NOTA 1.82 - Page 52

NOTA 1.82

Moderators: smartie, Thor, PepeAmpere, Moderators, Content Developer

Edible
Posts: 72
Joined: 09 Feb 2008, 01:46

Re: NOTA 1.62

Post by Edible »

In regards to the issues with vashps, its worth noting that toads DO counter vashps while also providing ground attack, meaning your 1 airfac 1 tankfac will counter theirs.

I am against any further buffing of flak AA due to the fact that it messes up the late game even further, however some buffs to missile AA might be fair.

Lawenforcer: I pretty much disagree on the core > arm thing, it really depends on gametype and map. for example I have found recently is that the arm basic vehicles are a lot better than cores, stumpys beat raiders for cost easily, and are faster, similar with flash, this can basically mean that for things like 1v1 CCR you have to go arm if you want to go tanks, and going bots is ill advised.

Nightcold: Just get some carriers and AA cruisers or even just carriers and a spam of dessies. As far as experimentals go, I think thats a good thing they are minor, I really dislike supcoms devolving into experimental and t3 assault bot spam, it ruins the effect and strategy.

I think mines essentially need a LOT faster build time to be usable in real games. you need to be able to drop a few as you get pushed back easily. Maybe some lua for mining an area semirandomly would be helpful?
thelawenforcer
Posts: 106
Joined: 20 Nov 2008, 18:00

Re: NOTA 1.62

Post by thelawenforcer »

i think your forgetting that core have alot more options in terms of support. Perhaps in pure veh vs veh combat they may be slightly inferior (and thats not a definate) but core veh provides much more in terms of general use. The reaper is a great damage tanker, and the leveler just killed kbots with ease.
Edible
Posts: 72
Joined: 09 Feb 2008, 01:46

Re: NOTA 1.62

Post by Edible »

Yeah they do have some really good utility units, but they are of little use in open maps vs veh, leveler does reap kbots though.
Their veh is definitely inferior in pure veh combat, they win for cost significantly, and are faster play some 1v1s in comet and you will see what I mean.
thelawenforcer
Posts: 106
Joined: 20 Nov 2008, 18:00

Re: NOTA 1.62

Post by thelawenforcer »

i kno exactly what you mean as ive played plenty 1v1, but veh vs veh is only the first phase of the matchup, and once it starts progressing to the kbot stage, and eventually the air and t2 stage, you'll find that it was much more worth going core than arm as you will be far more effective across the whole tech spectrum.
==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

Re: NOTA 1.62

Post by ==Troy== »

Maveriks now are actually highly useful, while still keeping to be in the higher demands for metal.

as in the game with law, the combo of mavs+ dominators won the game.
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PepeAmpere
Posts: 591
Joined: 03 Jun 2010, 01:28

Re: NOTA 1.62

Post by PepeAmpere »

Guys.. im not typical forum guy.. so i only want to ask if anyone works on "bot airbus unload bug"?

(if u have loaded f.e. 20 bots and unloaded 2 of them, bus is taken like "unloaded" and its impossible to unload other bots until u load some other stuff in)
123vtemp
Posts: 217
Joined: 20 Mar 2008, 11:02

Re: NOTA 1.62

Post by 123vtemp »

The transport problems may be a result of custom formations? If any one confirms that then Niobium would certainly fix the widget.

About Mines, I love them and find them very useful. They might already be balanced for time and build cost and metal cost.
Last edited by 123vtemp on 06 Jun 2010, 03:14, edited 1 time in total.
123vtemp
Posts: 217
Joined: 20 Mar 2008, 11:02

Re: NOTA 1.62

Post by 123vtemp »

I've noticed a number of posts saying that on unit or another should be buffed for X reason. many of these requests are not actual problems, the solutions to your game play problems is that your forces are not diversified enough, so you have gaps in your forces' abilities. committing some of those changes would create redundancies in the NOTA unit list.

A common issue is air and land. To handle this you need a deployment of units that can counter fighters. You then have control of the air space and can use your own fighters with out fear of enemy fighters. Ground attack planes are no threat. You can now begin ground operations.

Missile trucks counter fighters. Flack is not a commonly used unit early game unless some thing is going very wrong :P

Flack is used in mass to shred large ground attack swarms, such as wings, hellish, toads and vashps.

Chain guns are very cheap static aa that prevent ground attack plane operation in your zones.

If arm air is lacking why not give the wing some range back? Range makes a huge difference for unit uses.

