Expand & Exterminate .155 Released! - Page 18

Expand & Exterminate .155 Released!

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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Played one game today. Loved it!
The only thing I can say sertain is, the commander doesn't respond to ctrl+C. Can this be fixed?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Zenka wrote:Played one game today. Loved it!
The only thing I can say sertain is, the commander doesn't respond to ctrl+C. Can this be fixed?
Ya know, this was mentioned before on TS, and if I remember right there was some reason for this but honestly I can't remember what. If fang doesn't see this by tonight I mention it to him.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

CTRL-C in the Category tag (unit fbi, where it says stuff like LEVEL1 and HOVER etc) helps ;)

(that's how shortcuts like "select all builders" etc work too)
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Forb, while you may be right that players are new to this and tactics need to be pplished i do not think that this game is balanced.

I played a few more games after the last post, and all game the GD won.

You see, those medium tanks totally obliterate all lvl 1 units, and they even shoot down air units, with their main cannons.

You said one should use flamer bots, well medium tanks waste em before they get to em.

I ll take your offer and try to play vs you.

Yet, right now, it seems to me that GD has it a whole lot easier than URC, and thats regarding econ, units and microing-need.

You really think that the sides are balanced, when you can only judge from a perspective where you played the game from the beginning, getting tatctics from the maker, and do certainly not have the view of a novice player of the mod?

I do sound like a blind man ?
Well, new as i am to the mod, i am sure blind, but so is the majority of the players, and all i heard was, that GD plays much easier, and wins more often.

Not to say anything negative, its an awesome mod, wonderful art, but i cant seem to call it balanced right now.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

I would put 100 dollars on the fact that none of those urc players lined up their units.

I challenge anyone who thinks that URC is underpowered to a game. Min3mat made the same argument, and I had to relearn urc (because I love GD) so that I could prove the opposite, and in many ways I think urc is easier.

In the future URC players will learn how to use their units effectively, but as it is now, I never see spiders scouting, building cameras, mines etc...

This is a very skill based mod. Proper use of tactics goes a long ways.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

From the battle room:

[18:47:21] <TradeMark> good mod
[18:47:39] <TradeMark> but unit textures needs fixing
[18:47:43] <TradeMark> and buildpics..

LoL ?
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

:shock: i really really like this mod. me and a freind just played it and can i just say for the first time in ages i actually used tactics. maybe i'll psot up some screens later it was that enjoyable
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Post by ginekolog »

iplayed some games today, AWSOME mod, it really has big potential. Tried UDC and GD, both seemed preety balanced, UDC get some advantage on hills while GD on flat.

Looks very nice. btw, no metal makers?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

ginekolog wrote:iplayed some games today, AWSOME mod, it really has big potential. Tried UDC and GD, both seemed preety balanced, UDC get some advantage on hills while GD on flat.

Looks very nice. btw, no metal makers?
Nope, metal makers completely screwed ta over. One of those "Seemed like a good idea at the time". If you have any trouble finding maps that are good for E&E due to extremely low metal etc, all of my maps should play quite nicely.
From the battle room:

[18:47:21] <TradeMark> good mod
[18:47:39] <TradeMark> but unit textures needs fixing
[18:47:43] <TradeMark> and buildpics..

LoL ?
oh lord lol
Leaderz0rz
Posts: 100
Joined: 07 Feb 2006, 21:35

Post by Leaderz0rz »

I haven't got a chance to play a real game yet..but I did get a chance to build most of every unit and kind of mess around with them. I like most of the unit design expecially the cloaking mechs..one thing I kind of disliked was how most of the units just had extra barrels/larger to show they were stronger..maybe alittle more design diferences would give it a more unique look. Overall its really is an unique mod and hopefully it will pave the way for more mods that stray from the TA guidelines.
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Flint
Posts: 128
Joined: 17 Jan 2006, 08:57

Post by Flint »

I'm going to look at doing new build pics for fang, if I can make them look nice by using the originals it shouldnt take long. (Change the background, bring out colors and brightness) However if I need to take new screenshots on all the units, god only knows how long that would take.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Leaderz0rz wrote:I haven't got a chance to play a real game yet..but I did get a chance to build most of every unit and kind of mess around with them. I like most of the unit design expecially the cloaking mechs..one thing I kind of disliked was how most of the units just had extra barrels/larger to show they were stronger..maybe alittle more design diferences would give it a more unique look. Overall its really is an unique mod and hopefully it will pave the way for more mods that stray from the TA guidelines.
Umm urc units:

lv1 = 4 legs

lv 2 = 2 legs

lv 3 = 6 and 2 legs, Huge size

GD units:

lv 1 = normal tank looking things

lv 2 = significantly bigger, more guns

lv 3 = farking huge tanks, shitton of weapons

In a true war over resources, if you had a good chassis you would modify that chassis in whatever ways you needed, however the base chassis would still be the same.

