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Posted: 17 Aug 2006, 21:51
by det
Egarwaen wrote:
Not going to work out, even if a con aircraft could repair a unit instantly. Mercuries and fighter patrols. Doesn't matter how much AA you have with your units, a handful of Freedom Fighters will take out twice their cost in Con Aircraft easily. A handful of Hawks will do it and probably survive. They're just too fragile for work like this, especailly since they chain-explode.
I think the mercury/screamer are detrimental to gameplay. It allows you to control a huge airspace by building a single turret. Imagine if the annihilator had the range of a mercury.
Posted: 17 Aug 2006, 21:56
by Dragon45
mercuries and screamers are very easily countered; in any case, they're the only thing that skeepign air units fro mtotally dominating.
Posted: 17 Aug 2006, 22:14
by Acidd_UK
det wrote:I think the mercury/screamer are detrimental to gameplay. It allows you to control a huge airspace by building a single turret. Imagine if the annihilator had the range of a mercury.
I noqw know not to listen to det, assuming that this wasn't sarcasm. Hello - the BB has a much better range than a screamer and that's not detrimental to gameplay... is it?
Hey, maybe we should remove all buildings that have weapons entirely!
Posted: 17 Aug 2006, 22:30
by FireCrack
If you're leaving your enemy alone for 3 minutes you're doing somthing wrong....
Posted: 17 Aug 2006, 22:34
by Egarwaen
det wrote:I think the mercury/screamer are detrimental to gameplay. It allows you to control a huge airspace by building a single turret. Imagine if the annihilator had the range of a mercury.
Except you can usually completely nullify them by flying a wing of Peepers through a couple of seconds before your bomber flight or fighter raid or whatever. They're only useful in the same circumstances as a LRPC is - when units are lingering in an area for a while. (IE, con planes, fighters on patrol, gunships, etc.)
Posted: 17 Aug 2006, 22:56
by det
Egarwaen wrote:Except you can usually completely nullify them by flying a wing of Peepers through a couple of seconds before your bomber flight or fighter raid or whatever. They're only useful in the same circumstances as a LRPC is - when units are lingering in an area for a while. (IE, con planes, fighters on patrol, gunships, etc.)
I am not talking about the LRMT's defensive capabilities. I think the comparison to the annihilator is apt. Both the annihilator and screamer are a class of weapons that are primarily used to define territory lines. Any unit that wanders into that territory is dead. You can build a screamer in your base and then the middle of the map becomes no-man's land. Imagine building an annihilator in your base that could shoot the middle of the map. You should have to build an airforce to offensively control the airspace like that. Now, if you just need to _defend_ an army from air attack, then you can bring along flak trucks for support. I think the screamer would be fine if its range were dramaticly reduced.
Posted: 17 Aug 2006, 23:08
by Machiosabre
the difference is, that the LRAA doesn't even win you any ground, it merely kills patroling fighters when it's not defending, the easy solutions to that are either a. move the fighters or b. jam the fighters.
Posted: 17 Aug 2006, 23:50
by Forboding Angel
Acidd_UK wrote:det wrote:I think the mercury/screamer are detrimental to gameplay. It allows you to control a huge airspace by building a single turret. Imagine if the annihilator had the range of a mercury.
I noqw know not to listen to det, assuming that this wasn't sarcasm. Hello - the BB has a much better range than a screamer and that's not detrimental to gameplay... is it?
Hey, maybe we should remove all buildings that have weapons entirely!
The BB doesn't kill everything it hits with precision accuracy in one shot now does it?
Posted: 18 Aug 2006, 00:53
by Cabbage
Nor does the LRMT
All it really is is a detterent.
Spread your units out, be they gunships or bo,mbers and you're fine. Seriously its not a major threat, you'll lose 2 bombers to it during a bombing run, big deal.
and its very expensive.
Edit:
Bertahs can be deadly accurate once they have enough exp.
LRMTS miss often vs radar blips and are useless against aircraft with flares ( a radar plane can occupy lots of them)
Posted: 18 Aug 2006, 01:55
by Egarwaen
Cabbage wrote:Bertahs can be deadly accurate once they have enough exp.
