NOTA 1.82 - Page 29

NOTA 1.82

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Thor
NOTA Developer
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Joined: 05 Mar 2006, 10:26

Re: NOTA 1.45

Post by Thor »

It's vtol, not volts :wink:

anyway, I think those are all more specific things that don't fall under the area of a general intro guide. Mobile flak isn't anti-fighter. It is more anti-ground attack plane. It is true that they are pretty ineffective vs. strategic bombers.
Totbuae
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Joined: 14 Nov 2007, 08:22

Re: NOTA 1.45

Post by Totbuae »

Thanks, 123v.
123v wrote:Volts(air) are affected by terain. the toad inpeticular
What I meant is that terrain doesn't affect their mobility (they won't get blocked by it). Now, I acknowledge that terrain does mess with their ability to deliver ordnance sometimes but that's more of an engine quirk, imho.
123v wrote:Kbot and veh aa is not anti bomber.
Where does it say that?
123v wrote:Moble flack is anti fighter only. I learned this the hard way.
But they are the only mobile ground unit which can attack high altitude VTOLs (that's the point I was trying to make). What they're more effective against belongs in a more in-depth guide (I'll leave that one to you :P).
123v wrote:The dest have 4 torpedoes; 2 on each side.
Four torpedo tubes mounted on two torpedo launchers. I was counting the launchers, not the tubes.
123v wrote:And u may want some noob friendly descriptions "Volts(air)."
The guide is meant for people with experience playing OTA or any Absolute Annihilation subclasses. I figured my target audience would know what VTOL means. Maybe I should add a little glossary at the end of the page.
123vtemp
Posts: 215
Joined: 20 Mar 2008, 11:02

Re: NOTA 1.45

Post by 123vtemp »

Pendrokar,
I already said it before, but I will say it again. Beautiful work.

HeavyLancer,
About the maps:
HeavyLancer wrote:You might want to compile a proper list and make a .torrent out of that, 123v.
I though that was a good idea but I do not see my self doing that some time soon.

Totbuae,
Totbuae wrote:Kbot and veh aa is not anti bomber.
I must have been a bit out of it when I reread it. You never said that it was to knowledge.

Thanks every one. I love what ur doing. :wink:
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Thor
NOTA Developer
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Re: NOTA 1.45

Post by Thor »

v1.46 released: http://spring.jobjol.nl/1210


changelog:

v 1.46

-Added "Indian" Medium Assault Tank for CORE
-Added jumpjets for the ARM Commander
-Added refuel button for aircraft
-Hammer/Thud/Morty light plasma weapons now do 66% to medium armor and 40% to heavy; previously 100% medium and 50% heavy
-Metal Extractor Platform cost decreased 50%
-Samurai accuracy decreased
-Sniper weapon type changed to projectile laser; 75% damage to heavy armor and buildings; 700 range; 15 second reload time
-All Aircraft cost increased 2%
-Hellfish speed decreased
-Torpedo Bomber buildtime decreased 10%
-Blade firepower decreased 5%
-valkyrie hitpoints increased 33%
-Maverick autoheal begins instantly; autoheal rate increased
-Sprinter and zipper range slightly decreased
-Tracker and Stealth Bomber decloak radius decreased
-Dragonfly price cut from last version rolled back from 30% to 10%
-Dragon's Teeth metal and energy cost decreased 40%
-Added Command Tower Start Radius, Improved Metal Maker, and Transport AI Widgets
pintle
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Joined: 19 Dec 2005, 16:01

Re: NOTA 1.45

Post by pintle »

Thor wrote:-Sprinter and zipper range slightly decreased
Can they still kite flash with moderate success?
Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Re: NOTA 1.46

Post by Klopper »

Very sweet 8)

Thor, any chance you might borrow CA's core nanobeam and their fire stuff some time? It would add to NOTA very nice imho, especially for the HQ with it's large build radius...and with the fire stuff, Firebats could make REAL napalm carpets...*drool*
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Thor
NOTA Developer
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Re: NOTA 1.45

Post by Thor »

pintle wrote:
Thor wrote:-Sprinter and zipper range slightly decreased
Can they still kite flash with moderate success?
it's a bit harder

The nanobeam is probably a good idea. I'm not sure what it looks like though. I don't think it works on my computer.


we seem to be having more frequent crashes since 1.46. Hopefully we will be able to fix this.
123vtemp
Posts: 215
Joined: 20 Mar 2008, 11:02

Re: NOTA 1.46

Post by 123vtemp »

NOTA v1.461b still has an occasional crash/freeze bug

The zipper never had the hp to stand up to flashes/core light tanks.
The sprinter should do decently vs light tanks as it costs about the same.

The ca nano beams do not behave / look very good consistently.

"REAL napalm carpets" :-)
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manolo_
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Re: NOTA 1.46

Post by manolo_ »

i got a question, i played in a big game with core tanks vs dojeh and he spammed snipers and rape my ass, how could u beat him? i tryed with arty (is it possible that they couldnt shoot with low traj?) and failed
Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Re: NOTA 1.46

Post by Klopper »

123vtemp wrote:
"REAL napalm carpets" :-)
Well, they could set stuff on fire, wouldn't that be cool? 8)
And maybe using the fire stuff their napalm "clouds" could have their damage distributed a bit over time until they disappear...it always seemed a bit inadequate to me that they deal all their damage only in the moment of the explosion and none while "dissolving" ;/
Thor wrote: The nanobeam is probably a good idea. I'm not sure what it looks like though. I don't think it works on my computer.
Hmm, didn't know they cause issues for some ppl...haven't ever had problems with them for myself :?

