if the models or textures were ripped, then yes, maybe concern, but you can rip off an idea all day long and no one can do shit.Das Bruce wrote:Firstly I wasn't talking to you so shut the hell up, secondly, tanks and mechs might not be able to get you in trouble, but when its as blatent as NI its a cause for concern.ginekolog wrote:who cares if it looks a bit like some old game?? noone.
Expand & Exterminate .155 Released!
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- Forboding Angel
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I find lvl 2 units very useful. They are a step up between lvl 1 and lvl 3, witch is a good reason to buy them. And the Lvl2 laser tank is a MASSIVE improvment over the Lvl 1 Ltank. The lvl 1 Ltank could kill only small units and such. The lvl2 Ltank could pretty much cut through anything except lvl 3 units. Its very cool!
After playing some more, I think that there should be another option on the table:
Nerf artillery.
Really, it's much harder to attack than defend even with standard units. Even if you have a minor screen you can easily protect artillery. And it's insane when jammers become available; often you can't tell where you'd have to rush in the first place. End result is that the game drags out into near stalemate as any offensive is crushed and any buildup is negated by random bombardment.
While that may be an extreme example, every game that I have played beyond my first few was decided by who got the most artillery the fastest. It's not for exclusive use, but even moderately supported it's insanely brutal.
That, and it can usually run away fairly easily if someone actually decides to rush it with anything powerful enough to kil it.
Nerf artillery.
Really, it's much harder to attack than defend even with standard units. Even if you have a minor screen you can easily protect artillery. And it's insane when jammers become available; often you can't tell where you'd have to rush in the first place. End result is that the game drags out into near stalemate as any offensive is crushed and any buildup is negated by random bombardment.
While that may be an extreme example, every game that I have played beyond my first few was decided by who got the most artillery the fastest. It's not for exclusive use, but even moderately supported it's insanely brutal.
That, and it can usually run away fairly easily if someone actually decides to rush it with anything powerful enough to kil it.
Yes indeed. Just looking at Earth 2160 and how blatantly they ripped off StarCraft's story line should show you thatForboding Angel wrote:if the models or textures were ripped, then yes, maybe concern, but you can rip off an idea all day long and no one can do shit.Das Bruce wrote:Firstly I wasn't talking to you so shut the hell up, secondly, tanks and mechs might not be able to get you in trouble, but when its as blatent as NI its a cause for concern.ginekolog wrote:who cares if it looks a bit like some old game?? noone.

- Forboding Angel
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I disagree, look, gd scouts are stealth and have a big sight radius, they can build stealthed radar and the cloaked cameras they build COST 1 ENERGY TO CLOAK.Corbeau wrote:After playing some more, I think that there should be another option on the table:
Nerf artillery.
Really, it's much harder to attack than defend even with standard units. Even if you have a minor screen you can easily protect artillery. And it's insane when jammers become available; often you can't tell where you'd have to rush in the first place. End result is that the game drags out into near stalemate as any offensive is crushed and any buildup is negated by random bombardment.
While that may be an extreme example, every game that I have played beyond my first few was decided by who got the most artillery the fastest. It's not for exclusive use, but even moderately supported it's insanely brutal.
That, and it can usually run away fairly easily if someone actually decides to rush it with anything powerful enough to kil it.
You should be setting up cameras everywhere. Thats the first thing I do in a game, is have a scout go out and put cameras everywhere.
And cyberwal... You make an excellent point.
- Forboding Angel
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So radar has a longer detection range then? Also, you bring up that they are less likely to be seen, but cameras cloak. Does that mean that cameras do not have the advantage of stealth (which would be more advantageous with the threat of enemy radar as you get close to their base), I├óÔé¼Ôäóve always assumed they did.
both the radar and cameras have stealth
the radar is useful if u can hide it in a point that gives u decent coverage but is unlikely to be run into by the enemy. How much i use em depends on the map, putting them in large open spaces (like those on giant hills) allows u to cover more area with less con work.
and finally if you wanna argue the legality of this mod (or more specifically if a look can be copyrighted, trademarked or whatever), go start a new thread.
the radar is useful if u can hide it in a point that gives u decent coverage but is unlikely to be run into by the enemy. How much i use em depends on the map, putting them in large open spaces (like those on giant hills) allows u to cover more area with less con work.
and finally if you wanna argue the legality of this mod (or more specifically if a look can be copyrighted, trademarked or whatever), go start a new thread.
- Forboding Angel
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Yes, Arttilery units are powerful, and seen in every game that lasts longer than 5 minutes.
Artillery allow to control an area of the map, possibly spanning multiple mex spots, while being highly mobile and relatively cheap.
Whenever the enemy tryes to defend, ppl just send 3 arty units on patrol in the border-zone, and they will happily shell everything in radar range.
