Actually, the Flash is slightly faster, but the Gator has much more health, a slightly higher DPS, a much longer range, costs only a hair more, and builds faster.MR.D wrote:Flashes get smoked by Gators, yes its true... but it seems mostly with the flash tanks slow reaction time and turret tracking ability than anything else.
Absolute Annihilation 2.11
Moderator: Moderators
2.2 doesn't exist yet, foo.
Going to try to get 2.2rc1 finished today. Still a wide variety of tweaking to be done.
Also I've got Archangel on the case of the borked Commando walk script. If he can come up with a fix, that'll be done too.
Going to try to get 2.2rc1 finished today. Still a wide variety of tweaking to be done.
Code: Select all
2.2b1 --> 2.2rc1 - "Buy a Wii or I'll set you on fire" Edition
Fixed lingering Claw/Maw bugs
FARKs can no longer reclaim or restore terrain
Maverick weapon reverted, speed reduced to 1.65 (1.8)
Fixed a missing texture bug
Range ring for floating radars added
Subs should no longer go underground
Aircraft plant yardmap adjusted, units should no longer get stuck in
them (thanks to TradeMark)
Viper FPS exploit fixed
New buildpic for dragons eyes to show their amphibious status
Minelayers can no longer do anything but build, given short-range
jamming, sight range reduced, speed/handling increased,
build distance reduced
Mine damage and costs adjusted
Janus, Leveler weapon impulsefactor increased
Adjusted some constructor/rezzer/spy energy/metal production
Jeffy, Weasel, Flea energy cost reduced
Hold Fire bug fixed
Naval balance finalized
Carrier speed/handling increased
Transport hovers leave wake again
Vanguard weapon velocity increased by 40
Morty weapon groundflash size increased
Perimeter cameras have jamming now instead of stealth, this makes
them visible when underwater
Flamethrower graphics improved with new FX system (thanks to Argh)
Turrets can no longer be tricked into killing themselves by an
opposing player
Commando minimum cloaking distance increased
Commander in (A) has proper resource stats
-
- Posts: 2
- Joined: 19 Sep 2006, 22:39
In my opinion taking away the orcone was a good idea, it gives some variety to the game. But maybe make banthas a tad more powerful? This is quite a big change and needs SOME form of balance IMO... Banthas should be more powerful, or krogs less powerful.
Another thing, about the nanoturrets. Don't decrease their range, it would completely defeat the purpose of making them. It would also be nice if nanoturrets had the build ability to build more nanoturrets.
Lastly, I think a level 3 construction kbot might be a good idea. Something large, that would help get rid of the lag caused when people spam farks.
Just some ideas... BTW, I love the rotatable factories. :)
Another thing, about the nanoturrets. Don't decrease their range, it would completely defeat the purpose of making them. It would also be nice if nanoturrets had the build ability to build more nanoturrets.
Lastly, I think a level 3 construction kbot might be a good idea. Something large, that would help get rid of the lag caused when people spam farks.
Just some ideas... BTW, I love the rotatable factories. :)
Something along the lines of the Lee-gen (orwhatever its name was), the Heavy CORE scout with no guns, would be a great unit to use as a Super builder.
Concidering the heavy buildtimes of all the LVL2 and LVL3 units and buildings, making a super builder unit that can replace nanoblocks, or swarms of farks and other construction Assist units, would be a benefit to the performance of later games.
Without the need to create 50 assist units just to build something large, there would be alot of pathing/nanospray that gets reduced when using a single heavy assist builder.
There would have to be some negatives about such a unit, either being fragile, high cost in metal, slow, and undefended would be the normal.
Like I said before, anything that can reduce nanospray, and the need for 20 assist units crammed around each factory, is a benefit to the game.
You can only build as fast as you can make resources, so it remains fair in those terms.
Perhaps there could be other costs to using such a unit, such as effeciency of the build, Caydr had mentioned this earlier so its his idea, I'm just presenting it.
If its possible, this unit could actually spend more resources to build something than other construction units, based on metal because that is typically the limited resource in normal maps.
Say that building a unit that costs 400 metal under normal circumstances to finish, would cost 450 metal if build with the Superbuilder.
Things along that line, so you could make a last ditch army quickly, but at heavy costs.
Concidering the heavy buildtimes of all the LVL2 and LVL3 units and buildings, making a super builder unit that can replace nanoblocks, or swarms of farks and other construction Assist units, would be a benefit to the performance of later games.
Without the need to create 50 assist units just to build something large, there would be alot of pathing/nanospray that gets reduced when using a single heavy assist builder.
There would have to be some negatives about such a unit, either being fragile, high cost in metal, slow, and undefended would be the normal.
Like I said before, anything that can reduce nanospray, and the need for 20 assist units crammed around each factory, is a benefit to the game.
You can only build as fast as you can make resources, so it remains fair in those terms.
Perhaps there could be other costs to using such a unit, such as effeciency of the build, Caydr had mentioned this earlier so its his idea, I'm just presenting it.
If its possible, this unit could actually spend more resources to build something than other construction units, based on metal because that is typically the limited resource in normal maps.
Say that building a unit that costs 400 metal under normal circumstances to finish, would cost 450 metal if build with the Superbuilder.
Things along that line, so you could make a last ditch army quickly, but at heavy costs.