I don't understand how do the spy K-Bots work.
Once i was beeing hit by rockets while jammed because the enemy had a spy K-Bot looking at my stuff, right near my Adv Radar and out of radar jam itself (unless it was taking advantage of my own jammer!?). But i try it and my spy just keeps getting shot, although once, a spy arrived almost to the enemy's base without beeing shot at. But it was shot moments later. I don't get it...
Also
Just to be sure... Are mines always cloaked (as long as we can suport the E consuption) and stealth, thus beeing impossible to detect?
I don't understand...
Moderator: Moderators
That would be nice.
Because right now, a line of walls can literally trap units (or at least could in the last version, i didnt test with 61b) in the way that they just drove against the wall and never tried to move around...
I mean, we have nanolathing and plasma bombers, so mines having IFF should be given...
Because right now, a line of walls can literally trap units (or at least could in the last version, i didnt test with 61b) in the way that they just drove against the wall and never tried to move around...
I mean, we have nanolathing and plasma bombers, so mines having IFF should be given...
great.In future versions we might also make them non blocking so they can be overrun by other units and not impend pathfinding.
for clearing minefields, use the last type of mine, the one described as "stun" mine.
this mine destroy all mines around it in a average radius... like 80-100 radius.
that mixed with lvl 1 mass units does the work.
In the gamespy article about supcom one wrote:The original game design called for both minelayers and minesweepers, but the team recently removed them from the game because they slowed down the action too much. Supreme Commander is about grand strategy and over-the-top destruction, not slowly clearing a channel of explosives before moving in.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
zwzsg, thanks alot for saving me the trouble of go finding that again, myself.zwzsg wrote:In the gamespy article about supcom one wrote:The original game design called for both minelayers and minesweepers, but the team recently removed them from the game because they slowed down the action too much. Supreme Commander is about grand strategy and over-the-top destruction, not slowly clearing a channel of explosives before moving in.
I urge you to remove stealth from mines (i really wouldn't mind if, on top of that, they would get more expensive in building and in E consumption while cloacked).
Without stealth, they will still be powerfull because:
- At early levels, you will be venturing your units to out-of-radar sight, risking steping on mines. Radars? Don't leave home without one!
- At later levels, you will have radars but the enemy will have jammers.
Like this (like it used to be), it would be almost impossible to use mines as offensive defenses.
Without stealth, mines would be 100% useless.
If you want to nerf them, then make the energy costs of stealthing higher, so one cannot support a huge minefield with only one fusion. But the huge range of weapon ranges compared with autotargeting even when in motion would make unstealthed mines little more than target practice.
If you want to nerf them, then make the energy costs of stealthing higher, so one cannot support a huge minefield with only one fusion. But the huge range of weapon ranges compared with autotargeting even when in motion would make unstealthed mines little more than target practice.