Expand & Exterminate .155 Released!
Moderator: Moderators
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
UCS are micro-intense. my hands ache and my eyes bleed!
GD are weird, but hey i guess its cos i'm new
NI are of course unfinished :)
mortars seem difficult to use effectively,
rocket units seem good to fire over things and to combat bunched units
plasma seem to have slightly more range and are pretty damn effective
flamethrowers burninate :>
love the tech 2 arty bot, used to spam upgraded (for speed) chassis with the ole grenades (with high lvl ammo) in 2150 ^.^ love it
Great mod so far, not tried ships or anything but still think it is damn fun
when is the public beta/release due?
GD are weird, but hey i guess its cos i'm new
NI are of course unfinished :)
mortars seem difficult to use effectively,
rocket units seem good to fire over things and to combat bunched units
plasma seem to have slightly more range and are pretty damn effective
flamethrowers burninate :>
love the tech 2 arty bot, used to spam upgraded (for speed) chassis with the ole grenades (with high lvl ammo) in 2150 ^.^ love it
Great mod so far, not tried ships or anything but still think it is damn fun

- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
its weird.
i think fang poisons every mod he plays with his porcing playstyle
the long and short of it it: walls are VERY effective, even just temporarily. raiding is VERY difficult to pull off. Scouting is 100% important, if the GD don't get a few perimeter cameras near-ish the UCS and some stealth radar they are giving up a chance to gain info for pretty much the entire game. as the UCS spider micro is everything and if you e-stall you will lose all your spiders which will be a right bitch to replace, let alone perimeter cameras and mines (which are useful, but not 1-hit kill style).
It is pretty true to the mod it is based on, in 2150 UCS (URC) grenade tech 2 bots where extremely expensive AND powerful, and it shows. Almost all units are designed on a skirmishing style of play where you plug away with mortars to tempt your enemy just within the range of your main battle units and open fire (if you don't have LoS you are missing out a LOT here) you skirmish and push/pull them away, covering retreats with a few flamethrower/laser units making it not worthwhile to chase you. forcing your enemy to turn around. One great change is that the unit transporters carry 2-4 units at tech 1 making them very useful. There are some anomailes that aren't true to 2150 but by now E&E starts coming into its own with no clear RPS counter system a reliance on micro and flanking becomes obvious. True to the mod you do have to expand and this makes early game extremely strange, defending your expansion may lead to a stall but leaving it wide open is asking for a pounding, attacking your enemy is useful if you can pull it off and you rely on any scout units you have to tell you of your enemies disposition so you can with any luck sneak by. It does have pretty annoying tech 2 jammers, but they can be destroyed and tbh you should be reliant upon LoS to see whether your artillery is making a impression, RADAR serves more as a early warning system.
Nice mod tbh :)
i think fang poisons every mod he plays with his porcing playstyle

the long and short of it it: walls are VERY effective, even just temporarily. raiding is VERY difficult to pull off. Scouting is 100% important, if the GD don't get a few perimeter cameras near-ish the UCS and some stealth radar they are giving up a chance to gain info for pretty much the entire game. as the UCS spider micro is everything and if you e-stall you will lose all your spiders which will be a right bitch to replace, let alone perimeter cameras and mines (which are useful, but not 1-hit kill style).
It is pretty true to the mod it is based on, in 2150 UCS (URC) grenade tech 2 bots where extremely expensive AND powerful, and it shows. Almost all units are designed on a skirmishing style of play where you plug away with mortars to tempt your enemy just within the range of your main battle units and open fire (if you don't have LoS you are missing out a LOT here) you skirmish and push/pull them away, covering retreats with a few flamethrower/laser units making it not worthwhile to chase you. forcing your enemy to turn around. One great change is that the unit transporters carry 2-4 units at tech 1 making them very useful. There are some anomailes that aren't true to 2150 but by now E&E starts coming into its own with no clear RPS counter system a reliance on micro and flanking becomes obvious. True to the mod you do have to expand and this makes early game extremely strange, defending your expansion may lead to a stall but leaving it wide open is asking for a pounding, attacking your enemy is useful if you can pull it off and you rely on any scout units you have to tell you of your enemies disposition so you can with any luck sneak by. It does have pretty annoying tech 2 jammers, but they can be destroyed and tbh you should be reliant upon LoS to see whether your artillery is making a impression, RADAR serves more as a early warning system.
Nice mod tbh :)
Comprehensive Unit List:
URC:
lvl1 Ground: All done
Plasma Mech, Rocket Mech, Flamethrower Mech, Mortar Mech, Scout Mech, Radar Mech, AA Mech, Con Mech...
lvl2 Ground: All Done
Plasma Mech, Rocket Mech, Cannon Mech, AA Mech, Cloaked Plasma Mech, Cloaked Rocket Mech, Cloaked Jammer Mech, Rocket Arty Mech, Minelayer Mech, Con Mech, Amphibious Mech...
lvl3 Ground: All Done
Plasma Mech, Rocket Mech, Cannon Mech, Rocket Arty Mech, Cloaked Plasma Mech, Cloaked Rocket Mech, AA Mech, ATV Transport Mech, Cloaked Flamethrower Mech...
lvl1 Air: All Done
Plasma VTOL, Rocket VTOL, Radar VTOL...
lvl2 Air: All Done
Plasma VTOL, Rocket VTOL, Bomber VTOL, Transport VTOL...
lvl3 Air: Not Done
Rocket VTOL, Bomber VTOL, Heavy Bomber VTOL...
lvl1 Ship: All Done
Plasma Gunboat, Rocket Gunboat, AA Gunboat...
lvl2 Ship: All Done except transport
Plasma Destroyer, Mortar Destroyer, Rocket Destroyer, ECM Destroyer, Destroyer Con, Submarine, Transport...
lvl3 Ship: Not Done
Plasma Cruiser, Rocket Cruiser, Mortar Cruiser, Carrier, Cruise Missile Submarine...
