NOTA 1.82 - Page 13

NOTA 1.82

Moderators: smartie, Thor, PepeAmpere, Moderators, Content Developer

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gamer17
Posts: 235
Joined: 21 Feb 2007, 23:51

Post by gamer17 »

Why didn't anyone say anything about my idea?
tombom
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Joined: 18 Dec 2005, 20:21

Post by tombom »

gamer17 wrote:Why didn't anyone say anything about my idea?
people follow the maxim "if you can't say anything nice, don't say anything at all"
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smartie
NOTA Developer
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Joined: 23 Jun 2005, 19:29

Post by smartie »

actually Thor and I tried making a variant where you started with a commander instead of a tower, but it didn't work too well. The commander needed a lot of HP to survive toadfoot/hellfish assassinations, but then he was too powerful as a fighting unit. And since he was your only unit that could build defenses until you got a nanotower up there was no real structure to anything.
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gamer17
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Post by gamer17 »

Ok I understand but the way I imagined it, the commander would not move around too much
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chillaaa
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Joined: 16 Mar 2005, 00:12

Post by chillaaa »

gamer17 wrote:Ok I understand but the way I imagined it, the commander would not move around too much
If that's the case why have them moving at all then?
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gamer17
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Post by gamer17 »

chillaaa wrote:
gamer17 wrote:Ok I understand but the way I imagined it, the commander would not move around too much
If that's the case why have them moving at all then?
To make it feel more epic by the fact that their commanded by these huge mechs.

And it will get more people playing because I think most people prefer commanders over immobile towers
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chillaaa
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Post by chillaaa »

Those huge towers aren't epic?

Thor, what's the status of a possible next version? Any ETA you can give us?
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

For a pseudo-mobile comm, how about making him require tremendous amounts of energy to move? Otherwise he plays like a tower (superlong nanolathe, etc.) but you can make him move - except you kiss your energy supply goodbye while you do it (and maybe even make him slow down when e-stalling). Make him on-offable, and immobile in the "off" state so players don't start him moving by accident.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

You could wait till LUA to use the morph stuff and have a later game feature to upgrade the commander to a mobile unit and then the building would transform into a large "epic" mobile comm after paying some amount of resources..
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LOrDo
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Post by LOrDo »

I prefer the immobile com myself.
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chillaaa
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Post by chillaaa »

LOrDo wrote:I prefer the immobile com myself.
+1 zillion
Cainen
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Joined: 11 May 2007, 23:18

Post by Cainen »

I don't, especially on large maps. That means I have to build flak cannons in huge layers to prevent from getting my commander blown to pieces because fighters hate my guts in NOTA(the fuel doesn't help because by the time I know that bombers are coming for me they're only barely in the air and won't fire on ones right in front of them...). I loathe turtling, too.
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Pxtl
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Post by Pxtl »

Cainen wrote:I don't, especially on large maps. That means I have to build flak cannons in huge layers to prevent from getting my commander blown to pieces because fighters hate my guts in NOTA(the fuel doesn't help because by the time I know that bombers are coming for me they're only barely in the air and won't fire on ones right in front of them...). I loathe turtling, too.
Sounds like the problem is that fighters take off too slowly.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Is takeoff speed configurable?
j5mello
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Post by j5mello »

don't think so but having your interceptors grounded is just asking for trouble...

the Combat Air Patrol method makes way more sense esp if you can maintain enough fighters in the air...

Oh and Core players: supplement your standard fighter screen with Bladewings on patrol near important targets since they can paralyze the bombers making them unable to fire.
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Neddie
Community Lead
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Post by Neddie »

ShadowSage and I both tend to use Air Patrols supplemented by Air Repair Pads and a few secondary wings on the ground. Seems to work well.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

double mex output ftw imo
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Thor
NOTA Developer
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Joined: 05 Mar 2006, 10:26

Post by Thor »

Next version is probably still a few weeks away. It is already much improved in a lot of areas though, especially the naval combat. And yes, mex output has been increased somewhat, from 65% of AA to 75%, which is really a larger change than it sounds.
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chillaaa
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Post by chillaaa »

Sounds good Thor!
j5mello
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Post by j5mello »

just some minor comments after some games and wandering around the mod on modinfo...

-is the Arm Pod suppose to be something similar to the Krog? cause if it is shouldn't it at least be in the heavy armor category? right now it isn't... not sure if that actually would help or hinder it combat ability but right now i don't see a reason to use it (besides the whole spam wings thing)

-Wings need tweaking... im sure you've addressed this on your dev versions but its definitely an issue. Maybe changing their weapon to use energy per shot would make it more difficult to swarm the things rather than tweaking their fuel total or usage...

and a question posed to everyone... can anyone see the flares dropped by stealth fighters? i can't is that a glitch on my end or what?
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