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Posted: 13 Nov 2006, 04:13
by Foxomaniac
LordMatt wrote:snip* Fox, *snip
WHAT YOU SAY????
I made no suggestions =(.
Posted: 13 Nov 2006, 17:36
by LordMatt
Fox is not in the nubs category, obviously

. What particularly alarmed me were some major balance changes to aircraft (not the simple gunship revert) being made by people who likely lack the skill to use aircraft properly.
Posted: 13 Nov 2006, 20:00
by Blueshift
I think air defense needs to be drastically stepped up too, its quite poor especially when its against tier 1 units.....
Posted: 13 Nov 2006, 20:24
by Felix the Cat
Blueshift wrote:I think air defense needs to be drastically stepped up too, its quite poor especially when its against tier 1 units.....
NO!!!!!
If anything air defense needs to be toned DOWN a bit, the best counter to your enemy's air MUST be your own air, air defense needs to be a contingency back-up plan, not a first line of defense.
Posted: 13 Nov 2006, 21:33
by Neddie
Blueshift, I desperately hope that was only sarcasm.
Posted: 13 Nov 2006, 21:34
by Lippy
Felix the Cat wrote:Blueshift wrote:I think air defense needs to be drastically stepped up too, its quite poor especially when its against tier 1 units.....
NO!!!!!
If anything air defense needs to be toned DOWN a bit, the best counter to your enemy's air MUST be your own air, air defense needs to be a contingency back-up plan, not a first line of defense.
+1
Posted: 13 Nov 2006, 22:26
by jellyman
On air balance - I've been experimenting with the tdf files and figured out how to make a version where anti air can fire at land. I reduced missile tower damage by 50%. Then doubled level 1 air hit points. And cut the cost of an air lab down to 350 or so metal.
So level 1 air has effectively been buffed 400%, but if I play against AAI, I cannot beat it quickly with level 1 air. Although I can wear it down gradually. Of course the AAI spams more missile towers than 90% of normal players would consider in AA, as even with 50% damage reduction they are a good defence against land units.
Posted: 13 Nov 2006, 23:05
by Felix the Cat
IMO anti-air stuff being purely anti-air is one of the things that distinguishes AA from XTA. While arguments can be made either way, IMO AA should keep the AA as AA only.
It gives people important strategic decisions to make. Should I invest in anti-aircraft defenses? I mean, it's obvious that you should build a missile tower or two at some point relatively early. What I mean by "invest in anti-aircraft defenses" is to build an amount of defenses that would beat off a determined air attack by someone who has built primarily air units. If you do and your enemy does go air, it's a good investment - but if you do and your enemy doesn't, you've just wasted a lot of resources that could have gone into more useful things. If you don't and your enemy goes air, you may have just lost the game - but if you don't and your enemy doesn't go air, then you will have put more resources into things useful against your enemy.
It also gives you the important strategic decision of, should I make air myself? If your enemy has no AA then you will have a huge advantage if you can keep your air forces concealed to maintain surprise. If your enemy does have AA then you may have just wasted a bunch of resources on nothing.
Posted: 14 Nov 2006, 00:55
by LordMatt
Please keep posting in this thread guys. This is exactly the place for those kind of comments.

Posted: 14 Nov 2006, 01:01
by 1v0ry_k1ng
AA defence should not be a sole counter to air. l1 air and l1 fighters are a pretty cheap investment and spank air. Air defences should not be changed drasticly.. just lower the effectiveness 30% across the board keeping costs the same, and balance l1 and l2 air so that l1 is still effective (banshees etc). aslo, the l2 anti air kbots should be less, not more effective VS air than the V equivalent, imo it should keep fast firing rocket launchers but lose its flak or visa versa.
air defence should only be placed in vital location.. reactive forces of mobile anti air and fighters should be the main counter. atm AA is too rewarding of just whacking up d-fens.
Posted: 14 Nov 2006, 01:49
by MrNubyagi
Please add GUNSHIP and BOMBER category or something to the mod i can' t hotkey them. And perhaps increase minelayer Line Of Sight? The mod is almost perfect as it is, only slightly adjust the units that aren't ussully built so they will be in attention.
http://taspring.clan-sy.com/phpbb/viewt ... 302#143302
Posted: 14 Nov 2006, 11:43
by jellyman
LordMatt wrote:Please keep posting in this thread guys. This is exactly the place for those kind of comments.

yeah. Because Speed metal pwns all your bases.
Posted: 14 Nov 2006, 18:20
by MrNubyagi
discriminatingly banned by decimator
Posted: 14 Nov 2006, 21:34
by Hunter0000
MrNubyagi wrote:I need transporters to achieve minimum altitude for obstacles between points A and B; this is because the transporter gets stuck in a danger area too long while climbing a hill. Altitude can be computed before it does the A to B trip.
Write a patch =P
Engine issue.
Posted: 14 Nov 2006, 22:58
by Felix the Cat
Is there a current ModWeb-type thing out for AA 2.23? The latest one that I was able to find was for 1.46

Posted: 14 Nov 2006, 23:38
by Lippy
Felix the Cat wrote:Is there a current ModWeb-type thing out for AA 2.23? The latest one that I was able to find was for 1.46

Yep, IAMACUP's one:
http://froob.iamacup.com/AAmodweb/
Posted: 14 Nov 2006, 23:57
by LordMatt
You mean Fox's one...
Posted: 15 Nov 2006, 04:14
by Caydr
Going to work on AA this weekend or something. Been worked off my feet with my new job.
Had some time off last weekend but decided to give in and watch this Elfen Lied thing Zoombie's always on about. Spent the remainder of the weekend in shock, withdrawal, and depression when I realized there were only 14 episodes and was basically left with huge plot areas left to be explored... Not a show to watch if you don't understand emotional... stuff. Also a lot of violence and nudity, which would normally turn me off a show except that this one was so... so... enveloping. Without the music, it would just be another strange anime.
Posted: 15 Nov 2006, 04:14
by Foxomaniac
Lippy wrote:Felix the Cat wrote:Is there a current ModWeb-type thing out for AA 2.23? The latest one that I was able to find was for 1.46

Yep, FOX's one:
http://froob.iamacup.com/AAmodweb/
Fix'd.
Anything that starts w/ froob and not iamacup directly is my area

.
Posted: 15 Nov 2006, 20:07
by TradeMark
Okey, i have played 2 games now, and spammed weasels as much as i could, and they just kills everything.
Weasels shouldnt be that good, they are just scout vehicles :D