If the enemy advances on them, they can just retreat, or drive in circles.
The simplest solution would not only be a nerf in hit-points, but a nerf in movement speed also. Artillery shouldnt be able to move as fast as the LOS-combat units, it should not be able to run away from them.
Drop their speed by 50%, and it will actually take some thought if artillery wil be useful or not for a given situation.
Btw, the obvious counter to arty is not close-range units, but air-units.
As we all know, the combination of one or two l1 facs and one light or medium air-fac wins the game anytime right now.
Artillery allow to control an area of the map, possibly spanning multiple mex spots, while being highly mobile and relatively cheap.
Whenever the enemy tryes to defend, ppl just send 3 arty units on patrol in the border-zone, and they will happily shell everything in radar range.
If the enemy advances on them, they can just retreat, or drive in circles.
The simplest solution would not only be a nerf in hit-points, but a nerf in movement speed also. Artillery shouldnt be able to move as fast as the LOS-combat units, it should not be able to run away from them.
Drop their speed by 50%, and it will actually take some thought if artillery wil be useful or not for a given situation.
Btw, the obvious counter to arty is not close-range units, but air-units.
As we all know, the combination of one or two l1 facs and one light or medium air-fac wins the game anytime right now.
I was in game with you corbeau, you never pressed an advance. I made 3 pushes that were relatively sucessful. If I wasn't also helping forboding durring that game I would have taken blue out on my own.Corbeau wrote:After playing some more, I think that there should be another option on the table:
Nerf artillery.
Really, it's much harder to attack than defend even with standard units. Even if you have a minor screen you can easily protect artillery. And it's insane when jammers become available; often you can't tell where you'd have to rush in the first place. End result is that the game drags out into near stalemate as any offensive is crushed and any buildup is negated by random bombardment.
While that may be an extreme example, every game that I have played beyond my first few was decided by who got the most artillery the fastest. It's not for exclusive use, but even moderately supported it's insanely brutal.
That, and it can usually run away fairly easily if someone actually decides to rush it with anything powerful enough to kil it.
- unpossible
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- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
Old dead game? I am sure Zuxxez, Steam and lots of other companies would love ot prove you erong there by taking all your money off you.Cyberwal wrote:Yes indeed. Just looking at Earth 2160 and how blatantly they ripped off StarCraft's story line should show you thatForboding Angel wrote:if the models or textures were ripped, then yes, maybe concern, but you can rip off an idea all day long and no one can do shit.Das Bruce wrote: Firstly I wasn't talking to you so shut the hell up, secondly, tanks and mechs might not be able to get you in trouble, but when its as blatent as NI its a cause for concern.
And Yes, fang they are only similar. Ie, The roof is lower by a teensy bit, and everythign else is the same.
- Drone_Fragger
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I apologize but thats really bad advice. Artillary is really what makes this mod entertaing and keeps away porcing. Often times it creates really fun dead mans land between armies, its a lot of fun. If you really want a good defense, use units backed up by lvl2 artillary.Drone_Fragger wrote:And nerf artillery as well. They do half damge to most defencive structures. By the time your units have moved enough to attack, All your defences are dead and your comnstructer got blown off the map.
-Also Fang is changing up the NI factory model to make it more creative. I personally wanted a change anyways. I really like the constructive criticism, however do realize that there is one guy making an entire mod for this community so try and be respectful when you give your opinion.
Last edited by Flint on 03 May 2006, 22:23, edited 2 times in total.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Corbeu, you wern't pushing at all. Every time I started to make some headway, andresk and mello would push towards smoth which would make both me and smoth back. It's your own fault you were getting shelled. You stopped advancing and were just content with defending, and that cause me and smoth to lose the game. He was having to cover your and your allies ass as well as try to help me advance.smoth wrote:I was in game with you corbeau, you never pressed an advance. I made 3 pushes that were relatively sucessful. If I wasn't also helping forboding durring that game I would have taken blue out on my own.Corbeau wrote:After playing some more, I think that there should be another option on the table:
Nerf artillery.
Really, it's much harder to attack than defend even with standard units. Even if you have a minor screen you can easily protect artillery. And it's insane when jammers become available; often you can't tell where you'd have to rush in the first place. End result is that the game drags out into near stalemate as any offensive is crushed and any buildup is negated by random bombardment.
While that may be an extreme example, every game that I have played beyond my first few was decided by who got the most artillery the fastest. It's not for exclusive use, but even moderately supported it's insanely brutal.
That, and it can usually run away fairly easily if someone actually decides to rush it with anything powerful enough to kil it.
Thanks to that little gem, I ended up getting royally screwed because smoth couldn't really help me fight off 2 opponents when he was having to fight the other 2 because you guys wouldn't.
Don't blame the mod for your own shortcomings.
- Forboding Angel
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- Joined: 17 Nov 2005, 02:43