ARM Penetrator - Metal cost: 1129
Wreckage metal: 2083
So, when you make one penetrator, and destroy it, you get 2 more penetrators with the wreckage metal.
When you destroy those 2, you get 4, and so on... free metal
I found also these units which corpses gives more metal than it costs:
CORE Morty - Metal cost: 191
Wreckage metal: 257
CORE Dominator - Metal cost: 298
Wreckage metal: 310
Nemo wrote:A suggestion: remove the massive cloud of smoke from nukes and commander explosions. You can make something much cooler with the explosion generator, and those smoke clouds lag people with even moderately good comps to hell and back. My FPS is fine for most of any given game, but as soon as a nuke or comm goes off on my screen, instant switch to playing spring in slideshow mode.
edit: even with maxparticles turned all the way down, I still get massive massive FPS drop - from ~35 to 1-3.
ARM Penetrator - Metal cost: 1129
Wreckage metal: 2083
So, when you make one penetrator, and destroy it, you get 2 more penetrators with the wreckage metal.
When you destroy those 2, you get 4, and so on... free metal
I found also these units which corpses gives more metal than it costs:
CORE Morty - Metal cost: 191
Wreckage metal: 257
CORE Dominator - Metal cost: 298
Wreckage metal: 310
theres a lot of stuff like that, it seems... how much E do you lose by doing this, however? its probably more effecient to build MMMs, huh?
I rather like the current slwodown in smoke. It's as if something earthshattering and great has happened; either a commander has died, which is very dramatic, or a nuke has demolished many structures. It adds drama
Also, the large volumetric smoke means that you have a brief period of time to sneak stuff out/through the damaged area. This is actually, surprsingly, pretty interesting to see happen in terms of gameplay...
Hey um, another complaint. BB's can own everything and sheilds are useless.
Yes, sheilds are indeed useless. They cant stand up to one LRPC. And if he gets the LRPC before you get the shield, then the sheild cant do anything at all. If a berthas attacking it, it cant charge up.
I think BB's are fine the way they are, mabye could use a cost increase, but shields need some major work.
-1 Last thing we need is to make it easier to porc.
No, right now its easyer to porc. Just put a couple of doomsdays up, sit back and let the berthas do the work. Enemy cant counter it.
You could bomb them with Phoenixes, use merls against DDMs, build your own lrpcs, or, best of all, not let your enemy get that kind of defense up in the first place (by not porcing yourself). I utterly fail to see how buffing the shield generator aliveates porcing.
LordMatt wrote:
-1 Last thing we need is to make it easier to porc.
No, right now its easyer to porc. Just put a couple of doomsdays up, sit back and let the berthas do the work. Enemy cant counter it.
You could bomb them with Phoenixes, use merls against DDMs, build your own lrpcs, or, best of all, not let your enemy get that kind of defense up in the first place (by not porcing yourself). I utterly fail to see how buffing the shield generator aliveates porcing.
A few LRML takes out an enitre bomber army. Since they have a tendecy to clump together. Merls? So now we have to go vechicles to counter somthing? *thumbsdown* And its kinda hard to keep someone from porcing, when its so easy to porc in AA. Hell, porcing makes more then expanding and is easyer to. 1 Moho metal maker makes more then 3 moho mines. And you dont have to expand for those. Dont give me that "they suck to much energy" shit. 1 fusion powers that. Fusion, MMM, fusion, MMM...do that a couple of times and you have enough for a lvl 3 spam army. Without having the trouble of expanding past your entry point. Low on metal? No problem, just blow up your com and suck it. , and you have enough for an entire Bantha + more. It only takes a minute and 45 seconds with just 1 kbot.
The point is, AA is getting porcish. Quite porcish. Whether you noobs want to face it or not, AA is far from perfect. Cadyr, if you continure on the route that these speednoobs guide you, your gonna turn AA into a complete porcfest. Is that what you wanted? If so, continue on, I aint telling you how to do your mod. But if you want expandation to be worth somthing... well I first I suggest not having the bertha an uncounterable uber 1337 weapon on flat maps.
I still want the old Replusion shield system back.
