Expand & Exterminate .155 Released! - Page 28

Expand & Exterminate .155 Released!

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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I once had a great great game where my ally dropped out and it was me Vrs two guys (Felix and some other guy). I blew the crap out of Felix's ally and me and Felix had a hour long slug out match. To any and all who thinks this mod is settled in the first battle: You are flat wrong.

the first battle is important, yes, but my first battle ended with my getting my ass handed to me. Then i came back fast, and hard, blew the crap out of the enemy and got into a long long long slug match with Felix. It was fun, fast paced and really cool looking.

If this mod was broken i think I would have noticed it. Rushing is pretty easy to counter: Build your own FUCKING UNITS! Its not that hard! If the enemy can get units TO YOU then you can get units TO HIM, can't you? And if you have your UNITS, with support from your base (Witch is only a few feet away) then you should win. If you don't win then either the enemy A) Outsmarted you or B) You really really suck. No really.

Artillery for swarms, cannons for heavy units, lasers/plasma for light units and miniguns for softening things up. Walls are for keeping your enemy away and C&C mechs/tanks are used for forward radar spotters. Saturation arttilery is for breaking up porkers, nukes for destroying the enemy's armys and air SUPPORT (that is not brawler swarms) are for air drops and stratigic bombing. Stratigic bombers are very very good at softening the enemy up, and an air drop on the side of an enemy base can really ruin their day....

Hope this helps to any one who is struggling. Thanks for the great mod.
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Decimator
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Post by Decimator »

Fang, it looks like the ion cannon tank didn't get fixed after the .71b1 update. They didn't seem to be doing much.
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Zoombie
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Post by Zoombie »

I noticed that too
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Flint
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Post by Flint »

The best function of a wall is not neccissarly to block an entire area off( as there are always ways to circumvent walls) but to force the enemy into a tight opening between a wall so that the wall serves as a bottleneck so in turn thier troops have to line up in straight line to get through the wall, while the defender shoots them down one by one with a group formed in a line.


It works, and works well I garuntee it.
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Zoombie
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Post by Zoombie »

As they should
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smoth
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Post by smoth »

and as it has also been said.. wall + turret = good.
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Corbeau
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Post by Corbeau »

Played E&E for the first time. I must say, I'm impressed. Once you get used to it, the game flows well. It's much more unit focused than TA, which I think is a good thing.

Artillery seems very, very powerful though. If they don't have a solid defense in front they can be rushed, but most anything that's not air is very slow.
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Forboding Angel
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Post by Forboding Angel »

Corbeau wrote:Played E&E for the first time. I must say, I'm impressed. Once you get used to it, the game flows well. It's much more unit focused than TA, which I think is a good thing.

Artillery seems very, very powerful though. If they don't have a solid defense in front they can be rushed, but most anything that's not air is very slow.
All lv 1 units are faster than the lv 1 units in ta (exceptions being peewee/ak/jeffy/weasel... Maybe the flash tank.
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Corbeau
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Post by Corbeau »

Now that I think about it... I guess so. But it sure doesn't seem like it when you're under artillery fire. :lol:
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mecha
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Post by mecha »

nothing quite so scary as a foe who uses stealth plasma mechs on "return fire only" settings... all these outposts winking out one by one... WTH! :-)

Heavy stealth flamethrower mechs seem to have some problems aiming though, Haven't checked this in 0.152 but wasn't on the changelog so I presume it hasn't been fixed. (once I observed three of them just looking at a GD scout that had bumped into them and was standing at their feet, even after ordering them to attack).

Also they pretty much have to decloak to get into attack range which removes a lot of the appeal for what is otherwise an expensive stealth unit (its more difficult to set them to "appear" at the right time for their weapons to be really effective since units detect them before they can close in)
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Forboding Angel
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Post by Forboding Angel »

mecha wrote:nothing quite so scary as a foe who uses stealth plasma mechs on "return fire only" settings... all these outposts winking out one by one... WTH! :-)

Heavy stealth flamethrower mechs seem to have some problems aiming though, Haven't checked this in 0.152 but wasn't on the changelog so I presume it hasn't been fixed. (once I observed three of them just looking at a GD scout that had bumped into them and was standing at their feet, even after ordering them to attack).

Also they pretty much have to decloak to get into attack range which removes a lot of the appeal for what is otherwise an expensive stealth unit (its more difficult to set them to "appear" at the right time for their weapons to be really effective since units detect them before they can close in)
by the time they decloak they should be next to whatever you wanna kill... hopefully that's someone's factory or energy production.
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FizWizz
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Post by FizWizz »

Currently turrets return themselves to south-facing position after all enemies are eliminated. This little bit of script is inconvenient, especially for slowly rotating turrets (the artillery ones)
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Forboding Angel
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Post by Forboding Angel »

FizWizz wrote:Currently turrets return themselves to south-facing position after all enemies are eliminated. This little bit of script is inconvenient, especially for slowly rotating turrets (the artillery ones)
I thought that was a spring thing?
Kixxe
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Post by Kixxe »

Forboding Angel wrote:
FizWizz wrote:Currently turrets return themselves to south-facing position after all enemies are eliminated. This little bit of script is inconvenient, especially for slowly rotating turrets (the artillery ones)
I thought that was a spring thing?
Nope. AA turrets stay aimed at last position. That's why i use attack+stop to redirect them.
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

I will definately address the turret aiming in the next version... I would release versions faster but I dont want to annoy people so whenever you guys feel you need some changes implemented just ask...


These would be the possible changes for next version (0.153)
Changes:

-Turrets will no longer return to initial position after attacking
-GD, and URC light artillery health reduced to below that of light rocket units
-Turret dmg increased by 1.5-2.0 across the board
-Flying Height of Missile Superweapons increased to function better on larger maps
-Mine Damage readdressed
-Decreased Cost of lvl 2/lvl 3 factories
-Decreased Dmg of Scout aircraft, specifically GD scout helis
Last edited by Fanger on 02 May 2006, 18:15, edited 2 times in total.
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Forboding Angel
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Post by Forboding Angel »

honestly dude, I would say release AS often as you feel is needed. It's beta, so I would think that that is pretty much to be expected...
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Min3mat
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Post by Min3mat »

-Turret dmg increased by 1.5-2.0 across the board
is this 1.5-2 dmg per shot? or per second? or is it a multiplier, they get a 50-100% boost?
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Fanger
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Post by Fanger »

that would be per shot, im also contemplating a nerf to the dmg output of gd scout helicopters, and to a lesser extent urc scout vtols..
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Drone_Fragger
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Post by Drone_Fragger »

give the Two scout helicopters The Dmg per second of the basic (non-scout) unit, Divided by 4. Ie, if the plasma mech does 100 Dmg per second, the Scout Vtol has 25 Dmg per second, And so on.
Andreask
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Joined: 16 Dec 2005, 21:08

Post by Andreask »

It is good that scouts get addressed, again.
I find it irritating that most players build up their whole airforce from scouts only.
There are specific ground attack aircraft, so why would we need other units to fill that role?
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