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Posted: 14 Jul 2006, 04:37
by Scikar
They don't seem too slow to me, so I would say maybe the AoE boost? What about RoF? One of the problems I see with them is that they'll make a bombing run too soon after firing a rocket, so they'll fly over enemy AA and not attack because they're reloading. The rocket seems quite short ranged too.
Arm mobile EMP launcher
Posted: 14 Jul 2006, 04:41
by Pxtl
Could the Arm mobile launcher be turned back into tacnuke? Then Arm would have both units - the static EMP launcher and the mobile Tacnuke..
Posted: 14 Jul 2006, 05:26
by FireCrack
Hmm... cadyr, you wouldnt happen to consider a cloaked moho-mex for arm would you? I find it annoying when i have cloaked mexxes about the map and cant upgrade them properly...
Posted: 14 Jul 2006, 07:09
by esteroth12
FireCrack wrote:Hmm... cadyr, you wouldnt happen to consider a cloaked moho-mex for arm would you? I find it annoying when i have cloaked mexxes about the map and cant upgrade them properly...
QFT
core gets a Moho Exploiter...
Posted: 14 Jul 2006, 10:50
by ginekolog
Caydr wrote:
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).
I would say both. Also make sure that its rocket will allways hit target. ATM they have same AOE as golioth.. nonsense. Liche cost 4k and is weak!
Last time i tried em they were crapy as they were somtimes flieing over and do nothing. They are a bit too costly compared to bombers (and u WILL loose them) Crow is good cause u can micro them, but u cant micro liche.
btw why is damage to krog only 1000? u meant 10 000 ?
[DAMAGE]
{
Default=5625;
COMMANDERS=1550;
KROGOTH=1000;
ORCONE=1000;
SEADRAGON=1000;
BLACKHYDRA=1000;
ANTIBOMBER=2450;
VTRANS=45;
L1FIGHTERS=45;
L2FIGHTERS=45;
L1BOMBERS=45;
L2BOMBERS=45;
GUNSHIPS=45;
HGUNSHIPS=45;
VRADAR=45;
VTOL=45;
Posted: 14 Jul 2006, 11:59
by Comp1337
Oi, the minelayers, arent they a bit costy in the energy department?
2217, compared to the convechs 1979?
Posted: 14 Jul 2006, 12:34
by hawkki
about the twilight.. (cloakable arm mex)
the cloak radius should be made bigger because at the moment it cannot be uncloaked even if an enemy unit tries to walk into it. Or is this just a bug that happened to me in one game, havent tested it since... ?
Posted: 14 Jul 2006, 12:50
by Comp1337
Hawkki, that is intended. Twiligts would suck ass if they had a bigegr decloak radius.
Posted: 14 Jul 2006, 12:50
by Machiosabre
esteroth12 wrote:FireCrack wrote:Hmm... cadyr, you wouldnt happen to consider a cloaked moho-mex for arm would you? I find it annoying when i have cloaked mexxes about the map and cant upgrade them properly...
QFT
core gets a Moho Exploiter...
arm still has way more units that core doesn't have so I don't see why you have to get even on the mohos.
Posted: 14 Jul 2006, 13:11
by Comp1337
I would seriously LOVE to see a l2 air transport that units could shoot from. Or even better, turn the atlas into that. Meh, no maybe that would be OP...
Oh and dustclouds when they land/take off. Ahh. <Contiues dreaming>
Caydr, skip this post if peoples disagree with me.
Posted: 14 Jul 2006, 13:20
by hawkki
Comp1337 wrote:Hawkki, that is intended. Twiligts would suck ass if they had a bigegr decloak radius.
the radius should be just so big that when units walk into it it decloaks. As it is now it cannot be detected in any way. Atleast it should decloak when it is hit.
Posted: 14 Jul 2006, 13:26
by Comp1337
hawkki wrote:it cannot be detected in any way.
That whats intended. However it can be detected. Press F4

Posted: 14 Jul 2006, 13:27
by Ishach
Once I made some AKbots force fire on the middle of a mex area that had a twilight on it and the explosion made the AKbots fly halfway across the map and eventually off the side. I dunno if this was just a one off engine bug or not though.
Posted: 14 Jul 2006, 14:08
by Min3mat
probs a low grav map?
its only supposed to be EMP, not damage IIRC
I would seriously LOVE to see a l2 air transport that units could shoot from. Or even better, turn the atlas into that. Meh, no maybe that would be OP...
If you want I can whisper a way to do that >=) at least i THINK it still works
Posted: 14 Jul 2006, 14:19
by KDR_11k
I remember the original Liche (as it was first released for OTA) was designed to destroy superunits in three shots, that was certainly too strong but I think this gimping may be a bit too much. But maybe it would be unfair to Core players if the Liche was a good counter for krogs and orcos unless the Core get the Spirit (that was the Liche's Core counterpiece, a stealth nuke bomber) back.
Posted: 14 Jul 2006, 17:23
by Pxtl
Comp1337 wrote:hawkki wrote:it cannot be detected in any way.
That whats intended. However it can be detected. Press F4

That's silly. A unit should not be impossible to detect without exploiting a bug. Imho, the twilight should be visible to a unit that is touching it.
Posted: 14 Jul 2006, 18:14
by KDR_11k
Just imagine what if the Spring devs fixed the F4 bug...
Posted: 14 Jul 2006, 19:28
by NOiZE
Pxtl wrote:Comp1337 wrote:hawkki wrote:it cannot be detected in any way.
That whats intended. However it can be detected. Press F4

That's silly. A unit should not be impossible to detect without exploiting a bug. Imho, the twilight should be visible to a unit that is touching it.
+1
Posted: 14 Jul 2006, 19:59
by MR.D
Twilights are actually a very nice alternative to regular Mex's, I'd like to see them keep their Cloak radius to keep them from being easily detected by some random passing troop.
Its also alot of fun to watch an enemy build a mex right next to one and remain copletely oblivious to its presence.
As for a LVL2 alternative for the Moho-Mex, something along the lines of the exploiter, but using an EMP beam, or itself being stealth (not cloaked) could add alot to a unit of that type without being overpowered.
Posted: 14 Jul 2006, 20:42
by Soulless1
well TBH I can see a simple moho version of the twilight working just fine, as long as it has a reasonable cloak cost...
