Page 51 of 59

Posted: 06 Feb 2006, 21:12
by NOiZE
llt's cost like 80 metal.

but still flashes are too much bang for their buck. 10 flashes easy own 10 instigators, which cost more!

1 flash = 109 metal
1 instigator = 125 metal

Posted: 06 Feb 2006, 21:13
by Sheekel
1000th post! [edit] Damn! 1001!

But yes flash tanks do seem rather strong for the price

Posted: 07 Feb 2006, 00:04
by krogothe
Caydr wrote:But if you build 30 mexxes in a row, they don't all explode when one of them gets blown up.
anyone with a 5 mouse button can, and SHOULD avoid mass wind blowup, by simply spacing them a little, same with adv solars and any building that goes boom

Posted: 07 Feb 2006, 02:31
by j5mello
how do u do that with a 5 button? oh and i agree that flashes need some balancing work. (this is also proof to those nay sayers that say lvl1 is useless against lvl2, flashes still own late into the game)

Posted: 07 Feb 2006, 03:00
by Forboding Angel
this demo is a good exaple of flash power

me vs noize

http://fileuniverse.com/?p=showitem&ID=2348

Posted: 07 Feb 2006, 11:23
by Andreask
Bah, this demo is a good example of Gollie power and how to not use your bombers right. ;)

It was really amazing how you turned that one Forboding. Never thought you would win, but then War bacame too passive.

Awesome game on an awesome map.

Posted: 07 Feb 2006, 14:49
by BigSteve
Noize you need to post a replay of the 10 flashes vs 10 instigator battle in which you say the instigators are completely outclassed.
Im not saying your wrong, I just think you need to show a replay, if the instigators are not being microed that will have an effect on the outcome of the battle for sure.
I lost 4 fidos the other day to 7 peewees because I wasnt micro managing them... :( peewes cost a lot less than a fido hehe... poor me... 4 fidos... dead as door nails...oh the shame! hehe

If you want me too I can dig out the replay, it was a couple of weeks ago though so im nit sure I still have it.

Posted: 07 Feb 2006, 17:03
by Forboding Angel
yah, andre :D I never play 1 vs 1, and when I do I suck.

I made a LOT of mistakes. BTW, IMO my bombers did fine. They were made to die, but they were made to talke out their target as they died as well :D

Posted: 07 Feb 2006, 19:05
by forbidin
Beamers own flashes.

DT stops flashes cold. So if you put some DT around ur stuff, problem solved.

Pyros are a great counter to flashes. Flame vs EMG. Will be heavy losses on both sides.

Lv 1 wise, yea, flashes are the best lv 1 unit hands down. Only way to really counter a mass flash attack is to counter with your own.

However, slashers and sams do well against them. Micro it to fan out ur sams/slashers and keep them moving away at all times. This works well, but after the sam/slash nerf, you can't pump them out as fast as you used to, so that almost puts a stop to this way of countering a flash attack.

MT's + slashes used to be great for stoping flashes cold in ota.

Posted: 07 Feb 2006, 19:14
by Min3mat
MT and samsons used to be virtually the only unit used in OTA after the initial rush.

Posted: 07 Feb 2006, 21:02
by Chocapic
Min3mat wrote:MT and samsons used to be virtually the only unit used in OTA after the initial rush.
that was quite much because they could fire over each other while here in spring they cant

Posted: 07 Feb 2006, 21:18
by Forboding Angel
Caydr, something that would make my life much easier...

Can you please make it so that the hover construction bot can build both MOHO mexes and UnderWater MOHO mexes? Please?

As of now hovercraft plant is set up as a level 2 plant. Therfore, the hover cons should be able to build moho mexes, above water and below.

It would also help out greatly with some mapping ideas that I have.

Thanks!

Posted: 07 Feb 2006, 23:09
by Min3mat
that was quite much because they could fire over each other while here in spring they cant
that being my point...
for those who i missed i meant that sammies/MT stopped everything in OTA so why make AA the same...

Posted: 08 Feb 2006, 13:56
by NOiZE
is this intended

a tiny copter carying a massive Krog!

Image

Posted: 08 Feb 2006, 17:31
by IMSabbel
cute :D

(arent they supposed to be non-transportable? if i had known in the game on monday it would have been over quite a bit faster....)

Posted: 08 Feb 2006, 19:18
by Chocapic
it has been like that for ages, its one of the things i remember ppl whining about that xta didnt have mech carrier planes..

Posted: 08 Feb 2006, 19:18
by Aun
A seahook is hardly tiny, it's one of the larger aircraft. =P

The smaller lvl3 units (razorbacks, kargs, the amphibious) should be transportable, but probably nothing bigger then a bantha.

Posted: 08 Feb 2006, 21:02
by FizWizz
Correction: A Seahook in its original incarnation is not tiny. Caydr's seahook is at least 3-4 times smaller than it was originally. originally it was big/long enough that it could lift an Eon or Epoch (3rd party monster ships) and look convincing.

Posted: 08 Feb 2006, 21:19
by IMSabbel
Chocapic wrote:it has been like that for ages, its one of the things i remember ppl whining about that xta didnt have mech carrier planes..
get your memory checked.
People whined A LOT that krogoths WERE air transportable.
Thats the reason this was disabled, as late as 0.60b or so i think.

afd

Posted: 08 Feb 2006, 21:36
by Min3mat
yeah twas lame. understandable in AA. gives krog a faster speed and is easy to counter (mercury or a few hawks)