NOTA 1.82
Moderators: smartie, Thor, PepeAmpere, Moderators, Content Developer
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.
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.
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.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 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.
- Lolsquad_Steven
- Posts: 488
- Joined: 27 Jun 2006, 17:55
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.
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.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
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.1v0ry_k1ng wrote:this mod looks awesome but the start of the game is sooo slow
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?
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?
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!
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!
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
So RAI works with NOTA?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!