..:: Release ::.. The Cold Place Remake
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
And I will (keep playing the old version). I guess that was harsh, but this kinda breaks the gameplay of the older version.Forboding Angel wrote:Oh please. Get over it. You are welcome to start making maps if you don't like it, or for that matter, just play the old version.Nemo wrote:Er...bad. Not good at all o_O
I don't want to sound like a purist, but this really can't be called a remake any more if you're going to change something that central to the balance of the map. Right now, you can go water and dominate the shores (since ships are mucho-powerful), but you need a LOT of metal. since there's no metal in the water, people can be starved out by wiping out their mainland bases, forcing them to try to tidal+mm farm to keep up. Putting metal in the water removes the risk from going water - there's really no more incentive to go anything BUT water now.
There is nothing wrong with metal being in the water.
*shrug* to each his own.
in AA
amphib fac + t1 SY
try defending the ENTIRE SHORE against amphibs backed by crusaders
in AA countering sea units with land is nigh impossible. and air? skeeters and flak ships.
Of course not 100% sea, get a few LLT etc on the shore and the initial mexes. even though you don't raid as long as your opponent can't get past LLTs how the hell is he to know you went for ships?
amphib fac + t1 SY
try defending the ENTIRE SHORE against amphibs backed by crusaders
in AA countering sea units with land is nigh impossible. and air? skeeters and flak ships.
Of course not 100% sea, get a few LLT etc on the shore and the initial mexes. even though you don't raid as long as your opponent can't get past LLTs how the hell is he to know you went for ships?
The small amount of metal underwater is not enough to cause that scenario. Oh, and is the shoreline amphib-tested? Most maps aren't amphib-compatible anyways.Min3mat wrote:in AA
amphib fac + t1 SY
try defending the ENTIRE SHORE against amphibs backed by crusaders
in AA countering sea units with land is nigh impossible. and air? skeeters and flak ships.
Of course not 100% sea, get a few LLT etc on the shore and the initial mexes. even though you don't raid as long as your opponent can't get past LLTs how the hell is he to know you went for ships?
In all likelihood, invading the ocean would require hell's own Hovercraft army. Alternatively, you could build some arty, depthcharge-launchers and BLODs along a section of shoreline and then use torp-bombers to clear subs out of that zone (once the torp-bomber-bug is fixed). Alternately, if they don't have total 100% coverage of the water with subs it'd be pretty easy to get an amphib-con into place at a section of shore and start marking territory with torp-launchers.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Heh. Ever heard of radar and the arty bombardment? Plus, if you go total sea that means you own no land. I don't think 7 metal patches is gonna get you anywhere min3mat.
Hell, I beat you AND krogothe with nothing but ak's on that map some time ago. You honestly think you can go water and win?
Please.
BTW ak farming FTW.
Hell, I beat you AND krogothe with nothing but ak's on that map some time ago. You honestly think you can go water and win?
Please.
BTW ak farming FTW.
AK farming? lol :)
but i think a small land emplacement and the rest naval is very potent
gl raiding tidal farms once a few defenders are up and a few skeeters ensure any attempt to enter the water is stopped by crusaders
honestly ships are a complete bitch to counter from land! punishers and toasters lose easy to microed boats
but i think a small land emplacement and the rest naval is very potent
gl raiding tidal farms once a few defenders are up and a few skeeters ensure any attempt to enter the water is stopped by crusaders
honestly ships are a complete bitch to counter from land! punishers and toasters lose easy to microed boats
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
It was one of my favourite maps in Spring but i had harsh issues with it. They were all relative to metal placement. Top-right side had more metal. Metal in middle-bottom side was shifted to the right, giving, yet, another advantage to the right players.
And top versus bottom ain't really playable in case anyone was thinking that.
Balancing to the metal map is welcome as far as i am concerned. Although i think that water should not have more than 3 or none patches.
And top versus bottom ain't really playable in case anyone was thinking that.
Balancing to the metal map is welcome as far as i am concerned. Although i think that water should not have more than 3 or none patches.
Indeed, water could use some more metal. (or more pacthes, or more metal per patch).
It already gives a more interesting gameplay on the map.
Water has always been an imporntant thing on the map.
Now It's even more important. The batteling troops on the land are eaily wiped out by ships. but ships alone cannot win the game.
It already gives a more interesting gameplay on the map.
Water has always been an imporntant thing on the map.
Now It's even more important. The batteling troops on the land are eaily wiped out by ships. but ships alone cannot win the game.