XTA Development discussion
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- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
On a flat (ish) map, they are excellent for killing swarms of AA kbots. (i'm speaking from experience in v7). They are ok at running past light defence, and if you are willing to delay a tech 2 lab or some heavier defences for a little bit, they can be useful in "late-early" game (kinda 10 minutes in). The corpses are pretty good to reclaim though, so if you just send them on a damage run then it could do you more harm than good. To be honest i barely ever start as vehicles (disregarding TCP and comet) unless i intend to flash rush.
The only person i have seen using raiders to great effect is teh mighty barto, who (ages ago) used to get about 4 vehic plants on comet and use a mass of mixed vehicles to catch people who where teching up or building defences to stop few, heavy targets.
The only person i have seen using raiders to great effect is teh mighty barto, who (ages ago) used to get about 4 vehic plants on comet and use a mass of mixed vehicles to catch people who where teching up or building defences to stop few, heavy targets.
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- XTA Developer
- Posts: 266
- Joined: 24 Aug 2006, 01:33
The hi trajectory is its best feature in my eyes. We did try increasing the thuds dps and then lowering its turn rate to see if it felt right + get more use from them.
This was way back in the day of the pre-alpha.
The unit itself seemed to become more of a mixture/hybrid of lvl1 + lvl2. The more veriants of the consept we tryed the more lvl2 it felt and the consepts dev for this unit was scrapped.
To date they still are highly effective, especially when facing llt's. Thuds are by no means the most agile of units, they can woddle up frunt lines taking a beating; whilst say your rocko's come in on either sides.
This was way back in the day of the pre-alpha.
The unit itself seemed to become more of a mixture/hybrid of lvl1 + lvl2. The more veriants of the consept we tryed the more lvl2 it felt and the consepts dev for this unit was scrapped.
To date they still are highly effective, especially when facing llt's. Thuds are by no means the most agile of units, they can woddle up frunt lines taking a beating; whilst say your rocko's come in on either sides.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
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- XTA Developer
- Posts: 266
- Joined: 24 Aug 2006, 01:33
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Very nice screens I'd still prefer them without the outer border, because my monitor is a border already... But you are the boss
A few issues were reported by Colorblind on another thread, maybe they can be fixed before a v8.1 release:
* The arm nuke silo doesn't have a nuke icon.
* The arm and core commander icons are unintelligible.
* I thought aGorm was working on new loadscreens to replace these ones.
* Set the building icons tag "radiusadjust" to 1
* Change the icontype for immobile water units (such as floating metalmakers, etc) from "sea" to "building".
Is there a general todo-list somewhere, where I could add these points, if they aren't already on it ?
A few issues were reported by Colorblind on another thread, maybe they can be fixed before a v8.1 release:
* The arm nuke silo doesn't have a nuke icon.
* The arm and core commander icons are unintelligible.
* I thought aGorm was working on new loadscreens to replace these ones.
* Set the building icons tag "radiusadjust" to 1
* Change the icontype for immobile water units (such as floating metalmakers, etc) from "sea" to "building".
Is there a general todo-list somewhere, where I could add these points, if they aren't already on it ?
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- XTA Developer
- Posts: 266
- Joined: 24 Aug 2006, 01:33
omg i WISH i had graphics like that on my pc, if i did i may never leave this seat! lmao
Very crisp designe aGorm. The pastle colors seem to bring the focus of the eye inwards of thoughes BEAUTIFULL screenies.
If you would be kind enough to email them to me so i can incorperate them into the next release
And no there is not a `TO DO LIST` YET this is because my feet havent toutched the ground for a few days. Ill do some work on them tommo with a full to do list n change log of the development!
Very crisp designe aGorm. The pastle colors seem to bring the focus of the eye inwards of thoughes BEAUTIFULL screenies.
If you would be kind enough to email them to me so i can incorperate them into the next release
And no there is not a `TO DO LIST` YET this is because my feet havent toutched the ground for a few days. Ill do some work on them tommo with a full to do list n change log of the development!
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- XTA Developer
- Posts: 266
- Joined: 24 Aug 2006, 01:33
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
1st:
3rd:
2nd:Attacking your enemy
* Always scout your enemy to find out what he is up to, what his defenses are and where you can find week points.
* Artilery is usefull to break down enemy defensive buildings or to back up your army.
* You may want to bring some Anti Aircraft units with your force, just in case, if you don't know for sure if your enemy has planes or not.
haaa, i disagree with the strategical advices and don't know what to do with that one. I would just remove it...
3rd:
4th:Defending from your enemies
* The carcasses of destroied units are actually very usefull for you since they will block the paths of the enemy units.
* After a fight, you can reclaim the carcasses or ressurect them and turn some of the force of the enemy into your own.
5th:A attack of gunships can be a devastating surprise on a unprepared enemy.
I think that one mught be fine. Although some change to make it not look like anymore like it is saying that that should be the standard way of killing them.