Page 9 of 72
Posted: 04 Mar 2006, 02:22
by Archangel of Death
btw, this unit is not the cores "tactical nuke" this is the cores version of the Turtle or Vanguard
Still haven't found any turtles, but yah, I see what your saying. Didn't realize its cost was closer to that of a heavy artillary unit than the tacnuke I had thought it was supposed to be. It seems it is trying to be in a spot between the Vanguard and Requiter since Core doesn't have both a lvl3 artillary and mobile tac-nuke. But having the cost of the artillary with the kill power of the tac-nuke is a bit (understatement) overpowered.
Posted: 04 Mar 2006, 17:54
by Caydr
Molloy wrote:I've just been looking at the costs on the AA webpage. . . .
The stats on the AA site are specific to the OTA version of the mod, version 6. A lot of values are different... I'll fix this when the new unit-reader-thingie for Spring archives can read weapon files.
Gators
The nickname comes from the unit's FBI filename, corgator.fbi.
What if there was a small building unit that could be created that worked as a transport, basically a bomb shelter if you will that could load say 4-5 units like a standard transport and be nuke resistant like the other popups, would this be a silly thing to have?
Had this idea like 3 years ago, not sure how it went over. Not necessarily a bad one, anyway... What does everyone else think? Perhaps mr Z could script it up real fancy so it can only load friendly units.
is there a reason that there are no Capture units besides the commander in AA? something that could freeze a unit and then capture/reclaim them
They were called Tick and Commando. Spring broke them somehow, I couldn't manage to make them able to capture stuff... didn't spend too much time on it TBH.
why reinvent the wheel, this mod is based on UH, which was considered "nearly" balanced, why not steal those stats? (for the flash/gator)
As of 0.1 or whatever of AA they had pretty much exact UH stats... they were pretty borked. You have to take stuff into consideration like their new inability to shoot through each other.
making units super-counters instead of fixing blatantly overpowered ones is stupid
Levelers/Warriors/Exploiters are supposed to be extra powerful against rushing units, that's all. Their extra firepower is not limited to flashes. Flashes on their own will be balanced - the change to Leveler/Warrior/Exp are all just as bonuses pretty much... this is how it was in UH if I remember right.
turtle
AA features no unit with the designation "turtle".
Next changelog progress so far:
Posted: 04 Mar 2006, 18:02
by Machiosabre
The tremor nerf seems a bit harsh, I know they're good but energy metal and build time all increased by such huge percentages?
Posted: 04 Mar 2006, 20:11
by .funkymp
caydr, u checked the requiter (tactical nuke yet), had experiences of it firing at will instead of holding fire (when its on hold fire) have demoes if you want
edit - forget that, just seen you've sorted it
Posted: 04 Mar 2006, 21:47
by Min3mat
how can u say tremors were 'nerfed', that is completely untrue! what has happened is their role has been shifter further towards late game, as they are expensive but its faster to build one than say 3-4 normal arty. a 'nerf' is a reduction in a units capability to fight IMO.
WTF about the antinukes. if you want them to not cover their full area why not reduce their full area? unless u r talking about reload time :S
I hope flash>~gator now
Posted: 04 Mar 2006, 21:51
by Neuralize
Those have saved my ass an quite a few times. :/ Bring them back! Rawr!
Posted: 04 Mar 2006, 22:39
by Mars Keeper
Neuralize wrote:
Those have saved my ass an quite a few times. :/ Bring them back! Rawr!
Dont remove the metal makers!
They are well needed om many maps.
Edit: Ohh, the metal generators. They are kinda overpowered. =/
Posted: 04 Mar 2006, 22:44
by j5mello
its not the metal makes its the metal generators. they look like solars witht a yellow dome in the middle. they create and use the same amount of energy while producing free metal
Posted: 04 Mar 2006, 22:59
by BigSteve
yer bring back metal generators, they are awesome - if you lose alot of territory they at least give you some chance of getting back into the game when your enemy has all the metal spots
Posted: 04 Mar 2006, 23:38
by Dragon45
OMG you brought back the turrets!!
/me hugs Caydr
and also, I <3 Metal generators...
I remember one game on Altored where the otherteam had tiled about 90 or 100 metal generators in a two-column line along the back of the canyon... i sent like 20 L1 bombers, and TWO got through... they killedtwo metal generators in the back...
And the resulting chain explosion went on for a good ten or fifteen seconds, completely devastating their economy. This is why metal generators are balanced.
PLus don't forget about space again; you need a ton of SPACE for them to be effective, and since both sides can build them, its not going to give any team with less territory an advantage over someone with more territory (if you get what I mean).
They're wonderful little things, please keep them! :D
Also, why are fort walls now nonreclaimable??:o??
Posted: 05 Mar 2006, 01:18
by Min3mat
so they actually have a use :)
DT/FW dont have the same ridicolous amount of HP that they do in XTA, fort wall should still be fairly easy to remove, maybe 10 odd bulldog shells or so?
