
How about replacing targeting facility with multiple adv. radars spotting the same unit to improve targeting?
Or buff only radars within some range of it?
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There is no real problem with the targeting facility. It doesn't need adjustment. Also the TS' question was answered a long time ago.NeonStorm wrote:is this topic dead now?
How about replacing targeting facility with multiple adv. radars spotting the same unit to improve targeting?
Or buff only radars within some range of it?
But you can already see that from the explosion effect/projectile light. Can't you? At least in xta you can.NeonStorm wrote:I would make them trace incoming arty shots back to their origin.
AFAIK projectiles have air los, which means 1.5 times ground los (ZK).But you can already see that from the explosion effect/projectile light. Can't you? At least in xta you can.
Uh, gremlins are fucking awful - slow and weak, what does stealth help when you can't get anywhere or kill anything, even their LOS sucks. If they're so op why don't you show a game demonstrating that? If none exist go play one.HectorMeyer wrote:Intrusion Countermeasure and Stealth Tank should be removed. Or at least remove cloaking ability from Stealth Tank. Or make it so that cloak can only be used when not moving. Or make Countermeasure give a signal when cloaked unit is in range, but not show its location.
Gremlins are hella op, but luckily never get built, while the spybot and its emp self-d (great gameplay idea) is hella fun. Intrusion countermeasure just completely shuts down a potentially fun and non-op cloak game.