Expand & Exterminate .155 Released!
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Airdrops work well for production-destroying raids. Especially flamethrower mech drops. Early game both flamethrower mechs and GD scout tanks can raid. URC can use its scout spiders to find a clear path for raids. All the early game units are fast, later game units are slower by a considerable amount and more geared toward assaulting an entrenched position.
Actually, I just had a thought. What size maps are you guys trying to play on? E&E plays better on large maps, like 16x16 for a 1v1 plays well. The large range and speed of the units causes this.
Actually, I just had a thought. What size maps are you guys trying to play on? E&E plays better on large maps, like 16x16 for a 1v1 plays well. The large range and speed of the units causes this.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
I doinb't understand how you could porc.krogothe wrote:I guess me and everyone ive played the game with is wrong, and the reason it always ends in porcwars followed by a single, final assault that ends the game is that we play in a weird way.
Sorry for trying to help
If you are GD you have urc stealthed and cloaked units to worry about. If you are URC you have lv3 airdrops to worry about.
You guys have a version that has much less than what the newest version has.
Next time you guys test, maybe 2 of you warc guys ought to play vs me and deci. I imagine your outlook would change somewhat dramatically.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
I personally would rather like a mod that works on almost every map :)Forboding Angel wrote:well geez, it doesn't matter what mod you are playing... if you are playing an 8 x8 or a 10 x 10, porcing is gonna happen.
Geez, try a 16 x 16 or a 20 x 20.
Also the term Porching is wrong. The mod doesn't encourage porching, but a defensive gameplay where you take land, build defences and wait for the enemy to attack your strongholds, after the fight you quickly reclaim the metal, build more units than the enemy has and attack him with superior numbers.
ofcourse i may be wrong again since i have only tried out the earliest version.
Also the air seems to get owned pretty easily too. 3 bombers were taken out by 2 rocket bots before they could even drop their bombs to target area.
And raiding isn't very useful since the amount of info youll be getting via your radar coverage and cloaked cameras, the raid units simply wont get there in time, or if they do they are faced with 2x enemy forces and a bot to reclaim the metal.
and the Walls are really too good for their purpose at the moment. Their price and buildtime allows you to build massive amounts of them around everything for almost no cost. Well this may not sound like a problem, but when the enemy builds a wall in a map like TCP, then builds some rocket-towers behind it, you can't advance or raid or do anything, or if you use air they get shot down by rockets before they get even near to landing zones.
"Use artillery", the problem is that even if you use artillery, the enemy can use his too. and while you wasted your initial tanks to the rocketwall combo and gave enemy a amount of free metal, and after that use your remaining metal to pump out siege units, the enemy will attack you.
On the positive side:
This mod actually encourages thinking instead of mindless spamming of units out of the lab. 5 URC plasmabots and 3 rocket bots Will win 8 plasmabots. maybe even 4 plasmabots and 3 rocketbots and a flamethrower would win the 5 plasmabot/3rocketbot combo.
or maybe i should just lrn2play

anyways this mod is 100 times better than i could ever do :)
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
suggestions.....
con units....
More orange would REALLY REALLY help with unit differentiation.
----------------------------------------------------------------------------------
consider this for build pictures:
in the upper right corner there can be up to 3 bars...
1 for lvl 1, 2 for lvl 2 etc
in the upper left there could be an icon...
a yellow bolt for energy
a blue square for metal
an airplane for aircraft(white with blackoutline) etc for vehicles
and in the lower right A BRIGHT RED AA with a black outline for Anti-air ONLY units. And a BLUE text, AG for for units that are Anti-ground only, and a PINK + for transport, A WHITE wrench for construction...
con units....
More orange would REALLY REALLY help with unit differentiation.
----------------------------------------------------------------------------------
consider this for build pictures:
in the upper right corner there can be up to 3 bars...
1 for lvl 1, 2 for lvl 2 etc
in the upper left there could be an icon...
a yellow bolt for energy
a blue square for metal
an airplane for aircraft(white with blackoutline) etc for vehicles
and in the lower right A BRIGHT RED AA with a black outline for Anti-air ONLY units. And a BLUE text, AG for for units that are Anti-ground only, and a PINK + for transport, A WHITE wrench for construction...
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
You need to learn to play lol ;pSleksa wrote: and the Walls are really too good for their purpose at the moment. Their price and buildtime allows you to build massive amounts of them around everything for almost no cost. Well this may not sound like a problem, but when the enemy builds a wall in a map like TCP, then builds some rocket-towers behind it, you can't advance or raid or do anything, or if you use air they get shot down by rockets before they get even near to landing zones.
Raiding and running into walls? Perhaps you have forgotten the all the scouts can recalim. All scouts are stealth now btw. Also, as I said before, you should always have scouts in your attacking force, cause you can have them build cameras and stealthed short range radar as you advance.
Heli's have been beefed btw.
geez what a noob ;p j/k
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Kind of, I didn't roll out an early attack, which left me at a disadvantage for the entire game. I also made the big mistake of not rebuilding destroyed scouts.Das Bruce wrote:In my last game I think it was Aun that tried to porc and he just got overrun.
Trust me, a BIG part of this mod is scouting.

- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Zenka, try reading, maybe you missed the ;p's and the j/k's in my post.Zenka wrote:Well, you sure are firm on your statements Forboding.
Sleksa discribed a situation commonly seen in a mod like AA or XTA, Though I have no idea if it works as good in E&E.
Sleksa isn't a noob by far, go play him before you make judgements
I was just giving him shit, tongue in cheek. I believe he is quite well aware that I was being good natured. Oh and btw, he is a noob when it come to E&E seeings how he's played about... 4 or 5 games.
Noob to spring? Most definately not.
It was good that the warc guys played it though. It highlighted a few issues that have since been fixed. I believe that we are all aware (fang, deci, flint, mello myself, and anyone else that spends significant time in this project) that the balance probably won't be perfect in the public beta, however, it's gonna be as close as possible.
BTW assuming fang has a good week, there is a very slight possibility that you might see a public beta before the weekend or on the weekend, but keep in mind, this is only a slight possibility, so don't get too excited just yet :D
This mod is absurdly fun to play, almost disgusting how fun it is. Hell, the other day we did a shared comms game (me and fang vs deci and vechs) and me and fang ended up losing (we were urc and didn't keep the pressure on like we should have), but it was insanely fun even though we lost. There's just something about massive firepower rolling through your base that makes you say "Woah! Cool!".
BTW, nuke artillary is teh roxorz :D
Another point is that maps like TCP dont encourage raiding in any mod due to the fact that there are only 2 ways to go at the enemy over land so of course if defenses are built up its going to become problematic... but instead of blaming the mod maybe you should question the map layout first... instead of assuming that all maps are wtf omg perfect...