Page 2 of 2
Posted: 03 Nov 2005, 04:28
by tanelorn
Well the problem is that Thuds have short range, so their firing arc doesn't really allow them to fire over the heads of other units. The high angle shot is very cool and useful sometimes, so I like keeping that as an ability of the Thud.
Still... they really don't bring any unique value to your attack force.
There is one advantage that i can think of, even if the range wasn't extended: they handle firing over wreckage and rubble much better than rockos. The indirect fire does help alot with that aspect.
Still, I think there's enough argument in favor of a lvl1 artillery kbot for the Thud / Hammer to get a boost in range.
Posted: 03 Nov 2005, 05:10
by FireCrack
Warlord Zsinj wrote:You are thinking in very Command & Conquer terms if you think that artillery should be a late level unit.
grenadier...
Posted: 03 Nov 2005, 06:59
by Zoombie
Not meaning to split hairs, but thats Red Alert original.
Posted: 03 Nov 2005, 07:08
by FireCrack
Nope.. the otriginal CnC had one too...
Posted: 03 Nov 2005, 07:10
by Zoombie
Really?
Posted: 03 Nov 2005, 07:14
by FireCrack
Yup, was a GDI guy. Had big blue armbands.
Posted: 03 Nov 2005, 08:42
by Warlord Zsinj
That's a sapper unit that was by no means "artillery". I wouldn't class any person, even if they had a good throwing arm, as artillery on their own

Posted: 03 Nov 2005, 15:09
by GrOuNd_ZeRo
Currently, many units could use a boost in range and weapon velocity.
Medium Tanks just have pathatic range and damage and their weapon fires at the velocity of a friggin' Red Ryder BB-Gun...
Guys , don't make me make my own TA ballance mod!
I just might...
Posted: 03 Nov 2005, 15:39
by SwiftSpear
GrOuNd_ZeRo wrote:Currently, many units could use a boost in range and weapon velocity.
Medium Tanks just have pathatic range and damage and their weapon fires at the velocity of a friggin' Red Ryder BB-Gun...
Guys , don't make me make my own TA ballance mod!
I just might...
Why should any of those units have more range or weapon velocity? The whole point of tanks is slow inaccurate projectiles... and if you push thier range up too much more they will outrange thier LoS which is just pure frustration.
Posted: 03 Nov 2005, 18:25
by FireCrack
Warlord Zsinj wrote:That's a sapper unit that was by no means "artillery". I wouldn't class any person, even if they had a good throwing arm, as artillery on their own

This guy could throw grenades firther than tanks could launch shells.
Posted: 03 Nov 2005, 19:02
by Pxtl
GrOuNd_ZeRo wrote:Currently, many units could use a boost in range and weapon velocity.
Medium Tanks just have pathatic range and damage and their weapon fires at the velocity of a friggin' Red Ryder BB-Gun...
Guys , don't make me make my own TA ballance mod!
I just might...
I say the opposite - cut down the range, weapon velocity, and speed of all the units in game.... I have to zoom out way to far to see any details in order to command combat.
Posted: 03 Nov 2005, 19:25
by Min3mat
lol ne1 else know the old CnC cheat. select a group of grenadiers, force fire somewhere nearby, as they draw back their arms click force fire on somewhere near ur enemies base. insta-uber-range-ownage :>
Posted: 03 Nov 2005, 20:12
by FizWizz
bah, I've tried that waaayyyy back in the day... sure you could throw grenades wherever you wanted, but they were still only puny grenades and the time that you spent microing them could have been better spent relentlessly spamming mammoth tanks. Things have progressed since then, happily.
Posted: 03 Nov 2005, 20:28
by Min3mat
hehe but 50 grenadiers became almost superweapon like :>