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Posted: 11 Aug 2006, 18:22
by Dragon45
one vulture currently can throw off every single Mercury/Screamer shot in a base for a solid two minutes and not die, thereby opening the base up for a bombr attack.

So yaeh.

Posted: 11 Aug 2006, 18:49
by Aun
Dragon45 wrote:one vulture currently can throw off every single Mercury/Screamer shot in a base for a solid two minutes and not die, thereby opening the base up for a bombr attack.

So yaeh.
Haha. :-)

Posted: 11 Aug 2006, 19:26
by LordMatt
LOrDo wrote: A few LRML takes out an enitre bomber army. Since they have a tendecy to clump together.

Use ctrl when u move.
Merls? So now we have to go vechicles to counter somthing? *thumbsdown*
The horror :O O Wait, I agree we should balance AA so I can spam peewees all game and still win. Peewees ftw! I mean, why should I ever have to build rockos and thuds or gators and gols? llts are so OP against peewees, they need a nerf.
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.
Rofl, try that against anyone with a little skill. And don't play chokepoint maps, AA should not be balanced to chokepoint maps or 5v5s.
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.
See above, u won't finish your lvl 2 lab against someone with skill. And if on the off chance u do, they will have 4/5 of the map.
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.
Which noobs are you refering to? Me? dragon? Any of the WarC or XHC that just ridiculed you?

Posted: 11 Aug 2006, 20:30
by Caydr
I think you need to check your information. I laughed out loud at that bit about how 3 moho metal extractors is worse than 1 moho metal maker!

Posted: 11 Aug 2006, 20:43
by FireCrack
^indeed

Also, note the MMM numbeers tradeMark gave are for core, arm takes 960E and creates 12M. Both have the same 80:1 ratio of E used to M produced though.

Posted: 11 Aug 2006, 23:02
by Hellspawn
To sum up, on decent maps porcing doesnt pay off.

Posted: 11 Aug 2006, 23:45
by FireCrack
You can only porc on speedmetal and greefeilds.

Posted: 12 Aug 2006, 01:50
by MR.D
Wow nobody even read what I posted about the shields...

Posted: 12 Aug 2006, 02:05
by FireCrack
^Because a fiar bit of it is incorrect, and refers to the old repulsion system.

Posted: 12 Aug 2006, 04:47
by Neddie
And this is why this is no longer my main forum for things Spring related, I mean, honestly.

The mod is not going to be balanced for speedmetal or greenfield economics. Sorry, not happening. The mod is fine as it is for all other forms of play, which, guess what, are the supermajority as well as the ones that matter.

The shields are fine. They're a gimmick unit that can be useful in a limited number of situations. I see no reason to change them.

Dragon45, send us a bloody replay for the vulture trick, because I honestly would like to know exactly how much micro that takes so I can use it to - I don't know, distract myself suicidally in a 1v1.

LOrDo, sorry to say this, but most of your points have no support in modern AA. Don't even bring up the "We have to go X tech-tree to survive?" line - it's not necessarily true. The only tech-tree one can't survive on alone given enough skill and management is the Hover tech-tree, as Hovers have one level. Do different trees have different strengths? Yes. The economics statements are right off as well.

I miss repulsors, as they acted more interestingly.

Lastly, try to remain civil. I mean, honestly now - it's not that difficult.

Posted: 12 Aug 2006, 04:56
by Egarwaen
neddiedrow wrote:Dragon45, send us a bloody replay for the vulture trick, because I honestly would like to know exactly how much micro that takes so I can use it to - I don't know, distract myself suicidally in a 1v1.
Right now? Just fly over their base. The things drop flares every 0.9 seconds and have 800 HP, so while one might be an exaggeration, three will lock down any ground-based AA until a bomber run is done.

Posted: 12 Aug 2006, 09:26
by LordMatt
Dragon45, send us a bloody replay for the vulture trick, because I honestly would like to know exactly how much micro that takes so I can use it to - I don't know, distract myself suicidally in a 1v1.
Just set it on patrol at the edge of the screamer's range.

Posted: 12 Aug 2006, 09:29
by Hellspawn
neddiedrow wrote:

LOrDo, sorry to say this, but most of your points have no support in modern AA. Don't even bring up the "We have to go X tech-tree to survive?" line - it's not necessarily true. The only tech-tree one can't survive on alone given enough skill and management is the Hover tech-tree, as Hovers have one level. Do different trees have different strengths? Yes. The economics statements are right off as well.


I love when people try to tech up and you just overflow them with lvl 1 units at that time :D.

Posted: 12 Aug 2006, 19:32
by MR.D
Hellspawn wrote:


I love when people try to tech up and you just overflow them with lvl 1 units at that time :D.
A good example of this is FlashTanks vs Bulldogs, or Instigators vs Goliath.

Get enough smaller units that can take more than 1 hit vs these units and surround and pound.

