Expand and Exterminate version 0.163 Released - Page 51

Expand and Exterminate version 0.163 Released

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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Grahhh, you are damn annoying.

Look Yan, there are over a dozen people that contribute to EE in one way or another. THis is not the dev forum for EE.

For that we use Teamspeak and our own dev forums. We are 10 steps ahead of you at any given time.

The mod plays as designed, and that in and of itself is a form of perfection. Also, it gets tested out the wazoo by us as well. Don't think you are bringing anything new to the table... You are simply pissing the rest of us off needlessly. Dude ffs please just download KAI and play, play, play. When you ahve 100 hours of experience in EE then come back and tell us what you think.
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Corbeau
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Post by Corbeau »

One really good reason no one is being critical of gameplay here is that there's an update looming on the horizon that already will change a some things and add a bunch of new features. So there's little point in talking about the mod when everything is going to be rebalanced anyway (whether it'll be a large change or a small one, gameplay wise, I don't yet know).
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FireCrack
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Post by FireCrack »

Realy, the biggest problem with multiple camoflauge patterns would be finding a way to determine what camo to use on what map...
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Neddie
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Post by Neddie »

I point out lots of flaws in E&E, when they exist. Most of the time, indeed, elsewhere. Almost everything I had an issue with is being rectified in the next release, thus...

The skinning discussion before this is largely irrelevant until we have a wide array of coherent divergent maps and more time to play with pretties - as in when we have an easy map generator, the next map format, a bunch more features, and a extremely well-balanced game.
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SwiftSpear
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Post by SwiftSpear »

Yan, you're clearly prodding people. Most of the people here have said lots of things negative about EE throughout their time, you are here simply attacking everything because you can and it's not appreciated.

Frankly "I played the mod 3-4 times and here is my opinion on balance" isn't very useful to a game developer, your opinions contradict grounded findings by people who have played alot more then you. This isn't to say that they aren't welcome or that you aren't allowed to express them, but it is to say that take it with some acceptance when experienced players tell you you're wrong about something.
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Das Bruce
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Post by Das Bruce »

_YAN_ wrote:I havent heard anhy of u say anything negative about anything in ee ...
which means ur all very primitive people..
the game is not perfect.. not in design nor in gameplay...
If you wern't such a troll you might have been allowed on the smoth forums, which is where most of the serious discussion takes place.
j5mello
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Post by j5mello »

As bruse mentioned major discussion of this mod doesn't happen here. It happens on a more private forum. Also a group of 12 or so of us use Teamspeak and are literally yelling at each other. Not to put anyone on the spot but 2 nights ago Fang and Lathan got in a screaming match over Anti-Air (which has and probably will remain a point of conflict).

YAN we are happy that u play but u need to be less defensive (regarding us "attacking" you). you gota remember Fang has put a lot of work into this mod and to have u go, "This mod isn't good enough, but i can't really tell u whats the problem" is immensely frustrating.

I would ask that u wait till the next version is out before making anymore major critiques. In time a full changelog will be posted here but first its gotta get tested.
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OOmiz
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Post by OOmiz »

nice to see you on moddb!
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

For those of you who or curious, lathan had 4 -5 medium AA and deci raided with about 5-10 med bombers and about 30 scouts, needless to say the air won.

Lathans point of contention was that he thinks that the air is overpowered.

Regardless of the fact that fights break out on TS, it is attended by people that get things done. Of course there is a lot of talk, but everything at some point is reached a resolution.

As I sai, a lot mroe gets done via teamspeak than any other medium, plus regardless of what goes on we are friends, so bad feelings between members are generally ironed out quickly.
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KDR_11k
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Post by KDR_11k »

That just sounds like EE needs to implement the BadTargetCategory=NOWEAPON AA uses on pretty much every defensive structure which makes them prioritize the units that can actually do damage instead of shooting at cons and stuff. Or do they do that already?
j5mello
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Post by j5mello »

uh what? im confused where did we list that as a prob KDR (though that might be a good idea regardless)?
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KDR_11k
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Post by KDR_11k »

Dunno, it was just because he talked about an attack that had 5-10 actual attack planes and the rest was all scouts. Sounds like the defenders should target the bombers before going for the scouts so the player doesn't have to manually target the bombers as they come in range and switch target when the bomber leaves to prepare for the next run.
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Forboding Angel
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Post by Forboding Angel »

AAA targets the most expensive unit in it's range.
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Day
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Post by Day »

as does everything IIRC, BTW i think something has to be done about the t3 URC missile mechs, prolly better to remove them. their just to good all around they do enough damage to compete with the other mechs in t3 and can attack air so you dont have to worry about air (cept t3 gunships ofc) and on top of that can fire over anything i think thats overthetop
maybe it would be better if they were removed or nerfed
(btw does t3 URC have AA bots? if not then it could be changed to AA)
j5mello
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Post by j5mello »

Day the GD have a tank that can do the same thing. In Fact it has 4 turrets that can each hit dif targets. I wouldn't want it removed is i like the unit. I think the reason its so powerful is that all three of its rockets hit the same enemy thereby inflicting maximum damage.

Well the unit is getting a remodel so the balance issues can be factored into the new model.
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Day
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Post by Day »

well, there is no need for the other mechs exept maybe the arty one ATM
j5mello
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Post by j5mello »

no need for a remodel?
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Day
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Post by Day »

no i ment you dont have to build the other mechs in t3 cept maybe the arty one
j5mello
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Post by j5mello »

Ohhhhh.... i feel stupid >_<

well ill let Fang know when i see him (might wanna think about posting this in smoth's forum which i know ur on) if u need the link ask ill pm it
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

What are some tactics for playing as GD? Maybe I just suck but I have so much trouble on 1v1 against URC.. GD factory and extractors are very costly in comparison, which means that by the time my eco is up (which takes slightly longer) and Im starting to expand, the armed mex's (and because they are expensive, upgrading to armed seems the best course of action) cripple my eco at 290 somthing metal a peice, while the URC player has far cheaper mex's.. Now I understand this is intentional and that GD structures are tougher, more effective etc but its becomes an issue of numbers.. because I cant get my GD tanks in a battleline to face off the much faster URC units, they engage peicemeal, on the move and because URC can waz out two mechs for my every tank, this generaly results in far more URC units firing at any given time than my GD tanks, which while own, cant compete with 2v1 odds.. as the game advances, I manage to keep roughly 50/50 territory but by the time my units get to the frontline, the previous ones have been lost whacking back a huge wave of URC, or an ill fated attack. my units take so long to get into positon that it is very difficult to play agressively. Air would be the solution, but by the time ive got my (vital) l2 factory, the game is already sliding away.. I dont use many defences and stick to mobile units except for chokepoints and/or foremost mex's, which preform okay but cant really compete with larger attack groups.. the problem is the low speed of the units makles me play reactively, and I might have a huge whacking great field of tanks, but in any given battle only a fraction of them will be able to fight, the rest will be either trauling towards the front or moving along trying to engage the force with quickly punches through my units moving in single file. What can I do to improve my GD game?

(Im not too noobish, I can play URC far more effectively but they just dont feel man enough.)
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