merls and diplomats

merls and diplomats

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

Moderator: Moderators

Post Reply
Justin Case
Posts: 68
Joined: 16 Sep 2004, 18:08

merls and diplomats

Post by Justin Case »

IMO the missiles should travel faster and there should be a low-trajectory mode. Its so annoying that kbots and tanks can just walk away from the missiles. Or perhaps the explosions could be bigger
User avatar
munch
Posts: 311
Joined: 26 May 2005, 20:00

Re: merls and diplomats

Post by munch »

Justin Case wrote:IMO the missiles should travel faster and there should be a low-trajectory mode. Its so annoying that kbots and tanks can just walk away from the missiles. Or perhaps the explosions could be bigger
They're not intended for use against mobile units. They're supposed to sit at the back of the pack and take out HLTs and the like so your ground troops can go forward without getting mashed.

It's true that with XTA you can force build large numbers of a single kind of unit and take a player out with just that one type of unit. But even in XTA not all units have the same basic role!

Dips, Merls, Doms and now Ravens (and of course mobile artillery) are all basically in a mobile atillery role - i.e. ranged attacks, and softening up prior to ground assault. They're not so good at fire support once your ground assulat starts - and they're not meant to be: you'll find that you hit your own troops as much as the enemy. Use morty's or fixed, medium range artillery for that (i.e. toasters/guadians etc).

Cheers

Munch
Last edited by munch on 05 Oct 2005, 13:42, edited 1 time in total.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

I think merls are suposed to hit staonary defences while artillery is good for Tanks and stuff (when not in hig trajectory, offcourse).

And missiles should miss. They have low reload and shit cuz they are good for ambushing defences and slow/stationary units.

You need to micro to hit, annoying? A litthe. A big problem? no.


Oh, and if we are talking XTA here, there is STILL and xta balance treadh.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Merls could use a boost now that ravens are in the game. If they had the range to joust with gaurdians, popups and immolaters merls would have much more of a neiche role, right now they are just kindof, "that sucky artillery" slower firing then mobile arty's with about the same range, small AOE compared to ravens (which just spalsh all over the place) and really not much damage per second compared to either.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

but they hit where they aim at. at least compared to ravens, that a bonus. Ravens are good for general carnage, but for taking down that xxx-tower they are basically useless.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

IMSabbel wrote:but they hit where they aim at. at least compared to ravens, that a bonus. Ravens are good for general carnage, but for taking down that xxx-tower they are basically useless.
Ya they hit where they aim at, but it's generally for less damage to the object you are aiming at then a raven shooting at the same place. Raven missles do unnerveingly high damage. I took out several popups one game with 5 ravens, just because they were busy destracted by bulldogs, and the 1-2 missles that acctually hit per raven did more damage then a merl rocket anyways. Plus ravens have that last line of defence desperation shotgun fire, which will blast the hell out of a full fledged goli if you have enough ravens shooting.
Kaptain.Kryptek
Posts: 4
Joined: 04 Oct 2005, 08:37

Post by Kaptain.Kryptek »

it's what i love about TA, mobile carnage. It's why I got sick of Warcraft 3. Anyway, it's a good thing how missiles are easy to dodge... in fact, they aren't that easy to dodge, you gotta have good micro to do such a thing because battles can get quite... full.
tanelorn
Posts: 135
Joined: 20 Aug 2005, 09:55

Post by tanelorn »

The biggest problem with artillery is that you can park far away from the enemy, be jammed and out of sight, but once you hit them, the AI makes them return fire and still kill all your diplomats.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Kaptain.Kryptek wrote:it's what i love about TA, mobile carnage. It's why I got sick of Warcraft 3. Anyway, it's a good thing how missiles are easy to dodge... in fact, they aren't that easy to dodge, you gotta have good micro to do such a thing because battles can get quite... full.
The thing is, it isn't even a crisis of a couple merls hit your units. They do low enough damage and small enough AoE that you can pretty much shrug off merl damage unless you have a pretty frigging small military force. Comparitively a well targeted raven shot will blow up 5 or more L1 units in one volly, and more ravens just means more blowupage. However, if merls had a range just skirting the range of a popup cannon then the story would be way different. Merls could offencively artillery crawl, and do alot of damage with strong first strike capabilities. They would become a new highly devistating anti porc weapon. Something which arm desperately needs in the current XTA. Core has superunits that can walk through increadible lines of porc defence, arm has nothng. Once 5-6 bulldogs die at the front of the pack you get a corpse wall that stops up your units up and can sometimes keep you compleatly unable to enter your opponents base, expecially on maps with smallish chokepoint passages, like 4 skulls.

However with a good mobile arterillery you could crawl your forces forward through practically anything. I tryed doing it with ravens one game and they didn't have the range/reliability to kill an annihilator wall. Merls have less range and hitpoints, mobile artys have WAY less range and still too few hitpoints (but they have a disturbing RoF). I think boosting one of those units to the point where they could fullfill te wall smashing role for arm is exactly what the game needs.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

So are you suggesting that the merl is underpowered, or that the raven is overpowered?

Sounds like the latter.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

ravens OP? the only good thing they can do is take out lvl1 swarms or guerrila warfare!
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

tanelorn wrote:The biggest problem with artillery is that you can park far away from the enemy, be jammed and out of sight, but once you hit them, the AI makes them return fire and still kill all your diplomats.
That, I'd imagine, would be quite annoying.

On the other hand, I've yet to play TA Spring online (Can't play OTA online due to crappyness of Tesco Broadband proxy servers), so my opinion on this matter doesn't count for much :P Really should get around to that.
tanelorn
Posts: 135
Joined: 20 Aug 2005, 09:55

Post by tanelorn »

Typical. People who don't know jack about jack still feel the need to post on forums.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

[sarcasm]Oh, I'm sorry for agreeing with you (on that issue) Tanelorn.[/sarcasm]
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Yeup Ravesn are great for hit and run, due to there high (for artillery) speed. There addition to the game is welcome!
User avatar
FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

tanelorn wrote:Typical. People who don't know jack about jack still feel the need to post on forums.
http://en.wikipedia.org/wiki/Hypocricy
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Zoombie wrote:Yeup Ravesn are great for hit and run, due to there high (for artillery) speed. There addition to the game is welcome!
I agree, I love the raven. But it does date the merl.
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

lol hypocrites are hillarious.

But i would like to commend the SY's for adding in the raven! Now the ARM has a K-bot that can actually be classed as Artillery!
Justin Case
Posts: 68
Joined: 16 Sep 2004, 18:08

Re: merls and diplomats

Post by Justin Case »

munch wrote:
Justin Case wrote:IMO the missiles should travel faster and there should be a low-trajectory mode. Its so annoying that kbots and tanks can just walk away from the missiles. Or perhaps the explosions could be bigger
They're not intended for use against mobile units. They're supposed to sit at the back of the pack and take out HLTs and the like so your ground troops can go forward without getting mashed.

It's true that with XTA you can force build large numbers of a single kind of unit and take a player out with just that one type of unit. But even in XTA not all units have the same basic role!

Dips, Merls, Doms and now Ravens (and of course mobile artillery) are all basically in a mobile atillery role - i.e. ranged attacks, and softening up prior to ground assault. They're not so good at fire support once your ground assulat starts - and they're not meant to be: you'll find that you hit your own troops as much as the enemy. Use morty's or fixed, medium range artillery for that (i.e. toasters/guadians etc).

Cheers

Munch
ok man, I get it, isnt the trajectory on mobileartillery a bit low though? I'll have to check it
Post Reply

Return to “General Discussion”