Yeah, but it's much less efficient to spam Corvettes at T1, and your metal recovery ratio is very poor since ship cons are too slow at sucking wrecks, and hovers disintegrate very easily.det wrote:BA Corvettes seriously rape hovers. I think the problem is that most people arent aware of the minintensity factor. The close a corvette is the a hover, the more damage it will do. If you are fighting hovers from max range then you will probably only make cost.
Balanced Annihilation V6.5
Moderator: Moderators
Re: Balanced Annihilation V6.5
Re: Balanced Annihilation V6.5
I'm starting to think we need AI helpers to handle the minintensity thing - obviously we can't ditch minintensity because the game is balanced on it... but perhaps a widget that allows you to toggle laser-units such that they will engage their targets at point-blank range? I don't know if you could even do a widget to do that. Maybe a simple "pursue" pseudocommand that you could drag over a group of targets like attack-group, but would mean that the units would be constantly ordered to move to point-blank range of the target.
Or maybe just make the laser weapon a secondary weapon and make the primary weapon a dummy with short range, to force these vehicles to attack closer?
Or maybe just make the laser weapon a secondary weapon and make the primary weapon a dummy with short range, to force these vehicles to attack closer?
- Pressure Line
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- Joined: 21 May 2007, 02:09
Re: Balanced Annihilation V6.5
would be easier. but that would probably defeat the *point* of having it in the first place. since the point of it is to encourage/reward skilled unit micro.Pxtl wrote:Or maybe just make the laser weapon a secondary weapon and make the primary weapon a dummy with short range, to force these vehicles to attack closer?
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Re: Balanced Annihilation V6.5
They have a pretty fast con time, is it because they take forever to fold out that construction arm?REVENGE wrote: your metal recovery ratio is very poor since ship cons are too slow at sucking wrecks, and hovers disintegrate very easily.
I think BA really needs to take a hint from CA here and replace all our con unit models with models that have the construction arm already extended, and probably do the same for factories too so they don't have to unfold. Maybe we could just edit the current models to be always open?
Re: Balanced Annihilation V6.5
No it's not. The point of laser-falloff was to make laser weapons balanced against plasma weapons that were inaccurate. Except that plasma weapons are accurate. So now it's just confusing.Pressure Line wrote:would be easier. but that would probably defeat the *point* of having it in the first place. since the point of it is to encourage/reward skilled unit micro.Pxtl wrote:Or maybe just make the laser weapon a secondary weapon and make the primary weapon a dummy with short range, to force these vehicles to attack closer?
Re: Balanced Annihilation V6.5
Sea LLT's to fight hovers raids? How about a double LLT (HLLT?), which can move as a bonus? ~~
Sea usually covers a large area, so static defenses are out of the question. If you were to buff sea defenses, they would not be used to defend, but to towerrush the enemy shipyard.
Sea usually covers a large area, so static defenses are out of the question. If you were to buff sea defenses, they would not be used to defend, but to towerrush the enemy shipyard.
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: Balanced Annihilation V6.5
CA has COB to make workers not "close" immediately after finishing a task.el_matarife wrote:I think BA really needs to take a hint from CA here and replace all our con unit models with models that have the construction arm already extended, and probably do the same for factories too so they don't have to unfold. Maybe we could just edit the current models to be always open?
I hope to develop a "rangestate" widget. Basically it would have four modes: off (standard behavior), intercept (get close as possible to enemy), skirmish (stay at own max range), and avoid (stay out of enemy range). No promises though.Pxtl wrote:I'm starting to think we need AI helpers to handle the minintensity thing - obviously we can't ditch minintensity because the game is balanced on it... but perhaps a widget that allows you to toggle laser-units such that they will engage their targets at point-blank range? I don't know if you could even do a widget to do that. Maybe a simple "pursue" pseudocommand that you could drag over a group of targets like attack-group, but would mean that the units would be constantly ordered to move to point-blank range of the target.
Re: Balanced Annihilation V6.5
WANT
edit: hopefully include some defaults for BA units - laser units should default to point-blank.
Staying out of enemy range is kinda impossible when you get LRPCs in there.
edit: hopefully include some defaults for BA units - laser units should default to point-blank.
Staying out of enemy range is kinda impossible when you get LRPCs in there.
Well, in OTA you could use the sea-MT. Wasn't terribly effective though.Teutooni wrote:Sea LLT's to fight hovers raids? How about a double LLT (HLLT?), which can move as a bonus? ~~
Sea usually covers a large area, so static defenses are out of the question. If you were to buff sea defenses, they would not be used to defend, but to towerrush the enemy shipyard.
Re: Balanced Annihilation V6.5
In OTA you could use the shore MT...which was effective at providing support and initial defense...and it wasnst such a big lose cause it could also defend your base from air..so you didn't lose resources on building defenses on shores even if you went sea.
BA needs no change TBH.
Good players can handle sea play just fine,even with its high risk high reward gameplay.
BA needs no change TBH.
Good players can handle sea play just fine,even with its high risk high reward gameplay.
Re: Balanced Annihilation V6.5
lock! everyone needs to talk in the 6.6 thread!