GD:
lvl1 Ground: All Done
Light Tank, Rocket Tank, Laser Tank, Artillery Tank, Scout Tank, Radar Tank, AA Tank, Con Tank...
lvl2 Ground: All Done
Medium Tank, Rocket Tank, Laser Tank, Artillery Tank, Ion Cannon Tank, Amphibious Med Tank, Amphibious Rocket Tank, Minelayer Tank, Jammer Tank, AA Tank, Con Tank...
lvl3 Ground:Everything done except the amphibious tanks, aa tank, and tacnuke launcher.
Heavy Tank, Rocket Tank, Laser Tank, Artillery Tank, Ion Cannon Tank, Amphibious Hvy Tank, Amphibious Rocket Tank, AA Tank, Nuke Arty Tank, Tactical Nuke Launcher...
lvl1 Air: All Done
Machine Gun Helicopter, Missile Helicopter, Transport Helicopter, Scout Helicopter...
lvl2 Air: All Done
Machine Gun Helicopter, Missile Helicopter, Bomber Helicopter...
lvl3 Air: None Done
Rocket Helicopter, Bomber Helicopter, Nuke Bomber Helicopter, Heavy Transport Helicopter...
lvl1 Ship: All Done
Laser Gunboat, Rocket Gunboat, AA Gunboat...
lvl2 Ship: All done except transport
Laser Destroyer, Rocket Destroyer, Artillery Destroyer, ECM Destroyer, Destroyer Con, Submarine, Transport...
lvl3 Ship: None done
Laser Cruiser, Rocket Cruiser, Artillery Destroyer, Carrier, Tactical Nuke Submarine...
It's getting closer. :) Fang plans to release a public beta when both URC and GD are complete. The mod is getting too large for our small group of testers to balance effectively. After the beta release, he'll be adding in the NI in closed testing while the balance wrinkles between URC and GD get ironed out.
URC:
lvl1 Ground: All done
Plasma Mech, Rocket Mech, Flamethrower Mech, Mortar Mech, Scout Mech, Radar Mech, AA Mech, Con Mech...
lvl2 Ground: All Done
Plasma Mech, Rocket Mech, Cannon Mech, AA Mech, Cloaked Plasma Mech, Cloaked Rocket Mech, Cloaked Jammer Mech, Rocket Arty Mech, Minelayer Mech, Con Mech, Amphibious Mech...
lvl3 Ground: All Done
Plasma Mech, Rocket Mech, Cannon Mech, Rocket Arty Mech, Cloaked Plasma Mech, Cloaked Rocket Mech, AA Mech, ATV Transport Mech, Cloaked Flamethrower Mech...
lvl1 Air: All Done
Plasma VTOL, Rocket VTOL, Radar VTOL...
lvl2 Air: All Done
Plasma VTOL, Rocket VTOL, Bomber VTOL, Transport VTOL...
lvl3 Air: Not Done
Rocket VTOL, Bomber VTOL, Heavy Bomber VTOL...
lvl1 Ship: All Done
Plasma Gunboat, Rocket Gunboat, AA Gunboat...
lvl2 Ship: All Done except transport
Plasma Destroyer, Mortar Destroyer, Rocket Destroyer, ECM Destroyer, Destroyer Con, Submarine, Transport...
lvl3 Ship: Not Done
Plasma Cruiser, Rocket Cruiser, Mortar Cruiser, Carrier, Cruise Missile Submarine...
GD:
lvl1 Ground: All Done
Light Tank, Rocket Tank, Laser Tank, Artillery Tank, Scout Tank, Radar Tank, AA Tank, Con Tank...
lvl2 Ground: All Done
Medium Tank, Rocket Tank, Laser Tank, Artillery Tank, Ion Cannon Tank, Amphibious Med Tank, Amphibious Rocket Tank, Minelayer Tank, Jammer Tank, AA Tank, Con Tank...
lvl3 Ground:Everything done except the amphibious tanks, aa tank, and tacnuke launcher.
Heavy Tank, Rocket Tank, Laser Tank, Artillery Tank, Ion Cannon Tank, Amphibious Hvy Tank, Amphibious Rocket Tank, AA Tank, Nuke Arty Tank, Tactical Nuke Launcher...
lvl1 Air: All Done
Machine Gun Helicopter, Missile Helicopter, Transport Helicopter, Scout Helicopter...
lvl2 Air: All Done
Machine Gun Helicopter, Missile Helicopter, Bomber Helicopter...
lvl3 Air: None Done
Rocket Helicopter, Bomber Helicopter, Nuke Bomber Helicopter, Heavy Transport Helicopter...
lvl1 Ship: All Done
Laser Gunboat, Rocket Gunboat, AA Gunboat...
lvl2 Ship: All done except transport
Laser Destroyer, Rocket Destroyer, Artillery Destroyer, ECM Destroyer, Destroyer Con, Submarine, Transport...
lvl3 Ship: None done
Laser Cruiser, Rocket Cruiser, Artillery Destroyer, Carrier, Tactical Nuke Submarine...
It's getting closer. :) Fang plans to release a public beta when both URC and GD are complete. The mod is getting too large for our small group of testers to balance effectively. After the beta release, he'll be adding in the NI in closed testing while the balance wrinkles between URC and GD get ironed out.