Thud / Hammer lvl 1 arty kbots
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Thud / Hammer lvl 1 arty kbots
Just wanted to say that these guys need better weapon performance to be worthwhile. Their range is shorter than the rocko rocket kbot.
Thuds cannons don't do alot of damage, so I don't think it's unreasonable to increase their range so they can actually be used for artillery. I'm not saying that they need luger range, but they should have pretty good range so they can hang behind the melee fighters and take advantage of their arc of fire.
If Hammers / THuds got an increase in range we would see lvl1 battle tactics change alot, in a good way. It's not imbalanced at all to do this. Thuds are the most expensive lvl1 kbot, and right now they don't bring anything new to the battle that rockos and peewees and lvl1 tanks can't cover.
THere are big disadvantages to arced slow moving shells vs rockets and lasers. So give them an advantage and a unique attack ability: ranged artillery attack. After all, they are labeled as artillery kbots.
Thuds cannons don't do alot of damage, so I don't think it's unreasonable to increase their range so they can actually be used for artillery. I'm not saying that they need luger range, but they should have pretty good range so they can hang behind the melee fighters and take advantage of their arc of fire.
If Hammers / THuds got an increase in range we would see lvl1 battle tactics change alot, in a good way. It's not imbalanced at all to do this. Thuds are the most expensive lvl1 kbot, and right now they don't bring anything new to the battle that rockos and peewees and lvl1 tanks can't cover.
THere are big disadvantages to arced slow moving shells vs rockets and lasers. So give them an advantage and a unique attack ability: ranged artillery attack. After all, they are labeled as artillery kbots.
- SwiftSpear
- Classic Community Lead
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- GrOuNd_ZeRo
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- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
Well I know that this will spur at least one "if you don't like it go play Uberhack" post, but I must say that in UH for non-spring TA, they gave the Thuds long range and they were great. You could park them beyond LLT range and do a decent level 1 base assault using THuds as lvl1 artillery. It was the difference that was needed to make level 1 kbots a useful force.
Personally I don't see the point of having three assault selections and no unique selections for combat. The only difference between the AK and the Rocko and the Thud is armor and damage, really. It was wise of Uberhack to give the Thuds a unique method of attack that allowed them to do more than simply assault.
Without that differentation, we have to wait for lvl2 in order to get some variety.
Personally I don't see the point of having three assault selections and no unique selections for combat. The only difference between the AK and the Rocko and the Thud is armor and damage, really. It was wise of Uberhack to give the Thuds a unique method of attack that allowed them to do more than simply assault.
Without that differentation, we have to wait for lvl2 in order to get some variety.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
I think currently missle kbots outrange LLTs... but missle towers outrange them and they do so little damage it's pretty useless anyways. I have to agree with you tanelorn, I'd love to see a proper L1 mobile artillery unit that can at least outrange the traditional defence towers (obviously popups should still outrange it) there is just really no quality to the mobile artillery in XTA.tanelorn wrote:Well I know that this will spur at least one "if you don't like it go play Uberhack" post, but I must say that in UH for non-spring TA, they gave the Thuds long range and they were great. You could park them beyond LLT range and do a decent level 1 base assault using THuds as lvl1 artillery. It was the difference that was needed to make level 1 kbots a useful force.
Personally I don't see the point of having three assault selections and no unique selections for combat. The only difference between the AK and the Rocko and the Thud is armor and damage, really. It was wise of Uberhack to give the Thuds a unique method of attack that allowed them to do more than simply assault.
Without that differentation, we have to wait for lvl2 in order to get some variety.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
and what of our faithful mortar men, infantry artillery...Min3mat wrote:LOL! mobile arty and jammers pack a serious punch in xta. level 1 SHOULDN'T have arty as they are just supposed to be basic infantry, scout (zipper), assault (peewee), general (rocko), AA (jethro), heavy assault (hammer)
Now i'm not saying hammers/thuds should have a huge range, mabye a tad less then jethros have now would work, but right now their range is pathetic, even for somthing that isn't artillery they have a short range.
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- Imperial Winter Developer
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- Joined: 24 Aug 2004, 08:59
Yup. Artillery is a nessisary part of every attack force, as i have found many many times. Sure a swarm of units will defeat and undefended base, but i mean a barbarian hord defeated Rome. After Rome had fallen into decay, due to a myriad of resons that are too in depth to go into now. However if the Barbarians attacked when Rome was a well orginized, well defended superpower, they would of been massicard!
Same thing with TA. Well made Base + Hord= Very dead hord. Bad Made Base + Hord= Very dead Base.
Same thing with TA. Well made Base + Hord= Very dead hord. Bad Made Base + Hord= Very dead Base.
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
well maybe thuds could be changed to fufill a different role, but they are currently really great in swarms because they can fire over each other.
Presenting: a game where thuds are used (by me
)
http://www.fileuniverse.com/?p=showitem&ID=1731
Presenting: a game where thuds are used (by me

http://www.fileuniverse.com/?p=showitem&ID=1731