E&E is a war over the resources of earth.
Leaderz0rz
Posts: 100
Joined: 07 Feb 2006, 21:35

Post by Leaderz0rz »

not saying it doesn't make sense..but I personally enjoy seeing alot of unique looking units =) But like I said I enjoy the designs for both sides expecially URC. So far props to Fang and all involved with the mod :) But I think NI is alittle overpowered at the moment :lol: :lol:
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Leaderz0rz wrote:not saying it doesn't make sense..but I personally enjoy seeing alot of unique looking units =) But like I said I enjoy the designs for both sides expecially URC. So far props to Fang and all involved with the mod :) But I think NI is alittle overpowered at the moment :lol: :lol:
LOL
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

Andreask the urc cloaked mexs already jam, and provide radar..., and those scout mechs give you a massive advantage in information...
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Played altored devide, me GD. Omg, it owns!

Its not too specific, but the lvl 3 artillery tank is pure ownage.

Well, it surely is analog to the Tremor, but it sounds much nastier, plus all that smoke. :twisted:

You have it sit there, covered with a bunch of missiles and AAA tanks, and it devastates the enemy base. Thats not a balance issue, its cool!

The mod offers a really refreshing, faster paced, gameplay.

Sry, aout the URC mexes, they do indeed jam their immediate area, so its cool.

Still, its so irritating that your commander is not worth much, no gun, no bomb, no health no nothing. At leat give him a lvl 1 turret gun, so that he can advance just a little bit. Its not distinguished from any other con unit right now, which is not an issue, its just that the commander is all important in all other mods, and here its basically useless after it built the first factory.
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

That map of the factions is an insult!

Wheres New Zealand on there?

You better add it quick before Das Bruce comes on. He might kill you or something...

:P
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

He is worth about 4.5 metal and 50 energy per tick.

He is worth a hell of a lot. Especially in the early game. For a comparison, in my maps E&E mexes give 2.5 metal per patch, so he is worth almost 2 metal spots.

HE is worth a hell of a lot.

This is not F-ing TA, how many times do I need to say that. THere is no reason for the commander to an a WTFPWN gun. That was the most stupid thing about TA. If you can't defend your base in early game, maybe you should look to yourself that you aren't doing something right.

BTW not all this is directed towards you andre.

PPL seem to think the scout gd tanks are great rushers. LOL please, 2 plasma bots can destroy 5 - 10 with no sweat. Plasma has twice the range (if not more).

Tactics people. Tactics. As I said before, this game is very skill based. Anyone is capable of being skilled in a game, you jsut have to put yourself in the correct mindset.

Forget what you know about ta because it won't do you a damn bit of good.

We have been trying to educate for some time now on how the game is played etc, but a lot of people just won't listen because they are too engrossed in the 9 years that they have played ta.

USE AIR DROPS FFS! Air drops are the shit. THe transports are very good at dropping units quickly. If 5 or 6 l3 units units get airdropped into your base, you're gonna be in some trouble. Especially if those units are flamethrowers. The l3 flamethrowers are just sickening.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Drone_Fragger wrote:That map of the factions is an insult!

Wheres New Zealand on there?

You better add it quick before Das Bruce comes on. He might kill you or something...

:P
Nah, bruce is generally in ts with us :D We just bitchslap him when needed (kidding bruce, you know we all love you :-)).
IMP_Baal
Posts: 1
Joined: 28 Apr 2006, 21:35

Post by IMP_Baal »

Andreask wrote:Forb, while you may be right that players are new to this and tactics need to be pplished i do not think that this game is balanced.

I played a few more games after the last post, and all game the GD won.

You see, those medium tanks totally obliterate all lvl 1 units, and they even shoot down air units, with their main cannons.

You said one should use flamer bots, well medium tanks waste em before they get to em.

I ll take your offer and try to play vs you.

Yet, right now, it seems to me that GD has it a whole lot easier than URC, and thats regarding econ, units and microing-need.

You really think that the sides are balanced, when you can only judge from a perspective where you played the game from the beginning, getting tatctics from the maker, and do certainly not have the view of a novice player of the mod?

I do sound like a blind man ?
Well, new as i am to the mod, i am sure blind, but so is the majority of the players, and all i heard was, that GD plays much easier, and wins more often.

Not to say anything negative, its an awesome mod, wonderful art, but i cant seem to call it balanced right now.

As the last person to join the beta testing team, I assure you I was stuck in the same situation as you. There are a few things that are obvious when you play the mod more than one time.

1. It is easier to play as GD, but not necessarily uber units. If you know how to micro, then using URC will OMFGWTFPAWN people using GD.
2. You can do more damage with your lower level units cheaper with the URC than you ever could with the GD.
3. An assault line of flamers from URC with a few plasma bots backing them up do complete pawnage to enemy ground forces.
4. GD lvl 1 ground assault aircraft hit air too, but much less accurate. URC lvl 1 ground do no air damage.
5. You can actually woop up on GD with URC if played corectly - exploiting the enemies weaknesses.
6. You can actually woop up on URC with GD units if played correctly - exploiting the enemies weaknesses.
7. You can not use the same tactics with all the different races. If you learn one race very well, stick with them.
8. There's not one single uber unit that can absolutely annihilate everything all by itself. No Krogoth's here. Use stealth to take out GD nuke artillery and missle tanks. Use range to your advantage as GD nuke artillery or nuke tanks.
9. Use walls.
10. Use artillery.
11. Mix units.
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