ROFL. Did you ever see what happened if a Bertha managed to damage a Commander back when the Comm had an insane resource cost? It turned into a SuperSniperBertha. I remember one amusing 5v5 or something that was won by a Bertha that got a single lucky shot.
Posted: 18 Aug 2006, 03:43
by Cabbage
Yeah i saw that happen a few times, ended a game once where my bertha hit a com and everyshot afterwards was right on target ^^
Posted: 18 Aug 2006, 07:59
by det
Cabbage wrote:
Spread your units out, be they gunships or bo,mbers and you're fine. Seriously its not a major threat, you'll lose 2 bombers to it during a bombing run, big deal.
I dont think the mercury is some uber air defensive weapon. I don't expect it to stop a 20 bomber raid anymore than I expect an annihilator to stop a 20 peewee raid. I think its range is ridiculously long and can prevent you from taking air into a large portion of the map. Suddenly, I can't use fighter patrols in territory I fought to take. I can't take an air construction vehicle outside my base. I can't use transports to drop units into territory I own.
Posted: 18 Aug 2006, 08:17
by Dragon45
Again, two solutions
1) Jam
2) Send out a peeper. Even one will dsitract it long enough for a con or trnasport to do its business. Also, it may even be that two peepers on a patrol command (to swap out their flares reload in time) can hinder a Mercury permanently...
Posted: 18 Aug 2006, 09:13
by FireCrack
Dragon45 wrote:Again, two solutions
1) Jam
2) Send out a peeper. Even one will dsitract it long enough for a con or trnasport to do its business. Also, it may even be that two peepers on a patrol command (to swap out their flares reload in time) can hinder a Mercury permanently...
^1 peeper will distract a mercury indefinetly.
Posted: 18 Aug 2006, 09:19
by ginekolog
To make game less porcy:
1.autoheal on units stays the same
2. nerf autohealing buildings (perhaps only on defensive ones)
done.
btw, if autoheal on units kicks in in more than 3mins, it will NEVER kick in in competitive games.
Posted: 18 Aug 2006, 12:19
by LathanStanley
ginekolog wrote:
btw, if autoheal on units kicks in in more than 3mins, it will NEVER kick in in competitive games.
GOOD DEAL!

Posted: 18 Aug 2006, 13:09
by Cabbage
To make game less porcy:
1.autoheal on units stays the same
2. nerf autohealing buildings (perhaps only on defensive ones)
done.
btw, if autoheal on units kicks in in more than 3mins, it will NEVER kick in in competitive games.
+1
Although tbh i don't see a problem with porcing...
With regards to buildings, keep autoheal, jut make it really weak, should still kick in after the same amout of time it does now.
Posted: 18 Aug 2006, 16:56
by Egarwaen
Note that removing/reducing building autoheal but not units will make the game less porc-y... But removing/reducing building autoheal and unit autoheal will probably have the opposite effect. (It increases the cost of maintaining mobile combat units by more than the cost of maintaining defences, as you'll probably need more cons dedicated to them.)
Posted: 18 Aug 2006, 18:42
by pheldens
Is there a reason why this mod would slow down my game speed to a crawl even with only 1 visible unit?
This is compared to XTA, on the same map, with the same gfx settings, and the same AI (AAI) (~50% slower feel)
Posted: 18 Aug 2006, 18:49
by det
Egarwaen wrote:Note that removing/reducing building autoheal but not units will make the game less porc-y... But removing/reducing building autoheal and unit autoheal will probably have the opposite effect. (It increases the cost of maintaining mobile combat units by more than the cost of maintaining defences, as you'll probably need more cons dedicated to them.)
I disagree. An attack is usually many low hp combat units vs a few high hp defense units. The attacking units are usually picked off one or a small few at a time. Consider the case of 6 peewees attacking a sentinel. If the attacker retreats after 50% damage, he most likely has close to 3 peewees dead and most of the rest with full HP. If the defense takes 50% damage, then they have lost no units and your attack becomes non-damaging after a very short period of time.