It worked better, had cooler visual effects, it was more dynamic, it even better balence vs economy while under attack.
Its only problem was that it deflected some physical objects such as bombs on top of regular plasma repulsions.
When a unit got closer to the Shield origin, it still worked and deflected shots, unlike now where I could walk right past it and bypass the shield completely.
Repulsion shields worked the instant they were built and offered protection ASAP, not like now where you could be under bertha fire, build this massivly expensive building and it would be useless if you were under bertha attack.
The repulsion shields were much better a burning up a Porcer's economy as well, its power drains were instantanious and would cutoff power to Metal-Makers, some weapons would be unable to fire or it would slow down alot of defences from maintaining a high rate of fire.
All in all I am really dissappointed in how the new "hard shield" system is working, and I think that bringing the old repulsion shields back but change some of the econ costs to better balence it is the way to go.
Pro's & cons of the 2 shield systems.
***** (current) Hard shields *****
1. Doesn't offer protection if already under fire, it must charge up from 0 to stop any plasma attack.
2. Very slow recharge, making them very fragile.
3. Doesn't hurt a fusion economy much at all, it drains a fixed 500e once on during its 3 minute recharge cycle.
4. NON-reinforcable, meaning that overlapping shields do not double the shield's strength.
5. Once its drained, you might as well not even have built one.
6. Can be turned on/off (only effects recharge, the dome remains)
7. Stops any shots short of a bertha, but only if outside its boundary.
8. Easily destroyed and bypassed by air units, or any ground unit that passes inside its outer boundary.
9. Very simple visually, and not a very impressive system.
***** (Past) dynamic Repulsion shields *****
1. Offers protection as soon as its finished being built.
2. Recharge rate is directly dependent on Positive income of energy.
3. Can greatly harm even a strong economy, costs 1000e per deflected shot, regardless of projectile type and the energy burn is persistant as long as its being deflected by the unit.
4. Reinforcable, adding more than 1 shield doubles the speed and strength of the deflection field in an overlap build, but costs twice as much because each unit is deflecting the same shot
5. Once it is drained, the deflection can still occur, but it will be greatly reduced in strength allowing for shots to penetrate in and cause direct or glancing near misses.
6. Can't be turned on/off, it is an active shield so it must always remain "on standby" for it to function properly.
7. Stops all plasma, bombs, and some hard object weapons(bantha arm guns, Marauder/Shiva guns, Krogtaar weapon, Krogoth armguns.
9. Easily destroyed by straight shooting or semi/tracking rockets/missles(storm/rocko, banisher, Karganeth, Merl/Diplomat/Dominator, nukes, cruise missles, Blade/rapier gunships)
10. Can be quickly desolved by fast firing weapons such as Flash tanks, Brawlers, zippers, peewee's, and bomber strikes.
11. Very impressive visually, repulsion is a dynamic and unique way of making a shield system that actually works.
**summary**
There are a few issues with both shield systems, but the Repulsion system is the most functional, best looking, and best balenced shield when you compare between the two of them.
The only real limitation, and at the same time the only real problem with the Repulsion shield is that it wasn't coded in a way to allow for all the specific variables that the Hard shield system does.
An idea I had would be to allow an on/off state for the repulsion shield, that works alot like the Metalmaker AI does, but it would be built into the unit itself and can't be altered by player settings.
Once you have maxxed your Energy storage (90-100%) it will turn on automatically, and once you're global energy Storage drops below a certain point(say 30%) it will shut down and be non-functional untill your storage has built back up.
Making an on/off system would be as simple as just remaking the building itself to work like the other on/off state units.
During its ON state, it would have the origin of the shield at its normal height so it could deflect shots, During its OFF state it would lower the shield origin that would be attached to an object and lower way down into the ground.
It may be alot of effort on the Spring coder's, but it could be used on alot of other units as well, such as jammers or radar, or some high demand energy weapons.
Most of all I think the hard shield system is actually a step back in technology when you compare it to the Repulsor.
AA is only porcable if you have such map, for example with choke points or if you play huge games (like 4v4). If enemy builds BB so can you, make hole in defence and bash trough.