I was in a GreenComet game getting stomped by bulldogs with penetrator support while I had LVL2 kbots mostly Fido's and a handfull of mavs, I reclaimed both my lvl1&lvl2 Kbot lab to make a vehicle lab and about 30 flash tanks.

Needless to say I used those 30 flash tanks to kill off 7 Bulldogs and then had enough left to make an assault into the enemy base killing his lvl2 Vehicle lab.

I went on to kill that oponent using mostly lvl1 vehicles, took his resources and helped my other teamates to eventually win the game.

Posted: 12 Aug 2006, 19:37
by Caydr
MRD, don't assume something you say is ignored just because I don't directly reply to it. I go through everything and add things to my todo list if they seem reasonable.

Posted: 12 Aug 2006, 21:12
by Neddie
MR. D, I would be much obliged if you did not quote other people as me.

In reply to the AA v Vulture argument, what imbicile puts screamers next to each other? I know that generally I have three distinct ranges out from the base that trigger different screamer launches for best effect. Who doesn't send out fighters or AA flak vehicles when this starts happening to mop and run? I try to maintain a group. Who doesn't build bomber turrets and flak inside the base anyway? That would be suicide. Who doesn't have mobile AA units inside the base - either missile trucks, flak trucks, planes or jethros? Once again, that would be suicide.

The Vulture is not perfect. I do support nerfing it, but hyperbole is not helping your case.

Posted: 12 Aug 2006, 21:23
by KDR_11k
The current shield system allows for shields without limited capacities and with energy use per shot. They can also be set to be effective against any custom set of weapons. Sure, it doesn't allow for solid shields, which is a problem that should be rectified. A possible hack-solution is to mount multiple shields to a unit that have varying radiuses (like an ogre, er, onion) but I don't think that's intended in AA anyway.

I think the lack of static defenses and the stronger units on the sea (especially in OTA) mirrors reality, there's not much in static defense for the sea (except for mines which come in the form of automatic single-use torpedo launchers these days) and since water allows for much higher weight and bigger size of the vehicles ships mount bigger weapons and thicker armor. They also have much bigger range, especially since they need to be able to hit the enemy main base which is most likely land based. Ships can't hit every spot on the map and most likely can't destroy the enemy base without land or air units doing the cleanup so they can afford to be stronger.

Posted: 14 Aug 2006, 07:38
by Forboding Angel
Caydr, something you should read...

LathanStanley wrote:on old TA, when the com died, regardless of in the air, underwater, walking, clocked, or whatever creative thing you can come up with, it killed, EVERYTHING yes everything, trees, rocks, buildings, kroggies, factories, nuke silos, rubble, ships, boats, submarines, planes, constructors, yes everything within the set blast radius, regardless of hitpoints. and IT NEVER EVER EVAR! left ANY rubble. thus, if you got your com killed, it blew a BIG HOLE in your base. if you walked your com out, it had ALOT LESS hitpoints than it does in "AA" and well... it would NEVER LIVE PAST MORE THAN ONE SINGLE LLT SHOOTING AT IT before popping... thus, the ability to RUSH and blow an enemy army was more or less pointless too... not to mention that he was the FASTEST BUILDING UNIT IN YOUR ARMY!! faster than nano towers, faster than necro's faster than farks, faster than ANY of them... making him VERY valuable to keep at home, inside the base... building... but yet a VERY big wildcard for the enemy to target and kill... thus the NEED for cloaking, and decoys...

this AA mod screwed the abilities of the commander so hard, and made units SOOO powerful... that, well.... the game is near IMPOSSIBLE, if not completely impossible to balance.. :roll:

everyone needs to stop WHINING! and start posting solutions, or consider starting again from scratch.... and instead of making EVERY new unit more powerful than ANY before it... try pushing them around INSIDE the scale of "power units" without going overboard... imho, TA was ruined ever since CC came out... good old TA was more or less kicked in the balls on fun.. and pushed to the extreme on resource management and turtling..

bah, I've had enough....

and don't even get me started on the "auto-repair" all units have...

there used to be a reason to build construction aircraft, and that was to patrol a region of your "defended" territory to repair the retreating units...

but to stay on topic with my suggestion:

Auto-repair "regenerating" units.. should ONLY ONLY happen within a proximity to a friendly factory... thus, to repair in the feild, or outside the base, you HAVE TO STRATEGICALLY REPAIR YOUR UNITS... and plan on some dieing... and can't just have them "patrol" enemy territory forever

I should make a list of gameplay screwups so that everyone can get the jist of everything I'm sayin....

ok I'm out... peace

Posted: 14 Aug 2006, 08:58
by Acidd_UK
I have to disagree with LathanStanley on pretty much ever ypoint - AA is not, and is not intended to be OTA...

Posted: 14 Aug 2006, 09:15
by FireCrack
Indeed, it's a different mod, and is quite well balanced at the moment.