D-gun issues - Page 2

D-gun issues

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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: D-gun issues

Post by 1v0ry_k1ng »

Watching someone shoot a perfect free kick in football would not be impressive if you knew he just had to decide to do this, it is impressive because even though he knows exactly what to do, it is really difficult to execute it. This allegory can be transferred to mostly all sports, especially any involving a ball: if it is easy, itÔÇÖs not impressive.
this is why com micro is so gay, its gone from supercool elite when only babbles could do it to just standard play through the buffed coms, its not impressive anymore.

xta com always had much more potential than commanders in other TA mods because of the low energy cost, ground hugging wide spread dgun, and the repair speed. now it is just so powerful that macro players are shafted; the ability to pop enemy coms and live just makes it worse.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: D-gun issues

Post by babbles »

Yeah, it doesn't need any skill at all unless you're both morphed

Core lives with 1.3k health, come on....
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: D-gun issues

Post by Tribulex »

you can combomb a morphed com which really hurts them.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: D-gun issues

Post by knorke »

i think by dgunning a com you should always die too.
unless maybe you are in water/ditch/behind a hill, then a small chance of survival is ok..

but what about the big laser the com gets after some upgrades? is its range bigger than dgun?
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: D-gun issues

Post by babbles »

same range as d gun

just the d gun range increase too with that upgrade

also it's hard to cb a morphed comm as they either run away or d gun you
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: D-gun issues

Post by knorke »

ah thx.
the dgun range increase is stupid imo and the range circle is not even updated anway.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: D-gun issues

Post by babbles »

yes it is
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: D-gun issues

Post by knorke »

Image
ok, but some stuff you can dgun from pretty away and the kbot lab hitcube is already quite accurate. but for example windmills...think i just got confused by that. (stuff dying outside range circle)
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: D-gun issues

Post by Tribulex »

dgun has aoe, but its slow so you can jump your windmills over it if you are careful.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: D-gun issues

Post by knorke »

wtf dgun can travel over flashs without killing superultra gay fix please thats totally stupid
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: D-gun issues

Post by babbles »

no it isn't

you have to d gun the ground, you d gun'd ahead of the flash so your d gun hit the ground where you aimed, and seeing as the flash's max height is pretty low it fires over
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: D-gun issues

Post by knorke »

i always dgun (click) near the com. so he doesnt walk if you click outside range by accident.
so thats not good?
imo still strange.
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d-gun
Posts: 126
Joined: 03 Jan 2010, 18:32

Re: D-gun issues

Post by d-gun »

FIX COM DGUNNING AND LIVING
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: D-gun issues

Post by Spawn_Retard »

no, keep it.
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: D-gun issues

Post by JohannesH »

Make it so that any comm can dgun any comm and live when you do it right
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: D-gun issues

Post by Spawn_Retard »

JohannesH wrote:Make it so that any comm can dgun any comm and live when you do it right
thats what happens
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: D-gun issues

Post by babbles »

Spawn_Retard wrote:
JohannesH wrote:Make it so that any comm can dgun any comm and live when you do it right
thats what happens
arm unmorphed it no xp

Unless you do it from below a hill
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d-gun
Posts: 126
Joined: 03 Jan 2010, 18:32

Re: D-gun issues

Post by d-gun »

its very frustrating to deal with this, i go up to dgun an LLT (common!) and lose my com because morphed core com is SO IMBA

NERF
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: D-gun issues

Post by Tribulex »

d-gun wrote:its very frustrating to deal with this, i go up to dgun an LLT (common!) and lose my com because morphed core com is SO IMBA

NERF
noob. morph ur boi
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: D-gun issues

Post by manolo_ »

Tribulex wrote:
d-gun wrote:its very frustrating to deal with this, i go up to dgun an LLT (common!) and lose my com because morphed core com is SO IMBA

NERF
noob. morph ur boi
stop trolling, its a bug (maybe babbles thinks that it is a feature and we know all that he is the best in handling "bugs" :mrgreen: )
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