I think all current forms of AA are usefull though. So dont play with shit that works well

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Thats exactly what makes wind interesting, if you didn't have to anticipate a potential dropout of wind it'd just be another solar :-.el_matarife wrote:Three quick balance change requests:
Put a little energy storage on Wind plants. They're the only energy source that doesn't have even a little storage now. 20-25 would probably be a fair amount, considering the Solar has 50. This is especially important given how variable wind is, so if you build an energy infrastructure dependent on wind, you usually need to build some energy storage buildings to ensure you don't run dry.
Next request: Reduce the build times on Juno anti-radar weapons. They're good units, but the build time on them is extremely long. The EMP / Tac Nuke missile launchers are both about 80,000 and the Juno is at 100,000 which seems a little crazy.
Finally, the Prude safe Geothermal plant takes longer to build than the Arm Moho Geo, even though it is both cheaper and makes less energy. (41347 build time vs 33152 on the Moho Geo) Could you reduce the build time on the Prude to a more reasonable level?
If you have 12 defenders the gunship microer has to individual select each one for an attack order, and there is a slight delay in time as they move between each tower. Additionally, Defenders also have more health per metal than packos (but not SAMs I guess). Personally when i make brawler swarms the AA I like to see most is 1 or 2 packos or SAMs so I can just make two attack orders and go to town on his base. Not that a swarm of Defenders is so hard to deal with, but sometimes you have to move around to get them all within your sight radius and make sure you found them all.Peekaboom wrote:The only thing is that gunships can take out missile towers in a single burst/voll, and a pack of gunships can wade through a lot of missile towers without loosing much.
Of course, it has always seemed to me why build these random air defenses when you could be building flak or adv missile towers instead. Most people don't have gunships before you'd be able to build flak.
E storage may have an excessive build time, but it's hardly useless. It's vital to have e storage in situations in which your metal supply relies upon energy conversion, or if your econ is wind based.jackalope wrote:
As it is now, only noobs or people without coms build E storage. M storage already has it's uses - for when you are reclaiming a lot or about to have excess metal, but E storage is almost useless.
I'll edit your post for you:Relative wrote:E storage may have an excessive build time, but it's hardly useless. It's vital to have e storage in situations in which your metal supply relies upon energy conversion, or if your econ is wind based.jackalope wrote:
As it is now, only noobs or people without coms build E storage. M storage already has it's uses - for when you are reclaiming a lot or about to have excess metal, but E storage is almost useless.
http://www.unknown-files.net/index.php? ... &dlid=2044changelog wrote:Advanced Anti Air Kbots and AA hovers no longer follow ground units
Gave detpcharge some tracking again
Fixed the extraction rates of mexxes/twilights/exploiters, somehow they were mixed up
L1 Arty can shoot up hills again, due to faster weaponvelocity and hightrajectory
Floating radars can no longer be build on land
Adjusted sonar range rings, so that they reflect the real range
Builtime of Estorages reduced by 50 % (this included the underwater ones)
Reduced Ecosts and Builtime of the Juno by 20 %
Gave the Minelayer some AoE weapon, you still have to manual "attack" the enemy minefields