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Posted: 17 May 2006, 00:02
by Caydr
I dunno, 10k metal... I don't know who you're playing against if that wouldn't be helpful.

Posted: 17 May 2006, 02:37
by kirbyssb
I don't know if I like the idea of this new factory, but I guess I'll have to try it out before I make any judgements. Sounds like a hell of a lot more people will be going tanks now (even though I think it's nearly fine as it is)

Posted: 17 May 2006, 03:04
by Neddie
Cabbage wrote:
in late game you dont need the resources of dead commanders
You simly cannot make an assumption like that, that 14,000 metal fro0m a dead commander can turn the tide of a battle. If you don;t need any extra metal, you must be doing pretty well with the enemy falling back - so what would be the point in rezzing the com anyway? the only reason to rezz a com late game is to com bomb, which you shouldn't need to do.

Also, storage is fine as it is, i use energy storage most games - and you should only really ever need metal storage if you're recaliming a com.
Or a Krog...

Anyway, I personally go for the Rez route on both...

Posted: 17 May 2006, 03:49
by Egarwaen
Caydr wrote:I dunno, 10k metal... I don't know who you're playing against if that wouldn't be helpful.
More helpful than another 4000 HP cloakable walking bomb with a D-Gun?

Posted: 17 May 2006, 04:28
by Leaderz0rz
alot of people frown on combombing so yea..

Posted: 17 May 2006, 05:25
by Egarwaen
Leaderz0rz wrote:alot of people frown on combombing so yea..
Why? It's a perfectly valid tactic, and isn't too hard to counter with a well-built (IE, deep) defensive line.

Though making the Comm wreckage un-res-able might be a good idea, as it can make Comm Ends kind of absurd.

Posted: 17 May 2006, 06:40
by Leaderz0rz
I'm not going to go into a debate about it because its been beaten to death. There are plenty of posts about the issue to look at.

Posted: 17 May 2006, 07:14
by Neddie
Egarwaen wrote:
Leaderz0rz wrote:alot of people frown on combombing so yea..
Why? It's a perfectly valid tactic, and isn't too hard to counter with a well-built (IE, deep) defensive line.

Though making the Comm wreckage un-res-able might be a good idea, as it can make Comm Ends kind of absurd.
Look, just because you wanted to suck in my comm in that last match yesterday doesn't mean that should be the only option! :wink:

I'd like to keep them rez-able, myself. After all, it's several minutes of protected rez time to bring back ONE unit... probably half-way through the game. And then that ONE player has to take himself back from the baseline to playable status.

Posted: 17 May 2006, 12:16
by NOiZE
!!


those corvette ships leave a floating wreck!


!!

Posted: 17 May 2006, 12:28
by ginekolog
i love reclaimg comms, those 15k meteal can be game winner. This metal gives me 3 BB or like 15 buldogs.

Does anyone know how does reclaiming works? If i am reclaim comm for 3 mins and reclaimer gets killed, do i have to start from 0 or does wreckage "remember" how much it was sucked?

How much does repair cost? (50% of full cost?)

Posted: 17 May 2006, 12:38
by Zenka
ginekolog wrote:Does anyone know how does reclaiming works? If i am reclaim comm for 3 mins and reclaimer gets killed, do i have to start from 0 or does wreckage "remember" how much it was sucked?
I'm wondering about that as well.
Tohugh I usually ressurect comms. But the same wuesion can be asked for rezzing.

AFAIK repairing is free (of recourses)

Posted: 17 May 2006, 12:50
by krogothe
ginekolog wrote:i love reclaimg comms, those 15k meteal can be game winner. This metal gives me 3 BB or like 15 buldogs.

Does anyone know how does reclaiming works? If i am reclaim comm for 3 mins and reclaimer gets killed, do i have to start from 0 or does wreckage "remember" how much it was sucked?

How much does repair cost? (50% of full cost?)
To me it seems it remembers, but the amount of builders or their buildpower doesnt seem to matter. Keep a shitty lvl1 builder to reclaim that krog (thats why scouts reclaim so good in EE)

Posted: 17 May 2006, 17:29
by Egarwaen
krogothe wrote:To me it seems it remembers, but the amount of builders or their buildpower doesnt seem to matter. Keep a shitty lvl1 builder to reclaim that krog (thats why scouts reclaim so good in EE)
I believe buildpower does matter, but you don't get any benefit from having multiple units reclaiming it.

Posted: 17 May 2006, 18:07
by Cabbage
Aye, mulitple con units dont reclaim faster - it will only go as fast as the single con unit with the fastest build time

Posted: 17 May 2006, 19:09
by Caydr
I'm guessing that's just an oversight though, will probably be changed eventually. I mean, after all, multiple rezzers speeds up the process.

Posted: 17 May 2006, 19:38
by Drone_Fragger
There was a big discussion about this. Its to stop a horde of con planes relciming bases instantly or something.

Posted: 17 May 2006, 21:01
by FizWizz
Drone_Fragger wrote:There was a big discussion about this. Its to stop a horde of con planes relciming bases instantly or something.
An engine hack to stop something that ought to be addressed mod-side?

Posted: 17 May 2006, 21:09
by BigSteve
A few missile towers or fighters would proabably do the trick ^^

Posted: 17 May 2006, 21:13
by Machiosabre
I dont think that it was because of the advantage of fast reclaiming but more because of the enormous lag so many planes in one spot cause.

Posted: 17 May 2006, 21:23
by RedDragonGecko
lets just make it so multipul builders don't speed building :Ãŝ