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Re: Balanced Annihilation V6.0
Posted: 14 Jan 2008, 20:32
by ZellSF
It is 55 seconds Seems to be the maximum amount of time you can paralyze something too.
Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 00:38
by Scikar
[Krogoth86] wrote:dzzirrus wrote:Well, ive tested those missles myself and i got to say they are quite crappy. At your screenshot situation is very lucky. If you will use it against vehicles it will stun only 2-3 for 55 sec. Waste of metal and energy to get it IMO. Atleas when you arent using nukes.
Well you shouldn't doom the EMP missiles for little usage on something they aren't made for. You shouldn't build them for disabling some tanks or something - that's what the EMP bombers are for. The EMP missiles are primarily for disabling enemy (Nuke-) defenses (which is what makes Arm a bit OP i lategame - especially as mobile Antis are rarely used) or even stopping some T3 Mechs (firing a missile from two silos even shuts a Bantha down for 55 secs)...
The fact that mobile antis aren't used doesn't make the EMP overpowered, it means people should make mobile antis more often.
Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 00:51
by [Krogoth86]
The problem is that this is difficult as going for vehicles makes more sense on most maps and if you now are playing Arm you can't get such an Anti so fast (or without paying a lot just for this). You're of course right that you should have something like this as backup when having gone the way which gives you a mobile Anti. Also don't forget to give them some kind of patrol route because otherwise they are easy targets too...

Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 00:56
by Scikar
Yeah, to be honest I was happier in AA when the mobile antis were in both t2 kbot and vhc labs.
Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 02:09
by LordMatt
The scarab was a vehicle in OTA.

Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 15:19
by Machiosabre
you could just take it out of the fac and add it to the T2 cons that way every tech can make em.
Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 15:38
by Pxtl
Hmmph. Sounds just like whining to me, since most games people build T2 veh labs, so having a Scarab in there isn't really a "not my tech tree" thing. The problem is more that the Scarab ties up the T2 veh lab for a very, very long time.
Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 17:19
by ralphie
While vaguely on the subject... beyond it being a lingering cadyrism, I can't see why the Adv. Fusion should be vehicles only. They are already far stronger than bots, they shouldn't get the economy edge also.
Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 17:27
by Otherside
ralphie wrote:While vaguely on the subject... beyond it being a lingering cadyrism, I can't see why the Adv. Fusion should be vehicles only. They are already far stronger than bots, they shouldn't get the economy edge also.
because kbots can tech to krog!!
Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 19:32
by Dragon45
The scarab was a vehicle in OTA.

Actually, the OTA scarab was a kbot. It was built in a standard-issue Vehicle Plant because the Arm KBot factories at the time could not support its unusual size and construction.
Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 19:35
by Sleksa
Dragon45 wrote:The scarab was a vehicle in OTA.

Actually, the OTA scarab was a kbot. It was built in a standard-issue Vehicle Plant because the Arm KBot factories at the time could not support its unusual size and construction.
arm spider was also vehicle!
Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 19:49
by Quanto042
Sshhhh...
my yeast is rising.
Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 19:59
by zwzsg
Sleksa wrote:arm spider was also vehicle!
Wrong! Read your TA manual again! It stresses that the Arm Spider is a K-Bot, which is built out of the veh lab only because it's too big to fit in a k-bot lab.
Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 20:09
by Sleksa
zwzsg wrote:Sleksa wrote:arm spider was also vehicle!
Wrong! Read your TA manual again! It stresses that the Arm Spider is a K-Bot, which is built out of the veh lab only because it's too big to fit in a k-bot lab.
I never had a manual! T_T
my OTA cd's were actually my friend's who got bored to the game ~~
anyways it comes out of the veh lab too
Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 20:17
by NOiZE
Sleksa wrote:zwzsg wrote:Sleksa wrote:arm spider was also vehicle!
Wrong! Read your TA manual again! It stresses that the Arm Spider is a K-Bot, which is built out of the veh lab only because it's too big to fit in a k-bot lab.
I never had a manual! T_T
my OTA cd's were actually my friend's who got bored to the game ~~
anyways it comes out of the veh lab too
Download it!
http://www.atari.com/us/support/faq/tot ... ads_pc.asp
Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 22:53
by KDR_11k
That manual is missing the appendix that explains how the Anni works

.
Re: Balanced Annihilation V6.0
Posted: 15 Jan 2008, 23:18
by [Krogoth86]
KDR_11k wrote:That manual is missing the appendix that explains how the Anni works

.
Yeah - I saw that too when being too lazy to dig out the printed one...
But do you really know for sure that it was in there? I mean maybe it was something that was cut out for the english manual and did make it into the german one (and even others?!)...
Re: Balanced Annihilation V6.0
Posted: 16 Jan 2008, 01:21
by dzzirrus
Otherside wrote:because kbots can tech to krog!!
pffft... who needs those noobish krog...
WTB t3 bots and adv. fusions aviable for both vehicles and k-bots :)
Re: Balanced Annihilation V6.0
Posted: 20 Jan 2008, 17:24
by Klopper
Something strange happened to me with Gimps in a recent Tangerine game: After clearing out some sea stuff with their torpedoes, my Gimp team went on land, but their lasers wouldn't work. I'm quite sure i had enough energy (else at least a few single shots should have worked with shared energy from teammates), although i'll have to watch the replay to confirm since front had just fallen at that time and bases were getting ripped quick...any similar event seen so far by anyone?
Re: Balanced Annihilation V6.0
Posted: 21 Jan 2008, 12:42
by Saktoth
The gimp sometimes wont fire its torp underwater, though ive not seen the inverse with the laser.
Its probably a script related issue that activates the laser/torpedo depending if he is in the land or the sea. I guess sometimes the script isnt realising he is above/below water.