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Posted: 01 Mar 2006, 16:45
by Comp1337
Deathblane wrote:With regards to the pillager I think it does need some kind of a boost. It's only real advantage over the Tremor at the moment is it's price. Except that a Merl costs about the same but has a greater range.
I'm not sure what could be done with the Pillager, maybe make it's shot more powerful, or give it some extra range, or perhaps give it a direct fire mode so it can operate like a tank-destroyer.
but seriously, check that build time.

6k.

its like 1/4 of a tremor, and its does way more dmg per shot IIRC.

/Comp

Posted: 01 Mar 2006, 17:38
by krogothe
Deathblane wrote:With regards to the pillager I think it does need some kind of a boost. It's only real advantage over the Tremor at the moment is it's price. Except that a Merl costs about the same but has a greater range.
I'm not sure what could be done with the Pillager, maybe make it's shot more powerful, or give it some extra range, or perhaps give it a direct fire mode so it can operate like a tank-destroyer.
yeah pillagers suck really hard, id take a leaf out of XTA and make it fire a slow firing, slow reloading, long range shot with lots of dmg and AOE (and not terribly accurate so its not just a merl).
PLEASE FIX THE CTRL-B ISSUE, set the workertime/buildspeed of ALL non-builders to zero!

Posted: 01 Mar 2006, 18:58
by BigSteve
the arm luger is even more useless than the pillager... maybe give that a little range/firepower injection if your gonna do the pillager

Posted: 01 Mar 2006, 21:54
by NOiZE
And how are flashes supposed to be compared to gators because they still OWN.

Flash = 109 metal
Gator = 124 metal

I did some testing.

1 Flash vs 1 Arm Vehicle plant
1 Gator vs 1 Arm Vehicle plant

Yes the flash gets it down faster

And the gator hav the aiming bug.

Caydr what is your intention with those units!?!?!?

Posted: 01 Mar 2006, 21:56
by BigSteve
Doesnt the gator have the huge advantage in that its amphibious - which the flash is not - that should be worth adding some extra metal to its cost i think

Posted: 01 Mar 2006, 21:59
by NOiZE
BigSteve wrote:Doesnt the gator have the huge advantage in that its amphibious - which the flash is not - that should be worth adding some extra metal to its cost i think
That's new for me?

But if that's true.... how often would you need that??

Posted: 01 Mar 2006, 22:01
by Journier
i have to ask this... is it me or are catapults extremely good?

they dont even die easily to snipers. just wondering since it was the first time ive had them used against me, and man they wreak a path of destruction anywhere they point.

gonna do some tests to see how useful they are.

Posted: 01 Mar 2006, 22:08
by .funkymp
Journier wrote:i have to ask this... is it me or are catapults extremely good?

they dont even die easily to snipers. just wondering since it was the first time ive had them used against me, and man they wreak a path of destruction anywhere they point.

gonna do some tests to see how useful they are.
catapults do rule

they outrange basically every defensive structure, 2/3 catapults can wreck a front line in seconds.

Posted: 01 Mar 2006, 22:12
by krogothe
Core doesnt need an amphibious lvl1 unit, it needs a fast raiding tank!
Flashes are still clearly OP, and the fact pretty much EVERYONE masses them all the time shows it...

Wishlist:
-fix ctrl-b bug, its more annoying that anything else
-nerf flashes some more
-boost pillagers/lugers
-nerf adv jammers (increase running costs)
-Make lvl1 radar build a bit slower or something (comm sucks up 300 E building it, doesnt seem right), even because its really powerful and covers most small maps
-reduce the range of lvl1 and 2 (not the best one) radars a bit
-give solars some more resilience when closed (0.2-0.3 dmg ratio)
- lvl1 CON VEHS ARE WAY TOO SLOW! a cheaper kbot on little legs is faster than they are!
-Make jethros/crashers faster, if i wanted static weak anti air id make defenders
-increase turning rates of AKs and make them more accurate
-no one seems to make toasters, in my games since they dont seem to have any outstanding features that other defenses cant do better.
-Increase fold/unfold animation of all builders by 100%
-give more units wreckage (like pyros). Wreckage is one thing that sets TA apart from most RTSs and id love to see it being used to its full extent. This doesnt mean units shouldnt be able to blow up into pieces, just that all units should leave a wreck (except crawling bombs etc)

and finally:

-Revert the leveller/warrior and exploiter to normal damages against lvl1 units, and maybe boost them if necessary, its silly having people mass flashes, then you send 3 levellers and kill them all then your levellers suck against anything else and get owned by stumpies, and when you stop building them they make flashes again etc etc etc,

Posted: 01 Mar 2006, 23:24
by BigSteve
That's new for me?

But if that's true.... how often would you need that??
hmmm maybe i made a mistake, I cant seem to find a unit called the gator - lol I assumed you were talking about the core amphib tank the garpike, sorry i think Ive messed up hehe.

however I guess your need amphid depends on how much you play water maps I guess :)

Posted: 02 Mar 2006, 05:18
by MR.D
Insti-Gator LvL-1 Laser tank-CORE
The vehicle version of the AK.

nickname I guess

Posted: 02 Mar 2006, 08:58
by BigSteve
lol... I blame you noize for using that nickname - now i look stupid!
...and it wouldnt be the first time hehe
I guess the insti"gator" is not amphibious then... ahem

Posted: 02 Mar 2006, 09:23
by Zenka
indeed, Isti'Gator'.

As for Krogothe's remark about toasters.
I see them used in combat.
But thet don't have a huge advantage against punishers, while there are lvl2.
What is the diffrence between them exept he can shoot one square further?

As for radartowers.
The lvl1's range could be turn down a bit. They indeed cover most of a small map.

Posted: 02 Mar 2006, 10:22
by sergey
i want zerlings =)

small low range agressive cheap fast meat.

like zippers but lvl1 =)

Posted: 02 Mar 2006, 10:56
by SwiftSpear
sergey wrote:i want zerlings =)

small low range agressive cheap fast meat.

like zippers but lvl1 =)
They're called fleas in TA...

Posted: 02 Mar 2006, 10:59
by .funkymp
Zenka wrote:indeed, Isti'Gator'.

As for Krogothe's remark about toasters.
I see them used in combat.
But thet don't have a huge advantage against punishers, while there are lvl2.
What is the diffrence between them exept he can shoot one square further?

As for radartowers.
The lvl1's range could be turn down a bit. They indeed cover most of a small map.
the toaster fires faster than the punisher does, also does more damage.

Posted: 02 Mar 2006, 14:54
by Aun
Not a lot, about 50 damage more? The only real advantage is that they can survive against air strikes.

Posted: 02 Mar 2006, 20:13
by Dragon45
The range difference between Toaster/Ambusher and Punisher/Guardian is not pronounced enough IMHO; as it is, toasters/ambusher just barely outrange guardians/punishers but due ot AOE it doesnt matter anyway... i think maybe if ambusher/toaster received another 50 in range it would balance them out relative to eahc other a bit more.

Posted: 02 Mar 2006, 22:18
by Chocapic
i also think that their ranges should be separated more so that the diference between tech levels is more evident.

Posted: 03 Mar 2006, 00:52
by Dragon45
Someone mentioned amph tanks' usefulness earlier...

They are hugely useful on many maps with river or seperating territories that normally requrie longer routes to reach- for example, I've seen (and used myself) amphibious tanks extremely effectively on Cold Place, and I know that they are useful on River Dale, to cross the river at ungaurded points.