Page 69 of 72
Posted: 25 May 2006, 21:39
by Guessmyname
I'm getting a strange "There are no posts in this topic" error when I try to access the last page of this topic
Posted: 25 May 2006, 21:50
by Egarwaen
Guessmyname wrote:I'm getting a strange "There are no posts in this topic" error when I try to access the last page of this topic
That's because the forum software's miscalculating the number of pages when there's enough posts to exactly fill a page but not start the next one.
Posted: 25 May 2006, 22:01
by Soulless1
banisher is cool as-is - maybe it shouldn't target air but its fine other than that, it has big limitations already.
If you did the initial ramping thing though that would be awesome...
Posted: 25 May 2006, 22:03
by Hellspawn
fifthed @>@
Posted: 25 May 2006, 22:15
by wizard8873
leave the banisher as it is. i don't play core that often but i feel they're pretty balanced. just surround them and they'll go down or send some bombers in. found a page with a whole bunch of units. looks like some are already taken from there but there are still a few that could be used.
http://bsr.planetannihilation.gamespy.com/toybox.html
the buildpics are horrid though
Posted: 25 May 2006, 22:47
by Konane
Banisher is far from overpowered IMO, it is rarely used as it is now.
Posted: 25 May 2006, 23:40
by ginekolog
noize wrote:leave banisher alone
sixtherd
why the heck wanna mess with sth that is perfecty fine (underpowerd if anything) ??
get real and dont overfix aa...

Posted: 26 May 2006, 01:58
by BigSteve
The banisher is bang on at the minute and does not need to be nerfed or beefed up, its perfect. Please leave it :)
That seventhed
Posted: 26 May 2006, 02:04
by Caydr
Min3mat wrote:could you remove the exploiter and the warrior?
the exploiter really screws gameplay up IMO
What a crappy post for #1337 you were waiting for.
Posted: 26 May 2006, 02:07
by Deathblane
Deathblane wrote:Yeah, as it is they've got one hell of a punch...every few seconds. And of course they need to be microed as has already been mentioned.
Nah this was 1337, but still pretty crappy. I blame revision, it's sending me insane!!!
*wibble*
Posted: 26 May 2006, 02:11
by Caydr
wizard8873 wrote:leave the banisher as it is. i don't play core that often but i feel they're pretty balanced. just surround them and they'll go down or send some bombers in. found a page with a whole bunch of units. looks like some are already taken from there but there are still a few that could be used.
http://bsr.planetannihilation.gamespy.com/toybox.html
the buildpics are horrid though
You know that all but like 3 of those units are in AA, right?
Anyway, about my Banisher comment, it was before I'd read the context. I was reading a few initial posts about it being too strong and decided to make a quick post in response, not realizing that the debate actually went on for another page and a half.
edit: made lots of progress in the last few hours. I've decided to hold off on a few of the major changes again. Hopefully there'll be the anti-air kbots, but the L3 vehicle factory will take some doing. That, as well as a few other things I've had in mind...
Here's what's left to do:
Code: Select all
Arm "Archon", Core "Adept" anti-air kbots added
Dragon's Claw and Dragon's Maw added back in as stationary units with
stealth and no movement
New model for Core heavy air transport
Old "Underwater Advanced <Energy/Metal> Storage" added back in, but as
structures which are built both on land and underwater
Transport hovers can now only grab friendly units
I'll maybe be releasing the next version in the near future, with paralyzetime tags added - but not functional until the next version of Spring is out.
Posted: 26 May 2006, 04:42
by FireCrack
I'd like to see the long range AA missiles launch their missiles at an angle of about 30 degrees upwards to help them clear other structures...
Posted: 26 May 2006, 05:17
by wizard8873
i noticed that there were quite a few from there in AA but still saw some that weren't that might be useful. even if its not, just trying to help out a bit
Posted: 26 May 2006, 05:39
by Caydr
Firecrack, you've suggested that kind of thing a few times now... it's probably possible somehow, by copying the way that Catapult/Raven does it, but I don't know how to do it.
Thanks for trying wizard
Even closer to a release now, I just finished remodelling (and then, of course, retexturing) the upper part of the Arm HLT. It's virtually identical to the original both in appearance and poly count, except that the two textures on the "wings" won't be fighting for screentime anymore. Doesn't that bug anyone else?
edit: Right, here's an alpha version to try out if anyone's interested. Maybe give me some feedback before the final's out. There's a changelog included, which details which changes have been completed and which have not.
http://prdownloads.sourceforge.net/ta-a ... p?download
(give the download an hour or two to mirror properly)
Posted: 26 May 2006, 06:45
by KillerD
Bring back the Cruise Missles!!!!!!
Posted: 26 May 2006, 07:12
by FireCrack
Mabye this?
-Added missile tdf tag trajectoryHeight, this sets in how high an arc the missile will move toward the target,0 = straight, 1=45 degree above, can be anything>=0, default 0
30 degrees = ~0.577
EDIT: Hmm, not feeling too fond of the commander being the only rezzer, I myself am very fond of using swarms of resurection kbots. Havent played yet though...
Posted: 26 May 2006, 08:07
by MR.D
KillerD wrote:Bring back the Cruise Missles!!!!!!
Plz no, games are actually enjoyable ATM without them.
Posted: 26 May 2006, 10:04
by NOiZE
Dragon's Claw and Dragon's Maw added back in as stationary units with
stealth and no movement
Why?
They are not really needed IMO
Posted: 26 May 2006, 11:24
by BigSteve
agreed
Posted: 26 May 2006, 12:12
by NOiZE
and can you put all wreckage/corpse tdf's into one tdf, just like you did with the weapons..