Gundam 1.1
Moderator: Moderators
They are still terribly effective but they can be taken out now. The main thing is they can attack as a large group. Neddie still rapes my doms with them. I removed the speed etc because they could kite any ms and destroy it with ease.KDR_11k wrote:Isn't that t61 nerf a bit extreme? You've reduced its cost effectivity by the factor 3 or 4.
They are still good because they are cheap attackers and they have the indirect fire. They have destroyed many of my xamels in the last match because most units ignore them over tastier more expensive targets.
Yes, I am pretty sure I did. I'll double check though.Saktoth wrote:Did you fix the guntanks firing at the coms, Smoth?
It should but I will double check it anyway.KDR_11k wrote:Yes, that's what the change from NOTAIR to AIR does.
KDR_11k wrote:Sometimes I find myself wishing the comms were see-through, I constantly have to adjust the camera to see what's below these things.
While I wish spring had some sort of unit transparency option that players could turn on to make the com see through. I have to ask what camera mode are you using? It is recommended that people use FPS or rotatable overhead cam in gundam. If you are using either of these modes of view you will have no problem with the commander.Rattle wrote:The comms should be either see through or the model->icon has to work the other way around, i.e. only shows up as model if the distance from camera to model is greater than the treshold setting.
I do not use overhead cams and I find making the unit clear to be unattractive. I am sorry, this point has been mentioned in the past but I hate any sort of abstract stuff like that. I want the mod to feel very much there and not so much like games where you have a tiny castle building giant guys. The Gaw/Whitebase will always be a large flying commander hulking above the troops like a protective net. Also, before someone suggests making the comms smaller, which happens every time this discussion comes up. Again, nope they stay and are in scale.
Although, in the future I do plan on making the tiny commander a building that players can start building their base from. That should help with this for many people. However, I will tell you honestly that not using the flying commander would be a loss as it is a really neat unit.
Yep, the GAW is the key to that. The fact it can pwn the white base so easily means you can push very hard with a GAW. Im glad this is fixed.If GAW?
The point was to illustrate the spammy, only-need-one-unitness of the t61. It shoots over stuff, which means its great massed, its super cheap, which means you can mass it, it outranges static defense and most early mechs (Including snipers), its one of the fastest units in the game etc. Especially on tiny com, i would rarely use any other unit. Again, glad this is fixed (Though to be honest, id rather see it be a viable, fast, spammy little unit but with crap range, cant shoot over other tanks and gets ripped to shreds by AoE when massed rather than just nerfed in its current role).and then I see flash tank and the really pretty T61 in the same scentence.
Anyway good job smoth.
No matter what view you use you'll always have to adjust it when looking at stuff near the com. I can just angle the TA view down but a flatter view is less useful for commanding stuff.smoth wrote:It is recommended that people use FPS or rotatable overhead cam in gundam. If you are using either of these modes of view you will have no problem with the commander.
That's up to the host and most people seem to insist on XBox commanders.AF wrote:Isnt it pointless to argue about it since if you think the coms too big play the tiny com version...
KDR_11k wrote:No matter what view you use you'll always have to adjust it when looking at stuff near the com. I can just angle the TA view down but a flatter view is less useful for commanding stuff.
That is because most people like them, once you get used to it you will love them. At first I was unsure if my almost impulsive decision to give the players a battleship as their commander was a mistake or a good thing. At first I was quite uneasy. Then I tried a few games with them and I was in love. They solved issues with early rush and were able to float over head making early base construction easier. If you try using fps cam and not looking STRAIGHT down on your base(which is a bad idea anyway it is hard to tell units apart from that angle) you will find they are quite handy.KDR_11k wrote:That's up to the host and most people seem to insist on XBox commanders.
Honestly. I do understand but try and use fps view. you may come to like it. In all honesty because of thier mobility I just click down structures all over the place, go to a partial side view where I can see most of the map and begin doing my base stuff. Many times I forget that he is even there.
This is a video of me playing spring with the "xbox" commander:
http://cs.selu.edu/~ssmith/BB/download.php?id=1471
(forgive the weird artifacts at the begining.. spring video recording does REALLY weird shit sometimes)
If you cant see a battle because tis under your com then either:
A)
Your rushing with your commander and your going to loose the game
or
B)
Your loosing the game and an army of units is under your commander.
In gundam your commander unit stays put near the base, you never use it to attack the enemy.
A)
Your rushing with your commander and your going to loose the game
or
B)
Your loosing the game and an army of units is under your commander.
In gundam your commander unit stays put near the base, you never use it to attack the enemy.
Alright, it is a visual block which requires special accomodations. I generally zoom underneath it, and seldom have issues myself. However, you won't do anything but roast each other by arguing this. Unless Smoth can get some magical "Invisibility" toggle for the Epic Commanders that doesn't hurt gameplay, it will be there, and we will play with it. All of your views are valid, and thus, nothing will change.