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Posted: 11 Feb 2006, 20:08
by Min3mat
dude balanced...almost.
but the increase in CORE adv vehicle BP will make it almost perfect! :D
I used tac nukes against NOiZE's swarms once. that was pretty effective.
Posted: 11 Feb 2006, 22:10
by Forboding Angel
kudos caydr, great stuff there.
Me and deci have been chomping at the bit to try this. Love the con veh change, so much needed. Hurricanes... I likey.
Posted: 12 Feb 2006, 21:14
by Caydr
I think I might've been too ambitious... I might have to cut some of the most complex for the next version. Namely:
Code: Select all
Arm "Cronus" aiming script fixed
Corvette guns now have the proper barrel firing animation
Moho Exploiters now open/close faster
Ground unit reduced damage versus aircraft replaced with
inaccuracy vs aircraft
Krogtaar now fires from the correct barrels at the correct
times
As anyone here knows, I'm a pretty shoddy scriptor, it's the one thing I just don't have the motivation to learn. I can modify existing stuff, but hunting the reason why krogtaar wont fire from the correct barrels for instance, is a bit beyond my range of giving a crap. If I can catch Archangel online though, he might be able to help me out.
I'm going to try and have at least a beta ready in a few hours.
Posted: 12 Feb 2006, 22:51
by Sheekel
This is sort of off topic, but what exactly do dragon's eye's do? I built several but they didnt seem to do anything. Something about "perimiter watcher"
Posted: 12 Feb 2006, 22:55
by Caydr
They give you line of sight in a reasonably big radius.
Posted: 13 Feb 2006, 03:14
by chiss
Hey Caydr, I've always loved the difference between rockos and thuds. Rockos have good damage will hit eachother if stacked, whereas thuds have the ability to shoot over other thuds. So if you just have 3 units, rockos are better. But when you start stacking thuds, they become superior because they can all fire over eachother. Its the same with morties. Morties suck until you micro-manage a huge group of them. Have you ever considered giving a mech this ability? It would be interesting if there was a slightly fast mech that was relatively weak in damage, but that if stacked in a group of say 10, could become an entirely different machine. KBots are unique from vehicles in that this sort of stacked maneuvering is possible, so it seems that it should be exploited by at least one experimental mech.
Also, what about a mech with the ability to paralyze?
Awsome changelog!
Posted: 13 Feb 2006, 04:16
by Dragon45
Dragon's Eyes are HUGELY useful. Under jammer cover (Veil or somesuch) they are teh pwn.
Always be sure to spam them when you can. Their usefulness never runs out.
Posted: 13 Feb 2006, 04:45
by Caydr
Your ideas sound interesting Chiss. Maybe for a future version some sort of super-morty kind of thing would be a good addition.
Small status update... I've got 1.43 completely done save for 2 pretty small changes. I've been up late too many nights in a row and I've just run out of steam, I can't finish it tonight, but here's the final changelog:
Posted: 13 Feb 2006, 08:59
by krogothe
Solar metal cost reduced by 30, energy cost reduced by 100
Wind generator energy cost increased by 100
w00t
Posted: 13 Feb 2006, 09:28
by Forboding Angel
wow, those changes are teh sexy badd!
Posted: 13 Feb 2006, 11:08
by Aun
Forboding Angel wrote:
wow, those changes are teh sexy badd!
QFT
Especially the sub and Flash changes.

Posted: 13 Feb 2006, 11:51
by NOiZE
looking forward to it
Posted: 13 Feb 2006, 12:24
by aspa
Caydr wrote:Decoy Commander blast now visually emulates a real commander blast, but without the damage or shockwave
Smokescreens!
Caydr wrote: Metal maker explosions replaced with energy storage explosions, moho metal maker explosions replaced with fusion explosions
Ouch! OUCH OUCH OUCH!
I seriously need to learn how to space apart buildings now - I only have a 2 button mouse

Posted: 13 Feb 2006, 13:13
by BigSteve
Holy Testicle tuesday! that is one huuuuge changelog...
Nice buff on the core, they needed it really, pyro change will make a huge difference i think, core was really missing a fast strongish raiding kbot unit - and now they have it, golly change I dig too they are now officially UBER again :)
....which also means its gonna be even more satisfying using my arm hordes to crush you core loving nancy boys!
hehe!
watch I'll now go on a 10 game losing streak... owned by aks everytime or somethin hehe
Posted: 13 Feb 2006, 13:25
by SwiftSpear
aspa wrote:Caydr wrote:Decoy Commander blast now visually emulates a real commander blast, but without the damage or shockwave
Smokescreens!
Will be interesting to see if someone can acctually manage to use that to thier advantage... Giant smoke screen clears and all of a sudden there's 8 maverics ripping up your base...
Posted: 13 Feb 2006, 16:56
by Mars Keeper
But I want the original TA Karganeth back with giga spray attacks and stuff
It was cool. Although it may not fit in in the currest AA with Krogoth as the super unit

Posted: 13 Feb 2006, 19:49
by krogothe
Why are lvl1 con vehs slower and less cost efficient compared to con kbots? Surely wheels would be faster than those little legs?
Posted: 13 Feb 2006, 20:07
by Leaderz0rz
becuase vehical units do more damage and live longer..so its a trade off..slow start for better units. What really hurts core though is the lack of a freaker type unit in their level 2 vehicals
Posted: 13 Feb 2006, 20:08
by Caydr
I think it's a weight issue, supposedly. Con vehs can build things about 30% faster than con kbots and have a fair bit more armour.
Posted: 13 Feb 2006, 20:16
by krogothe
Caydr wrote:I think it's a weight issue, supposedly. Con vehs can build things about 30% faster than con kbots and have a fair bit more armour.
... but they cost 2x more and i think pretty much everyone will agree con kbots are in general a better idea than con vehs, since cost per cost they are faster, have more hp, are more versatile (2 of them can split into diff tasks if wanted, and they can climb) and build faster.
Also, the lowering of the metal cost in solars(the reduce in E is great btw) makes adv solars that bit less useful, since now theyre much more vulnerable and just slightly more efficient, please keep that in mind!
Lastly, how about not giving fusions and mohos storage and instead boost the M and E storage by 5-10x (increase costs obviously) so we dont have to build 30 of them to reclaim a comm? atm they are useless late game and remotely useful in largte numbers in early game.
All in all i like most of the changes, nice to see HLTs are useful now too ^^