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Posted: 13 Jul 2006, 01:52
by Caydr
I'm constantly being chased by people telling me that crawling bombs are useless. Don't tell me they're overpowered or not counterable.
Posted: 13 Jul 2006, 02:53
by Pxtl
Caydr wrote:I'm constantly being chased by people telling me that crawling bombs are useless. Don't tell me they're overpowered or not counterable.
Looking over the conversation, it looked like it was more a discussion of strategies surrounding the crawlers, not a complaint about being "overpowered" or anything. I've seen a lot of players spam out crawlers as a ditch defense when the enemy starts breaking through a chokepoint - but I've had good luck with just using L1 cannon fodder to soak up the bombs, but I'm one of those players who keep spamming out the rockos and AKs right till the end. As for Scuttles, I've never used them/seen them used, but after this discussion I'll definitely be giving them a shot. I never realized that the Scuttle was like the Core sharpshooter.
Posted: 13 Jul 2006, 03:31
by knorke
cloaked Core crawling bombs
oooh....!

I never noticed that, but what slight annoyed me was that the advancded crawlies couldn't climb as good...now it makes sence, thanks!
Posted: 13 Jul 2006, 03:39
by Pxtl
knorke wrote:cloaked Core crawling bombs
oooh....!

I never noticed that, but what slight annoyed me was that the advancded crawlies couldn't climb as good...now it makes sence, thanks!
Yeah. There's tons of stuff I never realised could cloak, but can - like some of the Arm popups.
edit: I just realised that, by combining all the Arm cloakable units (pack0, pitbull, twilight, cloakable jammer, cloakable fusion) you can create fully-invisible resource-base.
Posted: 13 Jul 2006, 04:00
by Egarwaen
Pxtl wrote:I never realized that the Scuttle was like the Core sharpshooter.
They cloak but aren't stealth, so you either need to take out the enemy's radar coverage or give it jammer cover.
Posted: 13 Jul 2006, 04:05
by Pxtl
Egarwaen wrote:Pxtl wrote:I never realized that the Scuttle was like the Core sharpshooter.
They cloak but aren't stealth, so you either need to take out the enemy's radar coverage or give it jammer cover.
Oh. That's very frustrating, since the Core mobile jammer is in the L2 V lab, and the skuttle is in L2 kbot lab, so the combo-of-doom is a late-game thing.
Posted: 13 Jul 2006, 04:38
by Snipawolf
Wow, someone found out about the cloaking scuttles!
NOOOOOO MY PLANS TO SLAUGHTER PEOPLE WITH THEM ARE USELESS!
I still have a good strategy of putting them in transports as (more) mobile bombs that no one knows about yet

Posted: 13 Jul 2006, 06:24
by Egarwaen
Pxtl wrote:Oh. That's very frustrating, since the Core mobile jammer is in the L2 V lab, and the skuttle is in L2 kbot lab, so the combo-of-doom is a late-game thing.
Build an L2 jamming tower.
Posted: 13 Jul 2006, 09:59
by Archangel of Death
pxtl: through in a sneaky peat and all you have to worry about is a stray juno shot. But I didn't say that.

Posted: 13 Jul 2006, 11:39
by Comp1337
IMO Junos should have a waaay bigger splash.
Posted: 13 Jul 2006, 13:09
by rattle
What buggers me is that plasma splash damage get's through shields. A single punisher killed off two doomsdays because of splash, that's pretty annoying and reduces the overall usefulness of shields in the front.
Posted: 13 Jul 2006, 13:34
by Min3mat
shields are never used in a real game.
Posted: 13 Jul 2006, 16:37
by Foxomaniac
Egarwaen wrote:Pxtl wrote:Oh. That's very frustrating, since the Core mobile jammer is in the L2 V lab, and the skuttle is in L2 kbot lab, so the combo-of-doom is a late-game thing.
Build an L2 jamming tower.
Use the enemy's own L2 jammers, remember?
Works quite nicely.
Posted: 13 Jul 2006, 16:40
by hawkki
What would you think if there were a mutator for AA that would make every radar unit's LOS twice what it is now. That would be radar towers, radar kbots, radar planes, radar vehicles.
This would encourage more straight-forward tactics and could make the game quite a bit different, and the difference would probably be good. (Atleast when i have played with some friends in lan with modified aa with this 2x los thing it has been more fun. AND back in the old days when i played OTA i always had line of sight mode infinite that means whole map visible all the time, and it was so cool.)
I know many of you might think this would change the game a lot (and therefore ruin it) but please, try it out first and then, but only then, judge it!
What do you think ?
Posted: 13 Jul 2006, 16:49
by Comp1337
Hell, sure i would try it sometime, but imo its part of the game to use spys to scout out targets for units.
would be fun to halve it sometime, and double LOS for scouts (Parasites, AK/PW, finks etc)
Posted: 13 Jul 2006, 16:51
by Erom
AA-Epic!
Posted: 13 Jul 2006, 18:14
by Aun
rattle wrote:What buggers me is that plasma splash damage get's through shields. A single punisher killed off two doomsdays because of splash, that's pretty annoying and reduces the overall usefulness of shields in the front.
Engine issue. The only thing Caydr could do would be to lower the AoE of plasma...
Just move the the shield generator further forward.
Posted: 14 Jul 2006, 00:42
by MR.D
Or give us back the Replusor shields so they work properly like they always had untill this change.
Posted: 14 Jul 2006, 01:08
by Pxtl
MR.D wrote:Or give us back the Replusor shields so they work properly like they always had untill this change.
New shields can reflect, can't they? That would help.
Posted: 14 Jul 2006, 03:20
by Caydr
Shield have a larger range now (as of the version YOU have - I'm not announcing a change) to compensate for the AoE of plasma weapons. They still have the same effective protection distance against things like LRPCs, etc.
I'm planning to boost Liche in some way. Candidates are larger weapon AoE (15% or so?) or faster velocity and maneuvering (of the liche, not the rocket).