n00berhack! v0.7g released (aka, the monkeylord mod)
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PWs rock atm, use central build AI
And the gameplay atm is awful, mexxes that reduce your metal storage? wtf?
Core doesnt have any mobile AA. However the mexxes rape a swarm of 100 brawlers with 2 shots. Give the arm berthathing a range comparable to the monkeylord imo would help.
Most games end in a tie because of units are used as defence, and you will get an impenetrable defence not long into the game. Hawks anyone?
And the gameplay atm is awful, mexxes that reduce your metal storage? wtf?
Core doesnt have any mobile AA. However the mexxes rape a swarm of 100 brawlers with 2 shots. Give the arm berthathing a range comparable to the monkeylord imo would help.
Most games end in a tie because of units are used as defence, and you will get an impenetrable defence not long into the game. Hawks anyone?
Otherwise people would spam exploiters and have no reason to build attack units. This way, they at least have to build AKs.
One AK gives you as much storage as one exploiter loses.
The bertha is a general anti-mech weapon - 10k damage per round. 3-4 of them will end a monkeylord very, very quickly. I'm yet to see a monkeylord be a game decider, actually. Most of the time its built it ends up just cementing an already ended game. The fact that they have a huge radius around them in which plasma shells are actually SUCKED into it makes it a big honking target on the field.
As far as siegebreakers - use peewees to shell things at range, or set up berthas, or swarm with something...
On the other hand, core has the monkeylord's laser to smash defenses, as well as the sumo+shadow.
Sumo is core's mobile anti air.
I'm yet to see a truely impenetrable defense in this game, or anything even resembling one. Even two flashes or a few AKs in a base can wreck massive havoc.
Would it be worth me writing a short guide to the units? <_<
One AK gives you as much storage as one exploiter loses.
The bertha is a general anti-mech weapon - 10k damage per round. 3-4 of them will end a monkeylord very, very quickly. I'm yet to see a monkeylord be a game decider, actually. Most of the time its built it ends up just cementing an already ended game. The fact that they have a huge radius around them in which plasma shells are actually SUCKED into it makes it a big honking target on the field.
As far as siegebreakers - use peewees to shell things at range, or set up berthas, or swarm with something...
On the other hand, core has the monkeylord's laser to smash defenses, as well as the sumo+shadow.
Sumo is core's mobile anti air.
I'm yet to see a truely impenetrable defense in this game, or anything even resembling one. Even two flashes or a few AKs in a base can wreck massive havoc.
Would it be worth me writing a short guide to the units? <_<
Well, you could beef up the in-game unit descriptions to reflect all that stuff you just said.Nemo wrote:Otherwise people would spam exploiters and have no reason to build attack units. This way, they at least have to build AKs.
One AK gives you as much storage as one exploiter loses.
The bertha is a general anti-mech weapon - 10k damage per round. 3-4 of them will end a monkeylord very, very quickly. I'm yet to see a monkeylord be a game decider, actually. Most of the time its built it ends up just cementing an already ended game. The fact that they have a huge radius around them in which plasma shells are actually SUCKED into it makes it a big honking target on the field.
As far as siegebreakers - use peewees to shell things at range, or set up berthas, or swarm with something...
On the other hand, core has the monkeylord's laser to smash defenses, as well as the sumo+shadow.
Sumo is core's mobile anti air.
I'm yet to see a truely impenetrable defense in this game, or anything even resembling one. Even two flashes or a few AKs in a base can wreck massive havoc.
Would it be worth me writing a short guide to the units? <_<
Edit: I was thinking, if you wanted to really go nuts, you could consider the fact that, with only a handful of units per faction and over 300 to choose from in AA, you could make like a dozen factions for n00berhack. n00berhack could be like a fighting game with a ton of different "characters" to choose from.
Will be done next version. Didn't think to fix that before the release, sorry about that.Pxtl wrote: Well, you could beef up the in-game unit descriptions to reflect all that stuff you just said.
Mmm. Neat idea. In fact, VERY neat idea. However, that sounds like way more work than should be invested in such a silly little game. If I'm ever lacking for something to do for 1944, I'm definately going to look into doing that.Edit: I was thinking, if you wanted to really go nuts, you could consider the fact that, with only a handful of units per faction and over 300 to choose from in AA, you could make like a dozen factions for n00berhack. n00berhack could be like a fighting game with a ton of different "characters" to choose from.
I'll poke around a little and fix a few things (# of movement classes, unit descriptions, some minor balance tweaks), and see about a new version.
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KDR_11k wrote:Yes but I don't think he was asking about just any BOS. He wanted a specific BOS and we're having a hard time trying to figure out what exactly it's supposed to do. I could make a flying mex that does the hokey-pokey but I don't think he'd want that.
Nemo, I think flying hokey-pokey mexs are a must.
..and how did the shadow removing-ness go? I but this would run waaaaay beeter (especialy under my nuclear carpet bombing) without so much(any?).
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- Posts: 197
- Joined: 04 Nov 2004, 00:33
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- Posts: 197
- Joined: 04 Nov 2004, 00:33