Absolute Annihilation 2.11
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NO!! dont up his weight, its so funny when he goes flying, best results come from exploding a moho geo right next to him hehe
It should be left as is, I mean a nuke should throw stuff everywhere anyway and the comedy value is just so high, when is it not funny to see the enemy comm backflipping across the map?
It should be left as is, I mean a nuke should throw stuff everywhere anyway and the comedy value is just so high, when is it not funny to see the enemy comm backflipping across the map?

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- Posts: 665
- Joined: 06 Jun 2006, 19:49
i agree with steve on this nuke thing, i mean, getting hit in the face with a several megaton nuclear blast is bound to hurt, it's not the same as getting hit with a massless laser.
And they only go flying miles if tehy're fairly close to the epicentre, around there edges they just tend to topple over and seek revenge
Was a game yesterday where an enemy com git hit by a nuke, he flew forewards into a bertha and blew up - was great

And they only go flying miles if tehy're fairly close to the epicentre, around there edges they just tend to topple over and seek revenge

Was a game yesterday where an enemy com git hit by a nuke, he flew forewards into a bertha and blew up - was great

Anyone else think that the metal amount on comm wrecks is retarded due to the fact that it takes years to reclaim it and requires so much storage?
I find myself annoyed at having to manually stop a group of reclaimers that get "stuck" in a comm wreck. Sure, i can build storage en masse and wait two hours till it reclaims. Sure, i keep getting absolutely clueless noobs who say send more/more powerful reclaimers, when it doesnt affect the reclaim time. Sure, the comm looks expensive, but wouldnt it be nice if it only gave say around 2-3k m so it is actually useful early game where comm bombs are most destructive?
I find myself annoyed at having to manually stop a group of reclaimers that get "stuck" in a comm wreck. Sure, i can build storage en masse and wait two hours till it reclaims. Sure, i keep getting absolutely clueless noobs who say send more/more powerful reclaimers, when it doesnt affect the reclaim time. Sure, the comm looks expensive, but wouldnt it be nice if it only gave say around 2-3k m so it is actually useful early game where comm bombs are most destructive?
Last edited by krogothe on 17 Jul 2006, 14:41, edited 1 time in total.
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- Posts: 272
- Joined: 30 May 2006, 17:06
Hi Caydr,
I made a thread about the CORE tactical nukes. There were some replies on both sides of the issue but i think there is common ground in that ARM doesn't have an equivalent weapon, and that there is no defense other than destroying the tacnuke launcher, which has longer range than all other frontline weapons.
Please consider the issue.
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6025
I made a thread about the CORE tactical nukes. There were some replies on both sides of the issue but i think there is common ground in that ARM doesn't have an equivalent weapon, and that there is no defense other than destroying the tacnuke launcher, which has longer range than all other frontline weapons.
Please consider the issue.
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6025
For the nuke tossing I'd say there should be an option to make a unit invulnerable to falling damage. Having the com die on a single nuke hit is too dangerous on com ends game. There's a reason nukes do less damage to coms even in OTA.
krogothe: Wait, I always send in the resurrectors...
Caution: I think the proper response is a Bertha.
krogothe: Wait, I always send in the resurrectors...
Caution: I think the proper response is a Bertha.
The arms emp launcher will kick ass when the cumalative paralyse time is fixed, Ive been tring it recently, its crap for hitting moving stuff obviously but its got a big aoe, a couple of hits on a players frontline will render it useless for over 30 seconds with the cumalative paralyse times, I think they'll be useful, they also have a huge range too.
Obviuosly its not a direct counter core tac nuke but those things take a long ime to build and recharge and theres loads of ways to take them out, zippers bombers pyros sctuttles brawlers berthas blah blah blah
oh and I agree with krog on the comm thing, maybe 4 thousand metal would be good.
Obviuosly its not a direct counter core tac nuke but those things take a long ime to build and recharge and theres loads of ways to take them out, zippers bombers pyros sctuttles brawlers berthas blah blah blah
oh and I agree with krog on the comm thing, maybe 4 thousand metal would be good.
Last edited by BigSteve on 17 Jul 2006, 14:54, edited 2 times in total.
Personally, I'd like the comm to be able to survive a nuclear blast. It's important for game ends that the comm be hard to kill with a single shot. Most mods (including OTA) support this approach. I mean, I love the shockwaves knocking things around, but if it makes the comm weaker then it should be then somehting is wrong.
One game i played, the comm was knocked clear to the edge of the map. Even the ctrl-C command got confused.
In general though, the impact stuff causes a lot of annoying problems. Ever seen an enemy rocko get a peeper's tour of your base because of a good hit with a plasma cannon? Sure, he dies when he lands, but until then the enemy gets a lot of recon info. I just wish that flakkers and anti-swarmers would shoot at ground units knocked airborne.
min3mat: I'd just rather that units avoid auto-reclaiming anything that you can't store at least half of. Then they'd only reclaim a comm if you've got a metric tonne of storage which lies mostly-empty.
One game i played, the comm was knocked clear to the edge of the map. Even the ctrl-C command got confused.
In general though, the impact stuff causes a lot of annoying problems. Ever seen an enemy rocko get a peeper's tour of your base because of a good hit with a plasma cannon? Sure, he dies when he lands, but until then the enemy gets a lot of recon info. I just wish that flakkers and anti-swarmers would shoot at ground units knocked airborne.
min3mat: I'd just rather that units avoid auto-reclaiming anything that you can't store at least half of. Then they'd only reclaim a comm if you've got a metric tonne of storage which lies mostly-empty.
- Mr.Frumious
- Posts: 139
- Joined: 06 Jul 2006, 17:47
Even with that feature, they'd still be minimally useful. I've recently tried using them - they just don't seem effective. I tried using an EMP against a Doomsday. Just a single missile - it wasn't a direct hit, but a close one. The Doomsday wasn't even stunned for a second. Comparatively speaking, that's much less useful.BigSteve wrote:The arms emp launcher will kick ass when the cumalative paralyse time is fixed, Ive been tring it recently, its crap for hitting moving stuff obviously but its got a big aoe, a couple of hits on a players frontline will render it useless for over 30 seconds with the cumalative paralyse times, I think they'll be useful, they also have a huge range too.
Obviuosly its not a direct counter core tac nuke but those things take a long ime to build and recharge and theres loads of ways to take them out, zippers bombers pyros sctuttles brawlers berthas blah blah blah
oh and I agree with krog on the comm thing, maybe 4 thousand metal would be good.