XTA has absurd things ... - Page 2

XTA has absurd things ...

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Lindir The Green
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Post by Lindir The Green »

Egarwaen wrote:AA doesn't have direct counters either, for the most part. (The notable exception being gunships and flak)
Well, all of my knowlege is from which units they added to OTA, and they seemed to be mostly units and counters to those units.

Such as the IMO stupid 6 different Krogoths.
Egarwaen
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Post by Egarwaen »

Lindir The Green wrote:Well, all of my knowlege is from which units they added to OTA, and they seemed to be mostly units and counters to those units.
Not really. I can't think of any units that fit that pattern that AA added. And I really do mean any.
Such as the IMO stupid 6 different Krogoths.
There aren't 6 different Krogoths. There's three levels of L3 mechs, with increasing cost and decreasing practicality. The first two levels make sense, the last is a typical Uberweapon. All are general battle units, not specific counters to anything. (Other than heavy porcing, but that hardly counts as a specific counter)
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FireCrack
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Post by FireCrack »

^Well, a few are artllery, and a few are all terrain (one is artillery and all terrain) the rest are general abttle units...
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LOrDo
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Post by LOrDo »

Subs in XTA have NO counter. If he gets to sea before you, he wins sea.
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Pxtl
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Post by Pxtl »

Egarwaen wrote:
Lindir The Green wrote:Well, all of my knowlege is from which units they added to OTA, and they seemed to be mostly units and counters to those units.
Not really. I can't think of any units that fit that pattern that AA added. And I really do mean any.
Such as the IMO stupid 6 different Krogoths.
There aren't 6 different Krogoths. There's three levels of L3 mechs, with increasing cost and decreasing practicality. The first two levels make sense, the last is a typical Uberweapon. All are general battle units, not specific counters to anything. (Other than heavy porcing, but that hardly counts as a specific counter)
Actually, they're not even ideal against heavy porcing if the porcer makes extensive use of BLODs, since BLODs counter L3 mechs. The only ideal "antiporcer" mechs are the Ubermechs (which can concentrate enough firepower in one small spot that many defenders simply can't focus their spread-out-defense enough to stop them) and the All-Terrain-L3s (Vanguard and Karganeth). The Razorback, Bantha, and Krogtaar fill a niche similar to the XTA Golis. The Juggernaut is just a really big sumo... good for very little but soaking up fire. The remaining L3 mechs are special-purpose doodads like artillery, mobile Berthas, and L3 amphibs.

As said, the AA L3s have quite a lot of variety.
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FoeOfTheBee
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Post by FoeOfTheBee »

LOrDo wrote:Subs in XTA have NO counter. If he gets to sea before you, he wins sea.
Seaplanes
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Pxtl
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Post by Pxtl »

Foe OfTheBee wrote:
LOrDo wrote:Subs in XTA have NO counter. If he gets to sea before you, he wins sea.
Seaplanes
Haven't played a naval XTA game in a long time, how well do torpedo-launchers work? In OTA, that was the best approach - subs own the open sea, but torp-launchers meant that ships were needed in base-v-base combat.
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Neddie
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Post by Neddie »

Foe OfTheBee wrote:
LOrDo wrote:Subs in XTA have NO counter. If he gets to sea before you, he wins sea.
Seaplanes
I was about to ask about those.
Egarwaen
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Post by Egarwaen »

LOrDo wrote:Subs in XTA have NO counter. If he gets to sea before you, he wins sea.
Does XTA not have torp bombers?
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hrmph
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Post by hrmph »

XTA does have torp bombers. Although it is missing some other much-needed things such as underwater moho mexes.
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Pxtl
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Post by Pxtl »

hrmph wrote:XTA does have torp bombers. Although it is missing some other much-needed things such as underwater moho mexes.
Imho underwater mohomexes are a risky thing. In OTA/XTA, going l2 water is an _expense_, whereas L2 land is an investment. Considering the terrifying bombardment power of L2 water, this is not a trivial decision. Meanwhile, look at what happened in AA: The TA-style overpowered water units combined with AA's water-mohomexes meant that naval maps would go instantly to the player who took more water, almost to the exclusion of land-based combat. Now that AA's plasma-cannons have becom anti-naval-batteries, that has been fixed, but having anti-naval-batteries seems to violate the "XTA Way". Hence, no mohomexes makes sense - L2 navy is a tradeoff, power vs. economy.
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Lindir The Green
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Post by Lindir The Green »

Well...

OK, I guess I don't have a clearly defined reason for not liking AA. It's just little annoying details.

Basically... I don't like how AA made similar units for each advancement path. I prefer to not have underwater moho mexes, and I prefer the Krogoth to be "countered" by the more level 2 units that ARM has.

I want more differentiation between ARM and CORE, and more differentiation between the different tech paths. Maybe X unit they to CORE is completely different from X unit added to ARM, but at first glance they seem almost completely parallel.

And also, I'm better at XTA. :wink:
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KDR_11k
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Post by KDR_11k »

Letting flak shoot at ground units can mean they are busy tickling some tank instead of blowing strategic bombers out of the sky.
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rattle
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Post by rattle »

That ARM lvl2 heavy rocket kbot (Raven?) in XTA seems a bit overpowered at times because of it's extreme range and damage of each rocket... and it looks a little bit too small and skinny :P. But I agree, core got plenty of powerful toys so it fits quite in.

What XTA needs are some shortened animation times and, well, a replacement model for the flash tank would be neat (that one used in BOTA looks awesome compared to the old flash).
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