XTA Balance! - Page 3

XTA Balance!

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Absolutely

Post by Pxtl »

Justin Case wrote:Perhaps there ought to be a superheavy quad flakturret, to counter brawlers.
Absolute Annihilation includes such a weapon - I love the damn thing - it's like having a blender in the sky. Simply shreds any aircraft nearby. Horribly, painfully expensive, but accept no substitutes when defending the core of your base.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Speaking of aircrafts...

Level 1 gunships. I HATE EM!

They are so annoying! They come into your base, kill the phew (if any AA towers you have, and blow up your commander!

I've been blowed up 4 times now cuase of early gunships rushes or 3-5. And every time i complain, ofen some guys says:
'' well you could have scouted and built samsons''

Yea, if i've just found you, before after 4 minutes, i could have don that. w00t, so now i gotta scout the whole freking map and check if your not building gunships, and then build samsons like crazy?
How the hell am i gonna know if my enemy is building gunships or not 5 minutes into the game?

Some pepole say ''Build Missle towers, they pwn gunships and level 1 units.

Yea, but if i don't want to build 6 missile towers every game i play just for someone ''might'' have a gunship?`

I prefer level 1 units, like tanks for defence. Sorry, but i should have the choice to choose NOT to spam out AA units becuase someone ''might'' have gunships. Noone likes that.


MY solution? Take away level 1 gunships. Posibole decrese cost of bombers.

This will also make bombers less obsolete, and promote things like scouting before attacking.


With pepeers and bombers you could make an effiant strike force, and it will force the player to mix units! WOW, how great isent that for all your complaning that you only need to use *Insert Big ''unblanced'' unit here'' in swarms to win?


So? how about it?
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Missile towers are dirt cheap

Post by Pxtl »

Look at the unit costs - those missile towers are dirt cheap. A handful of those won't set you back far, and they get the job done.

Besides - if all he's got is gunships, that means his base is focussed on air capacity. A few tanks should be able to stomp him into paste. Go rush him.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

exactly! i watched the rep kixxe, u could have SCHOOLED me with that weasel had it not sat on its ass on a metal patch (i had loads of weak wingens) also with the knowledge i was going air u could have gotten 30 odd samsons and rushed in to kill my com! that gship rush was expensive and i had to borrow resources from a ally to do it, a significant investment of that order could have been stopped by 6-odd samsons which are good anti-wsl/freaker units anyway! u played quite well in that game u just got distracted chatting :)
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Gah, i guess your right.

But i still think that bombers would add more strategy to Air battles. If any now. =/


Oh, and giving your units to an ally after your base got blown up and you only have 2 con units and some mexxes is not to stupid right?
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

nah but it is quite annoying for ur mate, even though he himself would have been owned if he was the target he still 'made a note never to play with kixxe as a mate again' ^^ bit extreme! 8) but we all know you own u r just getting our guard down ;)
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Well, i also think bombers need a better role.

Currently Gunships are better in any way than bombers.
If there is any decent defense, bombers wont make it to a 2nd bombing run. Most miss their first one, or only a few bombs hit. Even if you select 10 bombers or so on a target, half of them decide to take a vacation turn around , being shot down before they drop anything...

Maybe those bombs should get a decent AOE, while gunships do less damage against buildings (those should be anti-unit)
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

As missile tower are now really cheap and weak, I think the commander should be able to build it.
Why?
Like that, you can quickly build 2-3 missile tower, because generally, the time the k-bot begin to build a mt , he is already dead...
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Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

Torrasque wrote:As missile tower are now really cheap and weak, I think the commander should be able to build it.
Why?
Like that, you can quickly build 2-3 missile tower, because generally, the time the k-bot begin to build a mt , he is already dead...
Good point, it could stop people whining about lvl1 air rushes and provide some weak longer range defences.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

In Uberhack the Commander could build MTs. It would be a good feature to bring over to XTA, expecially given that lvl 1 aircraft have a gunship available.
tanelorn
Posts: 135
Joined: 20 Aug 2005, 09:55

Post by tanelorn »

Well think about bombers vs. gunships for a sec. Gunslips fly low o the ground and hang around while they attack. HLTs and Ahnilators can waste gunships. Even bulldogs and goliaths can kill them. Bombers are only hurt by AA.

I think bombers need more help, but they do have advantages over gunships. Thing is, they usually die after they drop one set of bombs.

But I also think that AA towers need more HP and should cost a bit more. Then they won't die after 1 hit from most weapons. I'd gladly spend more metal to make stronger lvl1 AA towers.
Justin Case
Posts: 68
Joined: 16 Sep 2004, 18:08

Post by Justin Case »

The strips of bombs could perhaps be slightly longer?

One stupid thing about them is their turnradius, if you give them a target they'll start turning directly after their first bombrun, making them extremely vulnerable. I think they should continue on straight further before they start turning again.
Strider
Posts: 30
Joined: 04 Sep 2005, 23:26

Post by Strider »

I'd actually say the strip of bombs is of adaquate length, but it needs to start being dropped sooner; I notice that as bombers drop against a target like a fusion reactor they drop so that the first few bombs hit the center of the target, whereas if they dropped so that the first few bombs actaully missed the target dammage would be much higher.

This is definatly something that should be fixed as microing can negate the disadvantage (target a point in front of where you want the bombs to be dropped)
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

The advantage of the bomber is they can drop bomb.

So we could perhaps make them flight higher ? The goal is to make them only hittable by missile/flakker ...
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

making them fly higher would only reduce their hitting accuracy.

Although i think in the future we should have smartbombs with limited target tracking (too bad to be used against moving vehicles, bug good enough to actually hit targets).

Would make a great use for those secondary laser those ph├â┬Ânix had in OTA (why was that changed to a emp, btw?). Make that a very low damage target painting beamlaser that has the bombs slaved to it....
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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Give bombers more damage and more blastradius too, bombers should be SCARY!
tanelorn
Posts: 135
Joined: 20 Aug 2005, 09:55

Post by tanelorn »

I think that the standard bombers are acting in a highly specialized way. THey are carpet bombing / strip bombing. Well, for that to work they need to be at much higher altitude, and you want many of them to do it from a formation for maximum coverage.

I think that what we really want bombers to do, is to precision bomb. In other words, drop a couple powerful bombs on a single target.

What if we had an option like artillery (which has high and low trajectory) for the bombers to carpet bomb (attack from high altitude and bomb along a strip), or to precision bomb (climb, then dive and drop their bombs on the way down so most of them strike near eachother).

I think the main issue with bombers is that they aren't high enough in the air and as was said above, their bomb pattern doesn't maximize the number of hits on the target.
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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Actualy, i realyu agree with tale here, having an option for Dive bomb/Carpet bomb would be very nice, and also make their bombs more powerfull and higher radius. In addition, adding some scatter to their bombs would help with carpet bombing (and make it look cooler)


Bombers should be doing thew job gunships are doing now.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Seperate vehicle

Post by Pxtl »

The current bomber is a carpet bomber. A precision bomber would have to be a seperate vehicle - smaller, less powerful, faster, etc. Think something between an advanced fighter and a normal fighter, but with more armour and a big fat air-ground only missile.
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Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

Is sent roughly 30 bombers at some annihilators in an earlier game. Some were destroyed by fighters and flak before they attacked, but most hit them with a few bombs, I didn't kill a single one. Bombers are near useless at the moment.
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