"Nods"Foxomaniac wrote:
At least buff Hover rocket to a point where it can fight HLTs then?
Absolute Annihilation 2.11
Moderator: Moderators
For the units remoived I can understand all of them except bertha ships. They shouldnt be as they are now, but they should server the purpose of allowing a sea player o make LRPCs. As it is they are expensive in comparison to land based LRPCs.
And on the changelog before that, a few things....
First and foremost, dont froget to give l2 air transports a a similar b uff to what the l1 ones got, we want to keep everything in continuity.
Secondly, please dont decrease the toaster/ambusher groundflashes too much, they should still look significantly more powerfull than the punisher/guardian. A unit sometimes has to look powerfull to be powerfull. Also, LRPCs appeared to have the l1 plasma groundflash last i checked, this should be the l2 groundflash (though I could be wrong about this).
Why are your reducing the arm moho-geo output? I've never found it to be a problem...
On the old anti-bomber turrets, a unit has to look and sound powerfull to be powerfull. Prehaps medium range is an accurate description, but prehaps calling them long range turrets and renaming the long range missiles to extreme range missiles. Also, nwo that they dont do extra damage against bombers prehasp a very slight damage buff would be in order?
Overall it seems a preety good patch...
And on the changelog before that, a few things....
First and foremost, dont froget to give l2 air transports a a similar b uff to what the l1 ones got, we want to keep everything in continuity.
Secondly, please dont decrease the toaster/ambusher groundflashes too much, they should still look significantly more powerfull than the punisher/guardian. A unit sometimes has to look powerfull to be powerfull. Also, LRPCs appeared to have the l1 plasma groundflash last i checked, this should be the l2 groundflash (though I could be wrong about this).
Why are your reducing the arm moho-geo output? I've never found it to be a problem...
On the old anti-bomber turrets, a unit has to look and sound powerfull to be powerfull. Prehaps medium range is an accurate description, but prehaps calling them long range turrets and renaming the long range missiles to extreme range missiles. Also, nwo that they dont do extra damage against bombers prehasp a very slight damage buff would be in order?
Overall it seems a preety good patch...
Last edited by FireCrack on 25 Aug 2006, 04:54, edited 1 time in total.
- Drone_Fragger
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- Mars Keeper
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Hmm
My input on hover arty:
Hover arty is a very large hovercraft... so why not make it into something hugely expensive? Make it into a mobile guardian, or some monstrously-armoured, mid-rapid-fire, sluggish unit. A half-fire-rate, shorter-ranged, heavily armoured Tremor. Then it costs almost as much as an L2 factory to build anyways. After all, any target that such a unit would be hitting would be guarded by Guardians that would be able to give it a bad day. Then they would have a noticably different function to the hover-vlaunch (which is basically a hover-version of the L1 artillery tanks right now).
Oh, and I like the Krogtaar (and the Orcone, for that matter).
edit: Mars Keeper: He's cutting the price on the hoverplant to make it into L1 (any plans to similarly convert seaplanes into L1 or L1.5 units?).
Hover arty is a very large hovercraft... so why not make it into something hugely expensive? Make it into a mobile guardian, or some monstrously-armoured, mid-rapid-fire, sluggish unit. A half-fire-rate, shorter-ranged, heavily armoured Tremor. Then it costs almost as much as an L2 factory to build anyways. After all, any target that such a unit would be hitting would be guarded by Guardians that would be able to give it a bad day. Then they would have a noticably different function to the hover-vlaunch (which is basically a hover-version of the L1 artillery tanks right now).
Oh, and I like the Krogtaar (and the Orcone, for that matter).
edit: Mars Keeper: He's cutting the price on the hoverplant to make it into L1 (any plans to similarly convert seaplanes into L1 or L1.5 units?).
I know this game shoud not taken too serious, but if I think of an artillery weapon on a tank, and one one some lightweigth howercraft, it doesn't seem retarded if the howercraft can't shoot further.Caydr wrote:So do I make hover artillery have the same range as L1 artillery? That's retarded.
Additional an artillery that can attack a base from any direction still seems better than one, that can only engage from some direction, even if they are equal in range. So in my oppinion hover artillery would not be obsolete even if there range have to be reduced to L1 level, to make it balanced.
Btw, arty hovers can be removed, but the real issue is seriously buffing up those rocket launching hovercraft. They should have enough range to kill LLT/Beamer/HLTs, but at the same time get their ass kicked by Guardians. Key to this is keeping them slow so Guardians can hit them well and they can't outrun peewee rushes, but giving them just enough range to take out HLTs if you've got them in big groups. The damage per rocket need not be increased, just the range.