Posted: 05 Mar 2006, 01:54
by krogothe
Only *poorly experienced persons* build things packed together anyways (especially now since the spacing bindings have been changed)... Caydr dont listen to them. Metal generators are very *unlikely to be built* units but i dont really care if theyre in or not!
I like the changelog, except for leveller changes they dont need a nerf, they just need normal dmgs against flashes, same with exploiters and warriors, flashes *should* be nerfed enough (not too sure about their original dps though) now, so no need for special anti-rush units...
The tremor nerf is definitely out of order, they seem powerful but i guarantee there are much better alternatives out, and thats BEFORE the nerf. They are balanced as they are now!
Beamers need a 20% range boost and they should be 100% fine!
I love you for the ctrl-b fix (though check if any other non-builder have a buildspeed)!
Jethro/crashers should simply hit land units, it would fix them for once and for all! theyre too slow to be effective anyways, just let them hit ground (and revert the nerfs) and they should work fine! OR we can have very slow anti air, up to you...
I still think packos etc are quite stupid but hey at least HLLTS are back (i love them, they are sooo cool when owning AKs)
Lastly:
MAKE LVL1 CON VEHS MOVE FASTER! THEY SUCK INCONMENSURABLY AGAINST LVL1 CON KBOTS!
KAI should be up and running soon, so i should have some more reports on less-used units being OP/UP!
Posted: 05 Mar 2006, 02:03
by Min3mat
:>
got to love bugabusing AI ^-^
Posted: 05 Mar 2006, 02:35
by Denied
Would it be possible to make a new variant with the "c" mode(fps control) disabled for all units to stop ppl using exploits? cause i noticed all the models in the chess mod having no fps mode so im sure its possible to do.
#edit: oh yeah why is only the pillager getting buffed when the poor luger stays the same
#edit2: LOL, i just realised there was no fps mode in the chess mod because they are builders.... sigh
Posted: 05 Mar 2006, 02:46
by Journier
Guys i apoligize, its called the Vanguard, I call them turtles along with everyone else i play with call them turtles.
they are slow as hell, and look like turtles.
but yea, the catapult seems like the mix between Turtle (Vanguard) and the tactical nuke.
and the ARM has the turtle (Vanguard)
BTW Denied was doing some tests with me and this is what we found out.
What purpose does the tactical nuke serve? because i was checking it against cruise missile launchers and its almost the same aoe, and dmg as a cruise missile launcher, except it can move ?
The tactical nuke launcher has short range, the cruise missile has long range :/ I think the cruise missile building is cheaper than the tactical nuke launcher. i forgot now.
i think some kind of balancing needs to be done to those 2 units,
Posted: 05 Mar 2006, 02:52
by BigSteve
Im 99% sure you wont but just inacase - dont make jethros hit ground units, they are aa, krogothe, if you want missile bots try the rocko - they fire at ground units y'know, and metal generators arent stupid units - wait until your boxed in with 3 mexes left then tell me they're stupid - chump.
And give it a rest with the "retards" thing it just makes you look silly - why people use that term I'll never know... sigh
Posted: 05 Mar 2006, 03:15
by Journier
I have personally never used metal generators, never evar :/ always thought Metal makers were more efficient than the maker that takes a long time to build?
if im wrong ill start using them :)
jethro's should be ONLY anti air. thats there sole purpose and they do well at it.
Posted: 05 Mar 2006, 03:36
by krogothe
BigSteve wrote:And give it a rest with the "retards" thing it just makes you look silly - why people use that term I'll never know... sigh
Honestly though, you must be mentally challenged (or not experienced at all) to make volatile units like that packed together, its simply asking for trouble... But i do apologize, i shouldnt be flaming around, its silly! The post is edited!
btw: if you have a replay of you being boxed in down to 3 mexes, building some metal gens and actually coming back and winning, please send it to me, it would be amusing to watch (this is 100% non-sarcasm btw)!
Posted: 05 Mar 2006, 08:53
by SwiftSpear
krogothe wrote:BigSteve wrote:And give it a rest with the "retards" thing it just makes you look silly - why people use that term I'll never know... sigh
Honestly though, you must be mentally challenged (or not experienced at all) to make volatile units like that packed together, its simply asking for trouble... But i do apologize, i shouldnt be flaming around, its silly! The post is edited!
btw: if you have a replay of you being boxed in down to 3 mexes, building some metal gens and actually coming back and winning, please send it to me, it would be amusing to watch (this is 100% non-sarcasm btw)!
Well, if you protect them properly, you save a lot of space bunching them rather then spacing them...
Posted: 05 Mar 2006, 10:36
by BigSteve
That replay of my amazing comback on PD when all I had left 1 mex a l2 conbot and a piece of string must be around somewhere, i'll have to errr...
dig it out sometime... "cough"
hehe maybe I was exagerating a little with the 3 mex thing, but they are super handy when your metal production is waaaay down and your on the wrong end of a good kicking, they can give you that little bit extra so you can survive that little bit longer and your teamates can come rescue you or somethin, happens to me a fair bit due to my annoying habit of not building defensive structues hehe