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Posted: 08 Nov 2006, 22:40
by Cabbage
^^
Posted: 08 Nov 2006, 23:26
by ginekolog
NOiZE wrote:Weasels seem to be OP nowadays :)
yes they are, why the heck do they shoot tru each other??bug? fix that and opnes is gone.
Posted: 08 Nov 2006, 23:39
by MR.D
They shoot through eachother because they are very low to the ground, and most Defence Targets stand taller than their weapon.
Their Line of Sight is good for Angled up shots letting them shoot over eachother.
Fleas do the same thing, and alot of Ballistic(arched) shooting weapons do it too.
IMO the best balence option is to reduce their HP a bit.
Posted: 09 Nov 2006, 00:27
by Peekaboom
Do people have severe cases of ADD in this thread?
Its impossible to have a discussion about any aspect of AA because the subject changes to something completely different within 5 posts.
No wonder Cadyr's updates to the mod are totally random.
Posted: 09 Nov 2006, 01:26
by DemO
Well peeka this tactic with weasels basically lays waste to all other strategy for 1v1s on flat maps as it stands, until this gets changed in some way.
If you watch the replay you see like 20 weasels take on 15 flash from cabbage and all flash die (assuming it was the daywalker vs cabbage game), leaving a few weasels. Now dont tell me scout vehicles are sposed to own light tanks in similar mass.
Posted: 09 Nov 2006, 05:47
by Peekaboom
No balance issue is understandable. I was just saying that talk about AA balance and hovers lasted a milisecond with no real consensus on what to do about it, before moving to weasels of all things.
Personally, I think its pretty much impossible to balance unit x vs. unit y in TA because games are so dependant on the maps that are being played. I think more attention should be given to overall balances between classes of units. MHO.
Posted: 09 Nov 2006, 05:49
by jackalope
regarding the weasel, I actually think it is kind of weak right now. It dies easily to air. Maybe it needs an AA missile like panther or something.
Posted: 09 Nov 2006, 05:54
by pintle
In xta zipper rushing/spamming is easily counterable with crashers/jethros, MTs and samsons etc. the tracking missile and range being a match for zipper's (weasel's) speed. Do they target ground in AA? The other easy way to combat scout spam is gunships, but as i mentioned earlier i think AA air is criminally underpowered.
hope that is in some way helpful
Posted: 09 Nov 2006, 05:56
by Ishach
Give weasels an LLT on each wheel
Posted: 09 Nov 2006, 05:59
by Neddie
I brought the Weasel issue to Caydr's forum.
Posted: 09 Nov 2006, 07:21
by jackalope
Ishach wrote:Give weasels an LLT on each wheel
also stealth+cloak+capture
Posted: 09 Nov 2006, 07:57
by Neddie
pintle wrote:In xta zipper rushing/spamming is easily counterable with crashers/jethros, MTs and samsons etc. the tracking missile and range being a match for zipper's (weasel's) speed. Do they target ground in AA? The other easy way to combat scout spam is gunships, but as i mentioned earlier i think AA air is criminally underpowered.
hope that is in some way helpful
In AA, anti-air units are limited to air combat only, hence the lower power of air. You have to build completely different structures to fight air, so individual units are weakened to compensate.
Posted: 09 Nov 2006, 08:19
by ginekolog
well maybe we should leave weasel as it is.
I only pick big powerfull core now because of their weakest unit - weasel. Too bad that core's might rellay on it but shiet happenzs.
ps: joking.. nerf dps a bit but make core viable opponent.
Posted: 09 Nov 2006, 09:57
by Ishach
The way games play out is pretty interesting now, weasels need alot of micro and it makes things a bit more intense. Though I think it should be in a different mod

Posted: 09 Nov 2006, 10:00
by NOiZE
Peekaboom wrote:Do people have severe cases of ADD in this thread?
Its impossible to have a discussion about any aspect of AA because the subject changes to something completely different within 5 posts.
No wonder Cadyr's updates to the mod are totally random.
I agree, and for the 6th time, PLEASE Caydr MOVE THIS TO YOUR OWN FORUMS, so everything gets a bit more organised..
Posted: 09 Nov 2006, 11:55
by ginekolog
it would be much better to open thread here, good community and noones wants to be in 1000 froums:
AA balance discusion only - speedmetalers and non veterans plz don't post
The person that opens this thread could also edit first post every day to put up new issues on top
Posted: 09 Nov 2006, 12:00
by NOiZE
ginekolog wrote:it would be much better to open thread here, good community and noones wants to be in 1000 froums:
it's not 1000, it's 1 more.
Posted: 09 Nov 2006, 12:14
by Min3mat
it would be much better to open thread here, good community and noones wants to be in 1000 froums:
AA balance discusion only - speedmetalers and non veterans plz don't post
The person that opens this thread could also edit first post every day to put up new issues on top
riiiight. You read this thread lately...???x.x
Posted: 09 Nov 2006, 12:51
by ginekolog
yep, 50% spam, 30% noobs, 20% good posts.
Posted: 09 Nov 2006, 16:20
by SwiftSpear
I've seen alot of balance discussion in my time as a gamer, one thing I come to realize, it's really never any use to a game developer.
Players are often good for finding problems, but they are a largely quite useless force when it comes to finding good ways to fix those problems.