Another thing that would add to NOTA's coolness factor a bit would be the jetstreams for small, fast planes (especially ground attackers and fighters) :-)

Some other thing which i'm not yet sure about though: Maybe it would be adequate for t1 veh arty to have low trajectory as default setting, not high? That way they would be useful in combat when they arrive on the battlefield and could be set to high trajectory when long-range bombardment is needed...
123vtemp
Posts: 215
Joined: 20 Mar 2008, 11:02

Re: NOTA 1.46

Post by 123vtemp »

Joe took some pics in the last battle:

[2:16:32 AM] <JoeNightmare> http://i104.photobucket.com/albums/m170 ... een611.jpg
[2:18:03 AM] <JoeNightmare> http://i104.photobucket.com/albums/m170 ... een079.jpg
[2:18:50 AM] <Totbuae[NOTA][S44]> doesn't matter, it takes options away from them, that's a edge that could've turned the battle in the middle
[2:19:29 AM] <123v[NOTA]> nice shots
[2:19:32 AM] <omygod> XD
[2:19:34 AM] <Totbuae[NOTA][S44]> nice screenies, Joe
[2:19:38 AM] * RussianBear has joined #nota
[2:19:43 AM] * RussianBear has left #nota (Quit)
[2:20:06 AM] <123v[NOTA]> next time hit F5 and F9 so we can use it as an NOTA shot
[2:20:11 AM] <omygod> I had 20napalm long b4 we breakthrough XD
[2:20:14 AM] <123v[NOTA]> with out all the stuff in the way
[2:20:20 AM] <omygod> but I want to see the nuke XDD
[2:20:29 AM] <Totbuae[NOTA][S44]> but you did a lot just by denying them the metal in the north lake, so I still think you did a great job OMG :)
[2:20:39 AM] <JoeNightmare> i have enough screens for a while, i can point out a lot that the other team did wrong
[2:20:43 AM] <JoeNightmare> lol
[2:20:57 AM] <123v[NOTA]> lol
[2:21:31 AM] <Totbuae[NOTA][S44]> hey, I didn't have to worry about a possible bc shelling me, that's good in my book :P
[2:22:25 AM] <omygod> the replay site is down O_o
[2:22:31 AM] <123v[NOTA]> :/
[2:23:00 AM] <omygod> I'll upload the replay later XD
[2:23:34 AM] <JoeNightmare> their base:
[2:23:34 AM] <JoeNightmare> http://i104.photobucket.com/albums/m170 ... een261.jpg
[2:23:38 AM] <JoeNightmare> http://i104.photobucket.com/albums/m170 ... een262.jpg
[2:23:44 AM] <JoeNightmare> http://i104.photobucket.com/albums/m170 ... een263.jpg
[2:23:45 AM] <JoeNightmare> your base:
[2:24:02 AM] <JoeNightmare> http://i104.photobucket.com/albums/m170 ... een257.jpg
[2:24:06 AM] <JoeNightmare> http://i104.photobucket.com/albums/m170 ... een258.jpg
[2:24:10 AM] <JoeNightmare> http://i104.photobucket.com/albums/m170 ... een259.jpg
123vtemp
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Re: NOTA 1.46

Post by 123vtemp »

Klopper wrote: Some other thing which i'm not yet sure about though: Maybe it would be adequate for t1 veh arty to have low trajectory as default setting, not high? That way they would be useful in combat when they arrive on the battlefield and could be set to high trajectory when long-range bombardment is needed...
Thank you, I agree completely.
123vtemp
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Re: NOTA 1.46

Post by 123vtemp »

manolo,
manolo_ wrote:i got a question, i played in a big game with core tanks vs dojeh and he spammed snipers and rape my ass, how could u beat him? i tryed with arty (is it possible that they couldnt shoot with low traj?) and failed
Snipers b4 version 1.46 have had a long reload time. They are slow and a spam can overtake them b4 taking many losses. Air is also a good way to deal with snipers. If u can see snipers, any ranged unit can do considerable dmg. If you are core you're tanks will often live if they charge, and go head to head with snipers. If the snipers are retreating they should do a great deal of dmg to slow tanks.

If you mix your armies you will have little trouble.
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Thor
NOTA Developer
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Re: NOTA 1.46

Post by Thor »

Setting the trajectory to low would be confusing, as there would be no apparent reason why the unit would refuse to fire at high range. Wait until the next spring version. Until then this is the best we can do.
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FrOzEnTaCo
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Re: NOTA 1.46

Post by FrOzEnTaCo »

this is 2 years old and only has 29 pages :o
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Re: NOTA 1.46

Post by smokingwreckage »

Testament to the pure, unquestioned perfection of NOTA.
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Re: NOTA 1.46

Post by bwansy »

Just me having a bit too much fun while playing against computer AI.
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smokingwreckage
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Re: NOTA 1.46

Post by smokingwreckage »

2 FPS with your bot returning 200ms ping :D

I know that feeling.
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Thor
NOTA Developer
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Re: NOTA 1.47

Post by Thor »

v1.47 released: http://spring.jobjol.nl/show_file.php?id=1243

Changelog:

-Morty Speed decreased 20%, hitpoints decreased 15%
-Talwar Assault Transport cost decreased 20%
-Hovercraft Transport hitpoints increased 40%
-Indian cost slightly increased; gun is armor piercing
-re-added sniper hit sound
-Fixed a bug that caused game to freeze

Spacebugs:http://spring.jobjol.nl/show_file.php?id=1244

Montro Tankers now spawn only on burrows that have been alive for a certain amount of time, so by killing burrows you can delay their spawning, whereas if you choose to porc instead you will have to deal with them sooner. The number of units spawning on the queen now depends on the difficulty and number of players.


edit: whoops, morty hp was reduced 15%, not 25%!
123vtemp
Posts: 215
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Re: NOTA 1.47

Post by 123vtemp »

That is nice to know. It had looked as tho the morty was shafted.
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