc?
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Hover seems to be better than amphibious units most of the time, but is pretty useless if you can have a real land army or a real navy.Machiosabre wrote:hover would ge great on alot of maps if it wasn't so awfull.
As I've said before, one thing I'd really like to see used more often is terrain types/movement speed mods. Have some 'swampy' ground terrain that slows down vehicles and kbots but doesn't affect Hover, for example.
- Mountain Lake+ (start boxes required, borked defaults...must walk :p )
- The Cold Place (remake recommended)
- Omega
- Island Alpha+
-Omniside
-Water ways
In all of them you can use amphib units/hovers/water units as a powerfull strategy.
Xta crocs/tritons, are like all terrain mid level tanks.
Not as expensive/powerfull as a bulldog, but fast, and capable of climbing almost every hill, just a bit short of a kbot in that.
That makes this tanks the first choice for a fast assault, or for taking over rough terrain, not ot mention they are amphibious.
Worth to build them in many situations.
- The Cold Place (remake recommended)
- Omega
- Island Alpha+
-Omniside
-Water ways
In all of them you can use amphib units/hovers/water units as a powerfull strategy.
Xta crocs/tritons, are like all terrain mid level tanks.
Not as expensive/powerfull as a bulldog, but fast, and capable of climbing almost every hill, just a bit short of a kbot in that.
That makes this tanks the first choice for a fast assault, or for taking over rough terrain, not ot mention they are amphibious.
Worth to build them in many situations.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: What?
Pxtl wrote:Crocs are all terrain? Like, kbot all-terrain or spider all-terrain? Does that apply to the Core Poison Arrow as well?
No poison arrows in xta.mongus wrote:and capable of climbing almost every hill, just a bit short of a kbot in that.
Yep divided shores has specific platforms for amphibious assault rigth?
never played that map much sorry.
Last edited by mongus on 08 May 2006, 22:03, edited 1 time in total.
Have to point this out... But ANY map were you can get to the enamys base Via water is a good map for anphibs... Your just looking att hem in the wrong light. If you sent an armarded and a land army att he same time on a map, the enamy would be like, right, Im ust do this to defend. If suddenly a whole bunch of anphibs rise out of the water, WHAMM, you got one up on them. They make great surprise support, and can hold a beach against quite tough opponents..
Basicly... there all about surprising the hell out of someone with an army thats bigger than they thought...
Plus lots of players (me included) forget to defend the back of there base properly against land attacks... so you can walts in behind there defenses...
Anyway... enough of me... :)
aGorm
Basicly... there all about surprising the hell out of someone with an army thats bigger than they thought...
Plus lots of players (me included) forget to defend the back of there base properly against land attacks... so you can walts in behind there defenses...
Anyway... enough of me... :)
aGorm
Yes, but that's not my point - my point is that most maps that you could use amphibs on are crippled by having shores too steep for them, or so much naval action that the amphibs get chewed up by normal anti-sub defenses.aGorm wrote:Have to point this out... But ANY map were you can get to the enamys base Via water is a good map for anphibs... Your just looking att hem in the wrong light. If you sent an armarded and a land army att he same time on a map, the enamy would be like, right, Im ust do this to defend. If suddenly a whole bunch of anphibs rise out of the water, WHAMM, you got one up on them. They make great surprise support, and can hold a beach against quite tough opponents..
Basicly... there all about surprising the hell out of someone with an army thats bigger than they thought...
Plus lots of players (me included) forget to defend the back of there base properly against land attacks... so you can walts in behind there defenses...
Anyway... enough of me... :)
aGorm
Or have crossings that are so shallow that any land unit can roll over them.Pxtl wrote:Yes, but that's not my point - my point is that most maps that you could use amphibs on are crippled by having shores too steep for them, or so much naval action that the amphibs get chewed up by normal anti-sub defenses.
yeah saying stuff ppl have already said (IN THE ORIGINAL POST) _really_ helps get this moving.Arrow Shallow enough that normal kbots can cross them
Arrow Big enough that navies flow through them, making any amphib force sub-bait.
amphibs are good on some maps, there are few. if you don't like it go make a map with middle depth crossings or special movement types. or alter the mod you want to make amphibs capable of climbing.
not everyone thinks amphib combat is interesting or fun. ships / air drops are way better IMO
It really, really is map dependent methinks. I think what could possibly solve some of these amphi problems is having a good amphibious torpedo launcher tank (there were some in OTA that could be used) to defend amphibious armies against attakcign subs (they were basuicalyl amph tanks with torpedo launchers. Pretty useless on land though).