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Are torpedo bombers buggered or something?

Posted: 09 May 2006, 18:09
by Pxtl
I was playing on a water map and the enemy had some Leviathans. Now, since, as far as I know, other subs suck hard against Leviathans, and there doesn't seem to be any "torpedo boat", I logically assumed that Torpedo bombers would be the way to attack such a target.

Yeah, that was wrong. You see, in order to kill a target, you have to fire. My Titans didn't really seem interested in doing that.

Posted: 09 May 2006, 18:16
by Egarwaen
Torpedo bombers are still bugged, aren't they?

Posted: 09 May 2006, 18:28
by Andreask
You can use sub-killer-subs against otehr sus, obviously.

They take micro though, as their strength is out-maneuvering the incoming torps, and they also get a damage bonus vs sub-hull.

Posted: 09 May 2006, 18:32
by Pxtl
Andreask wrote:You can use sub-killer-subs against otehr sus, obviously.

They take micro though, as their strength is out-maneuvering the incoming torps, and they also get a damage bonus vs sub-hull.
That's what I've been noticing - the solution to fighting Leviathans is more Leviathans, since they take low damage from Sharks and l1 subs. That seems kinda silly. The only other thing that seems to help is L2 torp launchers, but those are static.

I know Caydr already dismissed this idea, but could we have a depth-charge hover? It can be expensive, weak, and slow - but we need something to use in the place of torpedo bombers until they get unfarked.

Edit: Imho, the very concept of the Leviathan is kinda flawed. I mean, once players can get Levis, they stop building any other kinda subs, because Levis are better in almost every way. L1 subs get you more damage for your buck, l2 subs are faster, but they both get killed by Levis, and levis can do enough damage to kill most other things too. Imho, the Leviathan should be reformatted into "Submarine Artillery". That is, a sluggish, weak, but very long-ranged high-explosive torpedo launcher. Something that can be used to beat up L2 torpedo launchers and tight packs of l1 subs, but dies hard as soon as subs get into firing range. That would reaffirm the L2 sub as the "sub killer" since it could kill the Levis quickly, and would make the L1 sub still useful as the raw-damage-dealer subs.[/img]

Posted: 09 May 2006, 19:23
by FizWizz
If my memory serves me right, in Uberhack the Leviathan had the dreaded Nupedo (nuclear torpedo), that did massive damage in a short radius to anything in range (which was pretty good). The downside was that the Nupedo cost 1000 energy to fire, had a slow reload rate, and had to be commanded like the D-gun, and apart from the Nupedo, the leviathan had only so-so regular torpedoes.

Posted: 09 May 2006, 20:30
by BigSteve
Whats wrong with tremors mr D? dont tell me you think they are unbalanced too you wimp ^^
FYI 90% of my games I play as arm so I'm on the receiving end of tremors mostly.
And yes I think they're cool
And up untill the release of 1.46, 7-8/10 games I played were won completely with the use of Cruise missles.
Stop playing with noobs then you tart!

Posted: 09 May 2006, 21:24
by NOiZE
Also i think Storms/Rocko's should have just a little bit more range, so they can counter LLT's a bit more easy, but just a little bit..

Posted: 09 May 2006, 21:34
by BigSteve
yeah me too, theyd be more fun to micro against thuds then also^^

Posted: 09 May 2006, 21:42
by Flare
Andreask wrote:You can use sub-killer-subs against otehr sus, obviously.

They take micro though, as their strength is out-maneuvering the incoming torps, and they also get a damage bonus vs sub-hull.
iirc they suck against the normal lvl2 subs more than micro can sort out, the normal lvl2 subs rape everything however

Posted: 09 May 2006, 22:27
by Machiosabre
it'd be better if the sub-killer was twice as expensive and could just beat heavy subs but sort of suck vs boats and buildings

Posted: 09 May 2006, 22:28
by NOiZE
A low trajectory Guardian/Punisher Kills a high trajectory Guardian/Punisher. And the low trajectory one still has 1200 HP in the end.

Well I tested that after reading Krog's AA 1.46 unit balance update, which can be found here: http://www.fileuniverse.com/?p=showitem&ID=3138

Posted: 09 May 2006, 22:36
by Egarwaen
NOiZE wrote:A low trajectory Guardian/Punisher Kills a high trajectory Guardian/Punisher. And the low trajectory one still has 1200 HP in the end.
Fascinating...
Well I tested that after reading Krog's AA 1.46 unit balance update, which can be found here: http://www.fileuniverse.com/?p=showitem&ID=3138
Hm. Fidos have a higher Overall Value than any other L2 Kbot? That strikes me as odd. Bets that it's handling the Fido's weapons wrong? (Specifically, the Fido has two weapons, but will only ever use one at a time, determined by its On/Off setting.)

Posted: 09 May 2006, 22:36
by Machiosabre
weird,though I think if you factor in aim without los and units healing, the high traj one will win 100% of the time

Posted: 09 May 2006, 22:41
by krogothe
Egarwaen wrote: Hm. Fidos have a higher Overall Value than any other L2 Kbot? That strikes me as odd. Bets that it's handling the Fido's weapons wrong? (Specifically, the Fido has two weapons, but will only ever use one at a time, determined by its On/Off setting.)
A unit with two weapons that can only use one will get a much higher value than its supposed to. The value is only used for units with similar mechanics, even better if theyre side counterparts with similar ranges/speeds etc (eg instis vs flash vs raiders or ak vs pewee or llt vs beamer). It does not take into account AOE yet either, ill upgrade and improve it as time goes by

Posted: 09 May 2006, 22:50
by NOiZE
Machiosabre wrote:weird,though I think if you factor in aim without los and units healing, the high traj one will win 100% of the time
Without los, and just aiming @ the radardot, the High traject one wins with 87 HP left... the first try.

The second try it became a draw...

But you can force fire the low traject one, so You can win if you scout the high traject one...

Posted: 10 May 2006, 00:04
by Kixxe
Since i was ignored last time...


BUFF TARGETING FACILTY!

Thank you and good night.

Posted: 10 May 2006, 01:29
by Soulless1
just to clarify, what part of radar targetting is actually improved by having a targetting facility?

Will it a) make the dots more accurate to the actual enemy unit positions?

or b) just make your units better at hitting the dots?

Posted: 10 May 2006, 02:27
by Nemo
The high trajectory mode of the plasma cannons (guard/punisher) has little real use, except firing over hills/walls. The low trajectory mode has a higher damage per second value based solely on reload and damage per shot - that's not counting the fact that the high trajectory hardly ever hits things because of the lag time of the shot going up into the air. I suggest buffing high trajectory mode fairly signifigantly, since right now its close to useless.

Posted: 10 May 2006, 03:01
by FizWizz
Soulless1 wrote:just to clarify, what part of radar targetting is actually improved by having a targetting facility?

Will it a) make the dots more accurate to the actual enemy unit positions?

or b) just make your units better at hitting the dots?
a.) it makes the dots deviate less from the real location of enemy units

Posted: 10 May 2006, 03:53
by Soulless1
oh cool, that's what I'd hoped :)