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Posted: 08 Dec 2007, 01:42
by KingRaptor
Metal generators should probably just be axed.

Posted: 08 Dec 2007, 01:53
by LordMatt
KingRaptor wrote:Metal generators should probably just be axed.
+1

Posted: 08 Dec 2007, 03:40
by Saktoth
YokoZar wrote:Dragon's teeth are fine, however I still feel like shark's teeth cost a bit too much energy - it takes something like 4 tidals to power a construction boat making them.
Yeah, 600 e is a bit steep, esp since DT's had their e cost knocked down to 150 from 250 since OTA and when you consider that there are rarely chokepoints on the sea (meaning you need more).

But that doesnt matter so much as sharks teeth are what we call in the business a 'stupid idea'.

Posted: 08 Dec 2007, 16:47
by erasmus
do sharks teeth block amphibious tanks?

Posted: 08 Dec 2007, 16:49
by DOT
erasmus wrote:do sharks teeth block amphibious tanks?
yes cuz of p00r scripting

Posted: 08 Dec 2007, 17:12
by Sleksa
DOT wrote:
erasmus wrote:do sharks teeth block amphibious tanks?
yes cuz of p00r scripting

when can i expect your new scripts ?

Posted: 08 Dec 2007, 17:20
by DOT
Sleksa wrote:
DOT wrote:
erasmus wrote:do sharks teeth block amphibious tanks?
yes cuz of p00r scripting

when can i expect your new scripts ?
NEVA!!!

Posted: 08 Dec 2007, 17:48
by [Krogoth86]
Well I've got a new script - but not for the floating DTs... :wink:

The Arm Construction Hovercraft Nanotower-Platform moves too far up when it extends and so it hovers in the air and you can look right through the constructor. With this COB script it's fixed:
http://rapidshare.com/files/75186695/AR ... pt.7z.html

Posted: 08 Dec 2007, 17:51
by Sleksa
thanks

Posted: 08 Dec 2007, 21:46
by det
MR.D wrote:IMO, give metal makers 10 Hp, enough to be destroyed by anything as little as flying shrapnel from another unit exploding.

Removing the AOE death explosion from MM's would definately be nice, especially on maps where you're crammed for build space.

OTA didn't have chain exploding MM's, and it was fine...
Just get rid of metal maker economy IMO.

Posted: 08 Dec 2007, 21:53
by LordMatt
That would be going too far IMO. MMs have been around since the beginning of OTA.

Posted: 08 Dec 2007, 21:56
by Sleksa
making metal is much cooler than extracting it

Posted: 08 Dec 2007, 22:55
by DOT
KingRaptor wrote:Metal generators should probably just be axed.
METAL GENERATORS FTW!!!
Sleksa wrote:making metal is much cooler than extracting it
agreed

Posted: 08 Dec 2007, 23:08
by Neddie
det wrote:
MR.D wrote:IMO, give metal makers 10 Hp, enough to be destroyed by anything as little as flying shrapnel from another unit exploding.

Removing the AOE death explosion from MM's would definately be nice, especially on maps where you're crammed for build space.

OTA didn't have chain exploding MM's, and it was fine...
Just get rid of metal maker economy IMO.
Classic E&E? Why not?

Posted: 08 Dec 2007, 23:09
by DOT
neddiedrow wrote:
det wrote:
MR.D wrote:IMO, give metal makers 10 Hp, enough to be destroyed by anything as little as flying shrapnel from another unit exploding.

Removing the AOE death explosion from MM's would definately be nice, especially on maps where you're crammed for build space.

OTA didn't have chain exploding MM's, and it was fine...
Just get rid of metal maker economy IMO.
Classic E&E? Why not?
metal makers are important for a map with no metals..

Posted: 08 Dec 2007, 23:15
by lurker
Actually, they aren't, not that much.

Posted: 08 Dec 2007, 23:17
by DOT
lurker wrote:Actually, they aren't, not that much.
well how should you then able to play on a map with no metal?
hmm?

Posted: 08 Dec 2007, 23:20
by Neddie
DOT wrote:
lurker wrote:Actually, they aren't, not that much.
well how should you then able to play on a map with no metal?
hmm?
You wouldn't, which is frankly, no great loss. Or you would use your commander and subsequent constructors to gain metal over time.

Posted: 08 Dec 2007, 23:35
by lurker
Instead of whoring windmills, you strategically attack and counter with a handful of T1 units, reclaiming lost units and recovering lost metal through the small generation of your constructors. Rather fun actually.

Posted: 09 Dec 2007, 00:39
by MR.D
MM are actually a vital part of what makes TA fun.

Because you're not just reliant on how much ground you take, but how efficiently you manage your economy.

Its also a chance for the underdog to keep up with metal when the enemy is being too aggressive for you.

Right now though, with exploding MM units, they're such a liability on maps with very little build space that its almost more dangerous to build them, than not building them at all and missing out on the extra metal you would gain.

Removing MM from the game would be like removing the Goliath from Core, or the Brawler from ARM, it just wouldn't be the same.

I just think that it would be a better idea to give them low health and make them much easier to destroy, but leave the large chain explosions to Bigger, stronger producing buildings.

As is, its like building a Minefield inside your own base, thats not how they were in OTA.