<3 NOTA, the best potential Strategy around
nightcold
Posts: 179
Joined: 03 Dec 2009, 05:47

Re: NOTA 1.62

Post by nightcold »

kbot wise core is much better than arm....

also arm needs an anti kbot veh......add Janus!!!!!

diversity is simply a circus of unit roles, if you are diminished in some respect....you will be somewhat handicapped in certain roles with your army

also...nurffing/bossting a unit here and there will prob only effect the early(er) game....
thelawenforcer
Posts: 106
Joined: 20 Nov 2008, 18:00

Re: NOTA 1.62

Post by thelawenforcer »

id like to profess my love of pelicans (the arm kbot amphib)

they are just sooo awesome, super fast, cheap, and they just own everything on the sea. im not sure if they are a tad too powerful bcos ive only been able to use them when i had a rather large lead and enough metal to produce them at quite a staggering rate (7 kbot labs will pump them out for around -85m)
thelawenforcer
Posts: 106
Joined: 20 Nov 2008, 18:00

Re: NOTA 1.62

Post by thelawenforcer »

i still think low traj has to go on artillery. its just too powerful from a defensive pov.
thelawenforcer
Posts: 106
Joined: 20 Nov 2008, 18:00

Re: NOTA 1.62

Post by thelawenforcer »

i think a consensus is emerging that the pelican is a bit too strong.

i think its great to have a kind of 't2' hovercraft unit thats a combination of stuff, but its just too cheap imo. You can so easily set up 3-4 t2 labs and spam huge numbers of them, and then you can no longer really contain them, even with a big navy as they are just too manoueverable.
nightcold
Posts: 179
Joined: 03 Dec 2009, 05:47

Re: NOTA 1.62

Post by nightcold »

low traj is fine....i personally hate how BA's arty is... arty needs all the protection it can get ....law should not be able to kill them more efficiently as he does now


i don't think we need a whole new set on hovers for T2.....but i would personally like to seen radar jamming hovers(that's available at T2, maybe from t2-vecs) ...sort of like how the bulldog is T2, but it is in the normal T1 factory and only available when u tec... anyway, jamming hovers will allow hovers to stand a chance against ships , only down side can be the they will replace electronic warships...... lets have the radar jamming hover only be able to cover small vessels like other hovers ...... also, maybe a heaver/faster T2 hover would not hurt

law: there already are cheap hovers 4 T1.....and with a T2 econ u can easily spam the more expensive ones...

also....the anti-sub/torpedo hovers should be able to hit ships(if they don't already)

also...is there a reason that all the skirmishers in nota are just AA(not the storm/rocko thu)...
thelawenforcer
Posts: 106
Joined: 20 Nov 2008, 18:00

Re: NOTA 1.62

Post by thelawenforcer »

i think you've misunderstood nightcold. The pelican is the arm t2kbot amphib. Its a beast, but too much so.
nightcold
Posts: 179
Joined: 03 Dec 2009, 05:47

Re: NOTA 1.62

Post by nightcold »

thelawenforcer wrote:i think you've misunderstood nightcold. The pelican is the arm t2kbot amphib. Its a beast, but too much so.
gah...my bad....happens with me alot...

u talking about that mermaid thing???? i always thought that was only good for raiding

also, law u down for creating a nota based clan(& other mods 2).(everyone welcome, especially nota people)...seems that everyone is in a spring is in a clan....
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Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.62

Post by Thor »

thelawenforcer wrote:i think a consensus is emerging that the pelican is a bit too strong.

i think its great to have a kind of 't2' hovercraft unit thats a combination of stuff, but its just too cheap imo. You can so easily set up 3-4 t2 labs and spam huge numbers of them, and then you can no longer really contain them, even with a big navy as they are just too manoueverable.
Do you suggest increasing the cost on pelican or lowering the rocket damage a bit instead?


I'm pretty sure anti-sub hovers can hit ships.

It was just a choice early on to make AA only fire at air, for gameplay and for looks.
Vergial
Posts: 9
Joined: 05 Sep 2008, 06:00

Re: NOTA 1.62

Post by Vergial »

Suddenly random as this is: I've contained many a 'hovercraft breakout'. I haven't exactly noticed anything as 'too strong' as yet, ad I do play with different strategies constantly.

Only thing I can say for certain when it comes to ship-to-ship battles, the Sea Dragon eats the Black Hydra alive with little-to-no effort. Even if both craft are micromanaged or not, the Sea Dragon wins. I MIGHT suggest tweaking if I didn't love the ARM so much. XD
thelawenforcer
Posts: 106
Joined: 20 Nov 2008, 18:00

Re: NOTA 1.62

Post by thelawenforcer »

increasing pelican cost is the way to go imo, so thats its much harder to have such huge amounts of them.
thelawenforcer
Posts: 106
Joined: 20 Nov 2008, 18:00

Re: NOTA 1.62

Post by thelawenforcer »

just had a thought about how cool it would be to actually have a playable bugs faction in NOTA. I realise it might be a bit hard to balance, but its best to just start off with them being weak and simple, that way u can work out what the weaknesses are and build from there. plzplzplzplzplz!
thelawenforcer
Posts: 106
Joined: 20 Nov 2008, 18:00

Re: NOTA 1.62

Post by thelawenforcer »

what about a sea moho mex builder? sometimes when your enemy has lost sea and is porcing heavily, the normal mexes dont confer enough of an advantage in terms of metal.

Maybe a ship that can only be built once u have a t2 tower that can only build moho mexes?
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