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Re: Supreme Annihilation V1.0
Posted: 19 Aug 2008, 00:36
by [Krogoth86]
Gota wrote:5)need a gadget to allow minelayers to place a few of the chosen mines at once with some disparsel..or in a certan pattern instead of only being able to tell it to lay one mine at a time.
I'm curious:
Why isn't the area build function not enough? I mean in the end you're going to have to mind the buildtime anyway and so what's the big deal between laying several, seperate mines and doing one big bunch of mines in one "stroke" which also is more dangerous if an enemy shows up - you'll show all your mines' positions and have no mine ready even if you have been building for quite a while...
Re: Supreme Annihilation V1.0
Posted: 19 Aug 2008, 01:44
by Gota
No.
Im talking about the command only.
Instead of having to queue each mine individualy they will queue in groups but still be built one after another...
Re: Supreme Annihilation V1.0
Posted: 19 Aug 2008, 10:09
by [Krogoth86]
Re: Supreme Annihilation V1.0
Posted: 19 Aug 2008, 10:35
by pintle
If you build mines in a square, equally spaced, any opponent who is not a moron will lose 2 or so units to mines, realise the pattern, and start force firing where the mines should be.
Keybound preset builds is a massive can of worms imo, and there is not a great deal of micro in dropping an erratic minefield.
Re: Supreme Annihilation V1.0
Posted: 19 Aug 2008, 11:05
by [Krogoth86]
pintle wrote:If you build mines in a square, equally spaced, any opponent who is not a moron will lose 2 or so units to mines, realise the pattern, and start force firing where the mines should be.
Which wouldn't be too bad as in most cases you'll actually have your mines at important points where you also have some defenses. You while your enemy aims for the mines your defenses will take them out...
Well if the enemy won't use a minelayer / Juno anyway...
pintle wrote:Keybound preset builds is a massive can of worms imo, and there is not a great deal of micro in dropping an erratic minefield.
Well imo you still can get good results if you assing some smaller squares instead of just one big spaced one. As you said - that's no big deal of micro...
Re: Supreme Annihilation V1.0
Posted: 19 Aug 2008, 12:49
by Gota
Squares are a wastefull form.
You should have the ability to place one as usualy place 3 and place 5.
The 3 mines setaup can be a tri angle and a 5 mines can be a spaced out setup for filling in large areas.
Re: Supreme Annihilation V1.0
Posted: 19 Aug 2008, 12:59
by [Krogoth86]
Well but imo in the end you want a quite dense minefield in order to actually kill some units which in most cases will advance in a rather narrow formation in order not to get into firing range of whatever you have there at once. The needed mine density you'll need on the important spots imo makes the actual formation of your mines quite irrelevant as there hardly would be a difference...
Re: Supreme Annihilation V1.0
Posted: 19 Aug 2008, 13:48
by pintle
Does SA even have the OTA mine set or is it just the big mine/small mine from B/AA?
If you have a full compliment of mines you can do all sorts of nasty tricks, such as putting a couple of kaboom (high aoe, high dmg) mines in the midst of a field of light mines. The enemy triggers a few light mines and then decides they are safe to dgun/charge through with heavier units, getting a nasty shock when the big one goes off.
I suppose the Juno makes all that irrellevant though, effectively being a 1 click solution to minefields. No idea how much it costs tbh.
Re: Supreme Annihilation V1.0
Posted: 19 Aug 2008, 14:01
by Gota
ah yeah...try doing all that while playing an intense 1v1.
I dnt need mines to bevery dence no..or maybe density can be controledby the x and z keys lke raws are.
But imo there can be a nice shape of 3 and 5 whci hwill be effective and convenient.
Re: Supreme Annihilation V1.0
Posted: 19 Aug 2008, 14:21
by pintle
Gota wrote:ah yeah...try doing all that while playing an intense 1v1
I have won a lot of 1v1's in xta by doing exactly that, or by rushing a minelayer and some spotters, dropping a couple of high dmg/low range mines on my enemy's natural expos, or by feigning retreat onto a pre-prepared minefield.
