NOTA 1.82 - Page 56

NOTA 1.82

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

thelawenforcer
Posts: 106
Joined: 20 Nov 2008, 18:00

Re: NOTA 1.63

Post by thelawenforcer »

perhaps the arm excaliber should be made a bit better vs subs, the crusader is utterly useless, but subs can still be microed fairly easily against destroyers. perhaps they could have a larger sonar radius?

also, fix the sonar station to make it actually decent.

i agree with nightcold about fixing how the core frigate looks, it looks very cheap compared to the nice ships.
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Thor
NOTA Developer
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Joined: 05 Mar 2006, 10:26

Re: NOTA 1.63

Post by Thor »

excalibers can dodge sub torpedoes quite easily already
123vtemp
Posts: 217
Joined: 20 Mar 2008, 11:02

Re: NOTA 1.63

Post by 123vtemp »

We do not know if the multilayer missions work with the new engine and v1.632 do we?

And bugs?
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Thor
NOTA Developer
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Joined: 05 Mar 2006, 10:26

Re: NOTA 1.63

Post by Thor »

spacebugs works, the missions do not.
==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

Re: NOTA 1.63

Post by ==Troy== »

Montros pod teleport is bugged to hell. When you teleport it, the icon is left in it's original place, while the model is teleported, and being able to shoot, but does not take any damage/splash damage in the model's place, and, instead, takes the damage in the place where the icon is.

Additionally, new montros lasers are IMO, not better than previous plasma cannons.

Godde, could you upload the replay?
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Baracus
Posts: 33
Joined: 29 Sep 2009, 18:19

Re: NOTA 1.63

Post by Baracus »

Uploaded the replay http://replays.adune.nl/?2691

regarding the bug of the arm-POD's
Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Re: NOTA 1.63

Post by Godde »

I prefer the lasers.
Its previous weapons are propably better against AKs and bugs but i simply think it is cool with the lasers.
==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

Re: NOTA 1.63

Post by ==Troy== »

I would personally prefer to have Beam lasers, instead of the sniper-lasers, because they just dont look good (thick red rods..). Something along the lines of SC2 protoss anti-swarm mech would be much prettier (cant remember the name now).
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Thor
NOTA Developer
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Joined: 05 Mar 2006, 10:26

Re: NOTA 1.63

Post by Thor »

replay seems to desync partway through for me. I tested the pods though and see what you mean. This wasn't happening in the old spring.
123vtemp
Posts: 217
Joined: 20 Mar 2008, 11:02

Re: NOTA 1.63

Post by 123vtemp »

Perhaps you like lasers on your pod Goddie, but I always love flying plasma more than lasers.
123vtemp
Posts: 217
Joined: 20 Mar 2008, 11:02

Re: NOTA 1.63

Post by 123vtemp »

Sub hunting is not quite as fun as you once described it Thor. There was a time when a daring sub captain might try to throw a few torpedo at a destroyer and see if he could get away. Not having that "dare" will reduce those fun sub hunts.

Was the destroyer sonar range increased?
Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Re: NOTA 1.63

Post by Godde »

Subs can throw away and hit an enemy destroyer and get out of there alive... If the destroyer is standing still and facing the wrong direction. Good luck with that.
Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Re: NOTA 1.63

Post by Godde »

I think that DMCA, machine gun AA, should have cylinderTargetting=0(edited); so they don't try to fire at planes flying at high altitude.

Edited: The value should be 0 in order for units at fire in a sphere not 1 as i wrote.
Last edited by Godde on 18 Aug 2010, 13:29, edited 1 time in total.
thelawenforcer
Posts: 106
Joined: 20 Nov 2008, 18:00

Re: NOTA 1.63

Post by thelawenforcer »

indeed, subs can be microed quite successfully against destroyers as long as the angles work in the subs favour.
Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Re: NOTA 1.63

Post by Godde »

Specific unit icons can not be seen on even though you spotted their units while they are in radar coverage. If you mouse over an previously spotted unit you can see the unit name though.

I can't differentiate hovers from ships anymore. Ships used to have a red radar effect above it and hovers used to flash. Might be a graphics setting though.
thelawenforcer
Posts: 106
Joined: 20 Nov 2008, 18:00

Re: NOTA 1.63

Post by thelawenforcer »

the monstros teleport bug can be fixed by selecting the monstro where it was (the icon) and giving it a move order. this will make the pod appear in the proper place and allow enemies to shoot it.

Btw, if someone abuses this bug in any game that im in, ill kick and possibly ban them.
thelawenforcer
Posts: 106
Joined: 20 Nov 2008, 18:00

Re: NOTA 1.63

Post by thelawenforcer »

is it just in NOTA or in all the other mods aswell that the pathing is utter shit? You cant properly control an army anymore, they just go all over the place... give them a move forwards order, and some will go left, some back, some right, its just a mess...
thelawenforcer
Posts: 106
Joined: 20 Nov 2008, 18:00

Re: NOTA 1.63

Post by thelawenforcer »

[13:48:18] <law[NOTA]> is anyone else having big problems with the pathing in the new version of spring?
[13:49:21] <oksnoop2> not really but i generally move my units in large blobs
[13:49:33] <oksnoop2> in the general direction of th eenemy
[13:51:14] <law[NOTA]> in NOTA im finding that the pathing is totally fucked
[13:51:48] <oksnoop2> it's because of heatmapping
[13:52:34] <oksnoop2> kind either have to wait for the new release of spring or bother someone to fix it modside by changing all the units to not use heatmapping
Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Re: NOTA 1.63

Post by Godde »

You only need to change heatmapping for different movement classes. It's not that much work but they will propably fix it in the engine soon.
Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Re: NOTA 1.63

Post by Godde »

Core mexes hitboxes are way above the water. The core battleship also has its hitbox way above the water making subs unable to hit it.

Edit: I mean the battleship.
Last edited by Godde on 20 Aug 2010, 00:45, edited 1 time in total.
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