they're cool and anti-swarm?NOiZE wrote: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

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Firstly i hate the fact that CORE get a 800% more HP boost for their jammer and leave ARM in the dust. Secondly its a CLOAKBLE RADAR JAMMER. Why the fuck would it need more health???"Castro" operating cost reduced by 5 (30->25), hit points increased by 800% (120->960)
So subs have to skirmish with destroyers now and subs are less effective vs other subs. so you have corvettes for the grunt work, skeeters for the rush and AA subs to kill stuff once the torps (/enemy destroyers) are downed. Like it because before the destroyer didn't have much of a role to play (attacking torps innaccurately from long range T.T)Destroyer depth charge damage increased by 25%, rate of fire increased
10%, AoE increased 100%
Adv solars are now more effiicient than solars in both space and in metal cost O,oAdvanced Solar energy cost reduced 1000, buildtime reduced 1000, metal cost reduced 50
er....the castro doesn't cloak - its the crappy one with the tiny radius and like 1/10 the health of the sneaky pete, remember? Its getting the HP boost to make it worth using on the front lines...Min3mat wrote:Firstly i hate the fact that CORE get a 800% more HP boost for their jammer and leave ARM in the dust. Secondly its a CLOAKBLE RADAR JAMMER. Why the fuck would it need more health???"Castro" operating cost reduced by 5 (30->25), hit points increased by 800% (120->960)
I think it's a intresting changeMin3mat wrote:b1tch1n9 tym3!
Adding more strategic value to the com...wtf it has 10k metal or when ressed a free nuke. it has dgun and a fair chunk of HP. it can cloak. its a damn fast builder.
Com ressing? and the reason is a bit suspect too...don't like agressive com use? limit dgun anybody? or com ends? or both if you are really paranoid X.x. I really don't like the implications for gameplay tbh
Min3mat wrote:Firstly i hate the fact that CORE get a 800% more HP boost for their jammer and leave ARM in the dust. Secondly its a CLOAKBLE RADAR JAMMER. Why the fuck would it need more health???"Castro" operating cost reduced by 5 (30->25), hit points increased by 800% (120->960)
meh screw that, its revenge for annihilators!, if its gonna be fairly short range then it should be really cheap.BigSteve wrote:Core "Catalyst" reverted to tactical nuke weapon, range reduced to 3200
(4500)
If this is the range in the current alpha 1.47 then i think it shoukld be reduced by 500 - 800, it has very long range
Well, before, they were equally efficient in terms of metal cost, but hideously inefficient in terms of energy and buildtime. Like, 25% the cost:benefit of a regular solar.Min3mat wrote:Adv solars are now more effiicient than solars in both space and in metal cost O,oAdvanced Solar energy cost reduced 1000, buildtime reduced 1000, metal cost reduced 50
they are going to be really useful midgame whereas i thought that they should really be just a way to get some e if you have little land or need to protect it well, could be a interesting step between a t1 and t2 economy i guess...
but you can mass annis or even make one, whereever two defencive lines clashed before lvl2 and completely obliterate the other line at very little cost.BigSteve wrote:the range is too big you cnt compare it with an anni anyway, you cant mass annis at the back of youre base and use them effectively can you?
you can with the cruis when it has this range
500 less is not that much really but we should priob play a few games with it first and see how it goes i suppose