You didnt answer my question regarding mine types, because if you are using 2 very similar (not very useful) mine types like ba, i would adress that long before worrying about mine patterns. Anyway, any repeating pattern of mines will lead to the same situation i described earlier: opponent detonates the first couple of mines, then force fires according to the pattern.
Or just builds a juno.
Re: Supreme Annihilation V1.0
Posted: 19 Aug 2008, 23:21
by Gota
Whats the point of this argument really?
No,SA uses ba like mines.
Is that going to change?no,unless tired wants to change it.
I need a minelayer widget if someone wants to help out,great but I dont need to be talked in and making me not want it.
IMO it will be usefull,you can say it wont but we wont really know till we have such a widget and try and use it.
Re: Supreme Annihilation V1.0
Posted: 20 Aug 2008, 19:15
by imbaczek
same as BA, fix widgets for 0.77!
Re: Supreme Annihilation V1.0
Posted: 21 Aug 2008, 01:12
by Gota
ha?
Re: Supreme Annihilation V1.0
Posted: 27 Aug 2008, 00:03
by Gota
Well fixed lightning weapons.
Seems beamweapon was set on them but it only works with lasers so lightning weapons were oped.
Replaced it with a different tag that does the same but works with lightning weapons.
Re: Supreme Annihilation V1.0
Posted: 19 Sep 2008, 16:10
by Gota
Latest SA version:
http://spring.jobjol.nl/show_file.php?id=1334
Changelog since 1.0 :
all builders and nano turrets repair slower.
Solars cost only metal.
nerfed commanders have 10k hp.
random bug fixes.
normal commanders have 5k hp.
Fixed SpringLobby dsync issue.
Scouts can now shoot.
All units and turrets shoot through allied units and buildings,Stats adjusted to keep the balance.
a few minor changes to medium range plasma turrets(guardian toaster etc..);low trajectory deals more dmg than high trajectory now.
T1 artillery has a longer range but deals less damage to avoid entering hlt firing range automaticly.
Com wrecks are now 2k instead of 2.5k.
sea balance changed;subs are now very expensive but very tough.
labs build faster,t1 labs build almost as fast as nano turrets.
Unit speed decreases a bit.
Buildtime of all units and buildings increased a bit.
Sea t1 scouts deal more dmg versus ships but less vs air to keep it within the equation boundaries.
Hovers got a slightly bigger nerf cause of their hovering ability.
T1 destroyer plasma weapon's firing range increased a bit to not automaticly enter torp launcher firing range,dps decreased.
Fhlt firing range increased a bit and dps decreased to not be out shot by destroyers after their change.
Morphing removed completly.
Re: Supreme Annihilation V1.0
Posted: 19 Sep 2008, 17:11
by Hoi
Why remove morpfing? that was a good thing.
Re: Supreme Annihilation V1.0
Posted: 19 Sep 2008, 23:52
by Gota
Did you ever play SA hoi?
Re: Supreme Annihilation V1.0
Posted: 20 Sep 2008, 01:08
by Jasper1984
I do not like morphing too much, unless the whole thing is based on it, like the chicken faction, or it fits a theme/forfills a particular function, like the CA flea -> dragoneye, walking bombs -> mines.
Re: Supreme Annihilation V1.0
Posted: 20 Sep 2008, 01:41
by smoth
Gota wrote:Standard lazy rebutal #12D: Calling the player a noob
PENALTY! 20 MINUTES IN THE HOT BOX!
Re: Supreme Annihilation V1.0
Posted: 21 Sep 2008, 09:12
by MR.D
I like basic structure morphs only, such as Mexes to Moho-Mex, or LLT to LLLT/Beamer, or solars to adv solar.
But when it gets to the combat units, IMO.. it just gets messy unless sombody specifically re-designs the game to allow for clean transitions, and that would encompass remodeling the entire unit lineup. (again).