NOTA 1.82
Moderators: smartie, Thor, PepeAmpere, Moderators, Content Developer
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- Posts: 81
- Joined: 18 Jul 2007, 07:06
BA lasers are instant-hitting, make them very good against air and fast moving targets and bringing up a whole range of other problems, as well as reducing micro. This is why BA has to use a lot of special damages against air.
Not that i think this is really a problem with NoTA anyway due to that way is implemented and the playstyle.
Not that i think this is really a problem with NoTA anyway due to that way is implemented and the playstyle.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
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- Posts: 81
- Joined: 18 Jul 2007, 07:06
Good point. Still, laser bolts in NOTA seem to move too slowly. I think Thor should increase their speed or something.Saktoth wrote:BA lasers are instant-hitting, make them very good against air and fast moving targets and bringing up a whole range of other problems, as well as reducing micro. This is why BA has to use a lot of special damages against air.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
I love this, given how much more accurate to life the current lasers that move at the speed of a brisk jog are.AF wrote:BA lasers arent realistic, lasers wouldnt be visible save at the starta nd end points.
And if they were so powerful they ionized the air that wouldn't be bright red ro green and they'd leave behind a lot of after effects.
The whole description laser is misleading....
i like that, lets call those brisk jog beamsSaktoth wrote:I love this, given how much more accurate to life the current lasers that move at the speed of a brisk jog are.AF wrote:BA lasers arent realistic, lasers wouldnt be visible save at the starta nd end points.
And if they were so powerful they ionized the air that wouldn't be bright red ro green and they'd leave behind a lot of after effects.
The whole description laser is misleading....
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- Posts: 81
- Joined: 18 Jul 2007, 07:06
I like the new ballistic nukes in NOTA, but the launching animation looks kinda weird. In one frame, the nuke is pointing straight up, in the next frame the nuke is now launching 45 degrees to the side. Could you make the nuke launcher turreted like the missile launchers of the cruise missile ships? Also, when an anti-nuclear device shoots down a nuke, there should be a sort of laser beam between the anti-nuke and the nuke. Otherwise, it is confusing to see a nuclear missile exploding in mid-flight for no apparent reason. (See here: http://spring.clan-sy.com/phpbb/viewtopic.php?t=11604)
Ideally the nuclear missiles would launch vertically at first, then roll to one side and begin making their balastic arc like they do now. The launching sideways thing is more a limit of spring rather than how they are supposed to be.RavingManiac wrote:I like the new ballistic nukes in NOTA, but the launching animation looks kinda weird. In one frame, the nuke is pointing straight up, in the next frame the nuke is now launching 45 degrees to the side. Could you make the nuke launcher turreted like the missile launchers of the cruise missile ships? Also, when an anti-nuclear device shoots down a nuke, there should be a sort of laser beam between the anti-nuke and the nuke. Otherwise, it is confusing to see a nuclear missile exploding in mid-flight for no apparent reason. (See here: http://spring.clan-sy.com/phpbb/viewtopic.php?t=11604)
I really like the fuel on the planes. The fuel is a little much for some of the units. You should think about crippling the short range fighter-bombers to strikes within a 10x10 map and then the long-range fighter-bombers around 50% more range. Then you can justify bombers over these fighter-bombers, where bombers at 4-6x the cost get easily across a 20x20 map.
I really like those anti-tank laser bombers. They could seriously use slower speed, though, because they are pretty devastating to tank columns. The fighters and fighter-bombers, except in rare circumstances, should never come close in range. And the peep has no limit to fuel, is that intentional??
What would seperate level 1 fighters in air-to-air from level 2 could be weaponfuelusage when they fire their missiles. Maybe allow two shots to exhaust the fuel supply entirely, no matter how close to base they begin. Would give an awfully powerful insentive then to get up to level 2 for air defense as a result.
I really like those anti-tank laser bombers. They could seriously use slower speed, though, because they are pretty devastating to tank columns. The fighters and fighter-bombers, except in rare circumstances, should never come close in range. And the peep has no limit to fuel, is that intentional??
What would seperate level 1 fighters in air-to-air from level 2 could be weaponfuelusage when they fire their missiles. Maybe allow two shots to exhaust the fuel supply entirely, no matter how close to base they begin. Would give an awfully powerful insentive then to get up to level 2 for air defense as a result.
- Complicated
- Posts: 369
- Joined: 06 Jun 2007, 18:51
Agree'd, strategically, if your crossing the ocean with bombers you'll want aircraft carriers which I hope you thor can input into the game.MadRat wrote:I really like the fuel on the planes. The fuel is a little much for some of the units. You should think about crippling the short range fighter-bombers to strikes within a 10x10 map and then the long-range fighter-bombers around 50% more range. Then you can justify bombers over these fighter-bombers, where bombers at 4-6x the cost get easily across a 20x20 map.
I really like those anti-tank laser bombers. They could seriously use slower speed, though, because they are pretty devastating to tank columns. The fighters and fighter-bombers, except in rare circumstances, should never come close in range. And the peep has no limit to fuel, is that intentional??
What would seperate level 1 fighters in air-to-air from level 2 could be weaponfuelusage when they fire their missiles. Maybe allow two shots to exhaust the fuel supply entirely, no matter how close to base they begin. Would give an awfully powerful insentive then to get up to level 2 for air defense as a result.
I prefer the NOTA/CA lasers to BA, which I plan to impliment similar into my mod.