New postPosted: Fri Aug 11, 2006 8:12 am Post subject: Reply with quote
LordMatt wrote:
LOrDo wrote:
LordMatt wrote:
Quote:
Hey um, another complaint. BB's can own everything and sheilds are useless.
Yes, sheilds are indeed useless. They cant stand up to one LRPC. And if he gets the LRPC before you get the shield, then the sheild cant do anything at all. If a berthas attacking it, it cant charge up.
I think BB's are fine the way they are, mabye could use a cost increase, but shields need some major work.
-1 Last thing we need is to make it easier to porc.
No, right now its easyer to porc. Just put a couple of doomsdays up, sit back and let the berthas do the work. Enemy cant counter it.
You could bomb them with Phoenixes, use merls against DDMs, build your own lrpcs, or, best of all, not let your enemy get that kind of defense up in the first place (by not porcing yourself). I utterly fail to see how buffing the shield generator aliveates porcing.
A few LRML takes out an enitre bomber army. Since they have a tendecy to clump together. Merls? So now we have to go vechicles to counter somthing? *thumbsdown* And its kinda hard to keep someone from porcing, when its so easy to porc in AA. Hell, porcing makes more then expanding and is easyer to. 1 Moho metal maker makes more then 3 moho mines. And you dont have to expand for those. Dont give me that "they suck to much energy" shit. 1 fusion powers that. Fusion, MMM, fusion, MMM...do that a couple of times and you have enough for a lvl 3 spam army. Without having the trouble of expanding past your entry point. Low on metal? No problem, just blow up your com and suck it. , and you have enough for an entire Bantha + more. It only takes a minute and 45 seconds with just 1 kbot.
The point is, AA is getting porcish. Quite porcish. Whether you noobs want to face it or not, AA is far from perfect. Cadyr, if you continure on the route that these speednoobs guide you, your gonna turn AA into a complete porcfest. Is that what you wanted? If so, continue on, I aint telling you how to do your mod. But if you want expandation to be worth somthing... well I first I suggest not having the bertha an uncounterable uber 1337 weapon on flat maps.
no wait you are being serious???
i thought that berthas were a antiporc weapon, if your opponent simply has too concentrated conventional defenses as well as building up a large T1 rushing / flanking force and bombarding anything you can with artillery and spotter planes that you can build LRPCs prretty far out from his base. They aren't amazingly effective but against heavy defenses they can really pay off as well as being a great harassment tool (1 hit in that nanoblock he has in the middle of his base >=D)
play 1v1 on comet and say that teching to t2 and using MMM and fusions is the best way
thanks for the lulz this morning
esteroth12 wrote:theres a lot of stuff like that, it seems... how much E do you lose by doing this, however? its probably more effecient to build MMMs, huh?
No, that penetrator thing is much faster to build and get metal, than making metal makers (if you can destroy the units enough fast :D)
MMM takes 600E/s and makes 8M/s
It will take about 125 seconds to gain 1000 metal with 75000 energy.
penetrator costs 12000E, so you save a lot when you destroy your unit and take the metal from it.
LOrDo wrote:
The point is, AA is getting porcish. Quite porcish. Whether you noobs want to face it or not, AA is far from perfect. Cadyr, if you continure on the route that these speednoobs guide you, your gonna turn AA into a complete porcfest. Is that what you wanted? If so, continue on, I aint telling you how to do your mod. But if you want expandation to be worth somthing... well I first I suggest not having the bertha an uncounterable uber 1337 weapon on flat maps.
Good luck GETTING to level 2 without expanding. Porching may be a vialble option once you alredy HAVE expanded, but no expanding from square one? You'll die. With less money with the enemy, and no conquest over the map, the other will just FLOOD all over the map, getting 3-4-10 times as much metal. More metal = more level 1 units, witch are VERY capble of killing a level 1 defence.
Also, how would have the money for the fusion? Not to mention the exspensive level 2 factory.
Now if your talking expanding, then bunkering down and resource teching, that's not porching. that's putting all resources on economy and defence for a while, giving you the upper hand later on. It's a tatic. it has flaws.
It seems hes missed everything about everything... its ok though his posts at least provide amusement, I mean that one about not needing to expand was golden. ^^