Page 64 of 67

Posted: 23 Nov 2006, 16:29
by LordMatt
DemO wrote:Kixxe if everyone goes there the Abolition forum will just be the same as this topic:)
Yah, no nubs over there. :evil:

Posted: 23 Nov 2006, 17:35
by Guessmyname
Hellspawn wrote:Most of people do more damage to themselves then to opponent when they build it.
Then they're just idiots aren't they?

Posted: 23 Nov 2006, 19:20
by Felix the Cat
mighty mighty changelog wrote:Dominator HP increased by 100
Morty HP increased by 50
This is exactly the sort of random changes in numbers that have plagued AA from the start. Dominators and Mortys are fine. No reason to change their HP other than for the sake of changing numbers.

Posted: 23 Nov 2006, 19:45
by rattle
They make Caydr look busy...

Posted: 23 Nov 2006, 21:39
by jellyman
I remember commenting a while back that morties and dominators seemed to be of not much use - I had the thought that they were artillery and tried to use them as such, and couldn't even outrange HLTs. Someone else posted that they could be good if massed behind a wall of cans. I think someone also commented that dominators were quite fragile. It was shortly after this that the hp buff appeared in the changelog.

Since then I've experimented further with core level 2 kbots and think that morty is probably the best of a fairly bad bunch. However my experiments were by no means extensive. and limited to pyros, morties and cans. And I think nearly any other level 2 lab is of more use than a core level 2 kbot lab....

Posted: 23 Nov 2006, 21:47
by Cabbage
Hellspawn wrote:
Most of people do more damage to themselves then to opponent when they build it.


Then they're just idiots aren't they?
No, people who spam too much DT just cripple themselves - its easier to attack a walled in base rather than one that can actualy send units out to defend... oO

Easily seen on MH heck games, people build silly long walls with a tiny opening to send units out. Kill a few units around hte opening and you can just sit back and relax :o

Posted: 23 Nov 2006, 23:25
by Zenka
Cabbage wrote:
Hellspawn wrote:
Most of people do more damage to themselves then to opponent when they build it.


Then they're just idiots aren't they?
No, people who spam too much DT just cripple themselves - its easier to attack a walled in base rather than one that can actualy send units out to defend... oO

Easily seen on MH heck games, people build silly long walls with a tiny opening to send units out. Kill a few units around hte opening and you can just sit back and relax :o
Works just fine if you have the proper defence that keeps enemy units away (aka anni). DT are very usefull to cover up the gaps in the back of your base, that you are to bored to protect with full presence.

As for the Wezel...:
Image
(Thanks to noize for the map, it's just me to not show much of it)

ps. this also means I've some spare time on my hand. so Caydr if you need help with anything, let me know :)

Posted: 24 Nov 2006, 01:37
by Ishach
hahaha

Posted: 24 Nov 2006, 02:02
by Cabbage
toaster/merls etc pwn annies. It's easy to to get past defences if the other player is unable to send any stuff at you oO

I wasnt refering to limited DT use, which is fine, but silly people who wall in their entire bases and spam laz0rs everyewhere. ^^

But again, even many decent players shoot themselves in the foot by building huge DT walls. You know where their units are goiing to come from, It's easy to pwn defences with merls - they do massive damage. They limit the defenders mobility far more than the attackers imo (in large quantities).

Posted: 24 Nov 2006, 02:21
by DemO
DT's can save you sometimes, remember that game on xanthe cabbage where it ended up me and exit vs you, RD, machio and some other guy that spammed sumos - lol.

I was below exit and basically had to guard off entire side and front for about half an hour whilst living off reclaim to spam air drops into your back bases several times to finally kill you, but the point was your team would have won that game far far earlier had i not spammed DT's around by side to hold RD/machio spam off after my allies died until i got things organised.

They like you say can be really badly used, but they also can be extremely helpful in times of desperation or need, when theres not enough resources to cover an entire flank with defence, you set up dt's cheaply and quickly until you can recover and organise.

Posted: 24 Nov 2006, 13:10
by Cabbage
yup those DT;s worked well hindering RD's reapers. But i was making a generalisation :P

Most people use them badly :P

Posted: 24 Nov 2006, 21:06
by MrNubyagi
discriminatingly banned by decimator

Posted: 25 Nov 2006, 10:30
by Day
so your saying scout vehicles arent overpowered?

Posted: 25 Nov 2006, 20:41
by REVENGE
Day wrote:so your saying scout vehicles arent overpowered?
I think the point is Jeffies aren't as overpowered as Weasels...but that's still beside the point that Weasels are overpowered and need to be nerfed :D.

Posted: 26 Nov 2006, 12:23
by 1v0ry_k1ng
Image

also, freindly fire could be enabled on weasels, meaning that in swarms they damage eachother.

Posted: 26 Nov 2006, 16:40
by Hellspawn
Or we just used old stats

Posted: 26 Nov 2006, 17:02
by MrNubyagi
discriminatingly banned by decimator

Posted: 26 Nov 2006, 22:08
by Day
about the balanced annihilation bit, i solved it by simply lowering their health so other units can kill them with relative ease, the point is, their scout vehicles you use them for LoS and early raiding not as I WIN units

Posted: 27 Nov 2006, 22:25
by DemO
i woulda made it so they have explosion damage (i.e. they have a slight explosion when they die, so in swarms they team kill other weasels upon death) and see how that worked out, instead of reducing their hp - makes them less useful for sneaking just past llts at start of games

Posted: 01 Dec 2006, 09:01
by Metajo
donno if this has beem discused already but the tremor spash seems to be overly strong vs some of the "heavier" units. I did 3 tests:

one tremor firing on 6 sumos: result was that some of the impulses would send the sumos flying across the map and other would send it clashing into neighboring units causing massive damage.

one tremor firing on 6 goliths: impulse seems to work better with the goliths, impuse will send them flying bu not across the map.

tremors firing on 15+ cans: send the cans flying much like the sumos.

i donno if this is a problem with sumos or tremors but i think it is crazy for tremors to be that effective.

replay:
http://www.unknown-files.net/index.php? ... &dlid=1981