Also, if hovercraft are to be useful as a Tier 1.5 element, most of them seriously need some buffs. I mean the element of suprise and their hover capabilities are useful, but other than that they are not really practical at all in their current implementation. If you decide to nerf the cost of the platform, then I think its better if you reduce their stats down to a Tier 1.2 [tier 1 damage/range but higher costs per hovercraft], and let com build the platforms while adding back in the Advanced Hovercraft Platform and the associated advanced hovercrafts. This would make going hovercrafts a practical path once again.
Also, if hovercraft are to be useful as a Tier 1.5 element, most of them seriously need some buffs. I mean the element of suprise and their hover capabilities are useful, but other than that they are not really practical at all in their current implementation. If you decide to nerf the cost of the platform, then I think its better if you reduce their stats down to a Tier 1.2 [tier 1 damage/range but higher costs per hovercraft], and let com build the platforms while adding back in the Advanced Hovercraft Platform and the associated advanced hovercrafts. This would make going hovercrafts a practical path once again.
just idea - terraforming mines
Just idea - if someone whaте to kill hill or make a moat.
A small mine with very limited radius, but very high impact to ground.
Building a row of them will notdamage incoming units a lot, but will add new edge to game with new porcig stratigies and new attcking tackticks.
A small mine with very limited radius, but very high impact to ground.
Building a row of them will notdamage incoming units a lot, but will add new edge to game with new porcig stratigies and new attcking tackticks.
So what does the same job as Krogtaar? I see him as a fast compact golly force, but I can't see what other units do the same job - Karnagaths dont have enough armour or disruption effect on their weapons, and .... what else is there?Caydr wrote:[Krog]taar isn't needed when other units can fill its place, ...
Hovers:
I agree with REVENGE
I am using the ari hovers very often and will miss them but I can understand your decision but as a replacement the Surface to Surface missile hovers must get an boost. I have tested them in may occasions and there range, ROF and damage was, in comparison to ari hovers, to low to use them.
I would suggest to give them more rang, to a degree to be able to attack the guardians from a save distance.
The hovers in general are missing some other units. I would like to see a mobile radar unit or radar jammer unit. Also a ├óÔé¼┼ôtorpedo├óÔé¼┬Ø hovers, with fires some light torpedos to engage some of the tech 1 ships.
Ships
Please think about the AA ship. As mention in other posts there current good AA ability and very good anit-sub ability makes this ship to overpowered and makes other ships (like the anti-sup and sups in general) in most cases useless.
I my opinion the best unit against subs should be the tech II anti-sup submarine, followed by the torpedo guns ship, then destroyers.
If there is a ├óÔé¼┼ôI must have ship├óÔé¼┬Ø in the game now it is the AA ship.
If players want anti-sup capabilities, they should build anti-subs and destroyers.
I would also suggest to include some new water defense units, like the pop up gun => "Trident". I relay miss this unit
P.S. I will not miss the ├óÔé¼┼ôBerta Ship├óÔé¼┬Ø. Decision to remove it is ok.
I agree with REVENGE
I am using the ari hovers very often and will miss them but I can understand your decision but as a replacement the Surface to Surface missile hovers must get an boost. I have tested them in may occasions and there range, ROF and damage was, in comparison to ari hovers, to low to use them.
I would suggest to give them more rang, to a degree to be able to attack the guardians from a save distance.
The hovers in general are missing some other units. I would like to see a mobile radar unit or radar jammer unit. Also a ├óÔé¼┼ôtorpedo├óÔé¼┬Ø hovers, with fires some light torpedos to engage some of the tech 1 ships.
Ships
Please think about the AA ship. As mention in other posts there current good AA ability and very good anit-sub ability makes this ship to overpowered and makes other ships (like the anti-sup and sups in general) in most cases useless.
I my opinion the best unit against subs should be the tech II anti-sup submarine, followed by the torpedo guns ship, then destroyers.
If there is a ├óÔé¼┼ôI must have ship├óÔé¼┬Ø in the game now it is the AA ship.
If players want anti-sup capabilities, they should build anti-subs and destroyers.
I would also suggest to include some new water defense units, like the pop up gun => "Trident". I relay miss this unit
P.S. I will not miss the ├óÔé¼┼ôBerta Ship├óÔé¼┬Ø. Decision to remove it is ok.
ShivasAcidd_UK wrote:So what does the same job as Krogtaar? I see him as a fast compact golly force, but I can't see what other units do the same job - Karnagaths dont have enough armour or disruption effect on their weapons, and .... what else is there?Caydr wrote:[Krog]taar isn't needed when other units can fill its place, ...
- Drone_Fragger
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