NOTA 1.82 - Page 10

NOTA 1.82

Moderators: smartie, Thor, PepeAmpere, Moderators, Content Developer

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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Pardon me, I barely get enough time to play the main mods, much less NOTA (I've barely tried it) - but you were talking about nerfing the anti-ship-guns so they wouldn't be so good against heavy ground units.

Um, shouldn't a cannon that's designed for shooting overlarge, heavy boats be perfectly fine against overlarge, heavy land-targets? It only seems to make sense to me.

The only thing I could see to improve the situation would be to provide better static-high-trajectory-artillery that has too long an air-time to be effective even against boats. Thus, building antinaval guns to take out buildings becomes wasteful since there are mortars that do the same job better.

That and making anti-naval guns even lower-trajectory (maybe even shooting rockets instead of plasma) so that they're useless in the non-flat landscapes that have lots of cover that ground-combat usually specializes in.

But, as always, I'm posting out of my ass.
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Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Post by Thor »

Pxtl wrote:Um, shouldn't a cannon that's designed for shooting overlarge, heavy boats be perfectly fine against overlarge, heavy land-targets? It only seems to make sense to me.
I think that's a fair point. It presents a bit of a gameplay problem though because other than annihilators/doomsdays, defenses are supposed to have trouble killing heavy tanks - that's the main purpose of heavy tanks, is base assaults.

I think most people would say, and I would agree with them, that if a gun is going to be called anti-ship or coastal defense, it should be used for that purpose specifically, and should not be effective as a general purpose land unit. So even if I have to "cheat" a little by lowering the damage a bit more against normal units, I think it's worth doing because it gets the results everyone expects.

The lvl 2 vehicle heavy rocket trucks actually already fulfill the role you're suggesting of being better against buildings than anti-naval guns, but you do have to go lvl2 vehicles to get them.
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Shadowsage
Posts: 73
Joined: 01 Dec 2005, 05:50

Post by Shadowsage »

Eliminate most splash damage, instead?
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Shadowsage wrote:Eliminate most splash damage, instead?
I'll second this.
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Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Post by Thor »

I'll do that first and see if it improves things before messing with the damage, but I'm not sure it will make all that much of a difference as the AOE is already fairly small. It should help at least a little though.
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LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

I haven't played this much. But Ive really liked what Ive played. I love how it has TA in it, and isn't another "AA Duplicate Mod No. 187648769". A very nice change in balance and strategy.
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gamer17
Posts: 235
Joined: 21 Feb 2007, 23:51

Post by gamer17 »

What all does the electronic scrambler warship do?

And are the transport ships armed?
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Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Post by Lolsquad_Steven »

This mod plays really badly, can you fix this?
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Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Post by Thor »

The scrambler basically neutralizes guided long range missiles, like those found on missile ships; the electronic equipment throws off the missiles' targetting and knocks them off course. They are also invisible to radar. They're not terribly useful in this version most of the time, but that will change with the naval combat overhaul I have planned for next version.

The transport ships have a single rocket launcher on the front that is quite effective against ground troops thanks to its accuracy and range, but too low damage to be a very good against other ships. They also have decent anti-air capability with a SAM equal to the ones on destroyers.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

all the units go like 2 miles an hour
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Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Post by Thor »

This isn't AA. The movement speed is in fact a bit faster than in TA, and IMO it's perfect for NOTA's style of gameplay.
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gamer17
Posts: 235
Joined: 21 Feb 2007, 23:51

Post by gamer17 »

I like this mod for how slow it starts, I dont have to worry about getting owned by 3 or 4 scouts at the start.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

Lolsquad_Steven wrote:This mod plays really badly, can you fix this?
reel fnny
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

1v0ry_k1ng wrote:this mod looks awesome but the start of the game is sooo slow
Pretty much. I have a lot of fun but most of the time I'm alt-tabbed because nothing's happening. Building pretty much anything at the start of the game causes you to stall, which is where most of the slowness comes from. The com could definitely do with more resource income.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

I agree that the beginning income is a little low, though it may be in your best interests to keep it that way.

I enjoy NOTA, it has a less-micro intensive feel which tends to work against me, but it is refreshing. I played another game yesterday with some lads, we were trying to get them interested, so we played a little down and they took the initiative. I do have another query, however... it seems that Fighters and Interceptors do not fire at the Flying Fortress. Is this true, or was I missing something?
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chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Post by chillaaa »

Hi Thor,

Just want to say great job on NOTA, I'm on holidays atm and have been playing it against some AI (RAI actually, it's the only one that actually does anything at the moment). I really like how you've put it together and look forward to seeing where it goes from here.

One question; does anyone have an AAI or NTAI config for NOTA? I started building an NTAI config but got frustrated and went back to RAI.

Thanks in advance!
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Who let you out of your cage, Chill? :P
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chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Post by chillaaa »

Warlord Zsinj wrote:Who let you out of your cage, Chill? :P
Must be you o Imperial Overseer, get a new SWS version out and i'll play it! /digress
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gamer17
Posts: 235
Joined: 21 Feb 2007, 23:51

Post by gamer17 »

chillaaa wrote:Hi Thor,

Just want to say great job on NOTA, I'm on holidays atm and have been playing it against some AI (RAI actually, it's the only one that actually does anything at the moment). I really like how you've put it together and look forward to seeing where it goes from here.

One question; does anyone have an AAI or NTAI config for NOTA? I started building an NTAI config but got frustrated and went back to RAI.

Thanks in advance!
So RAI works with NOTA?
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chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Post by chillaaa »

That it does
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