Posted: 16 Jul 2006, 05:42
feel free to grab the script bit snipa. you will find it in the rgm79 script for sure.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
LMAO I just noticed that, the mex commentEgarwaen wrote:Having finally gotten around to playing with the test version a bit, I have the following feedback:
Please make it so the Zeon buildings don't scream "SIEG ZEON!" whenever I click on one. I don't need Gharma Zabi holding a pep rally inside my mexes.
I'd like a less annoying building sound in general please. Ghiren gets on my nerves.smoth wrote:Actually it is ghiren.... but anyway, I have not done the sounds for the mexes... I'll add it to my to do list to complete before release.
I think the problem is that Spring calculates LoS from the unit's center point or something. So unless you can see the location of the unit's true "radar dot" location, you can't see the unit. Which results in really bizarre behaviour with the White Base and Gaww, because their radius is larger than most units' LoS.smoth wrote:Right now, that has a lot to do with the fact that spring does not do los for large units correctly. There is no reason that the units should pop into view. I am not sure how to correct this outside of larger los for the units.
Aun and I were discussing this, any thoughts on what could make them more reasonable? As in move slower, damage less etc?Egarwaen wrote: - Feddie tanks are disgustingly OP, but you apparently know this already.
Hmm, I'll have to see what I can do about that.Egarwaen wrote:- The "message" noise needs to be replaced. It sounds like it's coming from behind me or something, which is really distracting.
Egarwaen wrote:- The epic comms don't work badly as long as everyone agrees to be defensive with them. If you can get a bunch of AA units under one, it dies fast.
Try using the transports, I know that sounds cop-out but The mechs were never good at climbing, although... the snipers, rx-78 and NT-1 mechs should have an easier time then most. For everything else try the gunperry and let me know if it is still too akward.Egarwaen wrote:- Assaulting up hills "feels" really hard in this mod. I'm not sure why. ..... Part of this could be the LoS issue again - units can fire at you with LoS weapons like beam rifles but you can't see them (even on radar!) because of the way Spring handles hills.
I can see about it but I am not sure if the game will not lag. I'll try adding an overall +200 sight boost[/quote]Egarwaen wrote:Perhaps its worth increasing the LoS ranges a bit (to maybe 1.25x or 1.5x beam rifle range?) and see what happens? Then adjust radar and jammers appropriately.
I personally don't like con assist and as soon as spring gives me a way to remove it I shall. So I wouldn't recommend getting used to it.Egarwaen wrote:- I really like the economy set-up. I'm not sure if it's better to build more factories or have builders assist, I must remember to check that. My reflex is to use builders to assist, which might be wrong. But it's very easy to learn and manage, a definite improvement over AA's rather esoteric economy.
Try some of the high mobility zaku2s they are fun also.Egarwaen wrote:- Doms rock. j5mello managed to hit me with a swarm of them, and they hurt. The RX-78-2 is also acceptably uber.
I can see why that would be confusing. I'll explain, the zeon bases were mostly underground. Most mech construction/repair was done underground. Hence the later stuff is built in a bunker(signifying an underground base)Egarwaen wrote:- The "Zeon Bunker" does not sound like a factory. This left me briefly mystified as to where I built many of the cooler Zeon units!
Nerf the DPS or maybe the accuracy. Since they're indirect-fire units, they mass really well, so they'll still be viable as support or artillery. The problem right now is that (according to Aun, I think) they have a higher DPS than Zaku IIs and more speed. That seems backward, since pretty much any MS in the anime (any continuity) can own a tank in a 1-on-1 fight.smoth wrote:Aun and I were discussing this, any thoughts on what could make them more reasonable? As in move slower, damage less etc?Egarwaen wrote: - Feddie tanks are disgustingly OP, but you apparently know this already.
The simple fix would be swapping the minimap ping and message received noises. The minimap ping is very subtle but noticeable, while the message received noise is very annoying and distracting.smoth wrote:Hmm, I'll have to see what I can do about that.Egarwaen wrote:- The "message" noise needs to be replaced. It sounds like it's coming from behind me or something, which is really distracting.
Heh, there was a great moment in one of the games today where Aun's (I think) force of Gelgoogs on Dodai-2s hit an equal-size force of Toriares. End result: one Toriares left, zero Gelgoogs.smoth wrote:Try using the transports, I know that sounds cop-out but The mechs were never good at climbing, although... the snipers, rx-78 and NT-1 mechs should have an easier time then most. For everything else try the gunperry and let me know if it is still too akward.Egarwaen wrote:- Assaulting up hills "feels" really hard in this mod. I'm not sure why. ..... Part of this could be the LoS issue again - units can fire at you with LoS weapons like beam rifles but you can't see them (even on radar!) because of the way Spring handles hills.
If you are zeon you should be using dodai2s. If you are not then you are missing out.
But it also gives you more buildpower that you can use to rebuild. Let's just say it makes sense in TA's game design and leave it at that. I do think that being able to disable con assist is a good idea, as not everyone wants to deal with balancing an economy as complex as TA's.smoth wrote:I personally don't like con assist and as soon as spring gives me a way to remove it I shall. So I wouldn't recommend getting used to it.
The reason I do not like con-assist is that it does not encorage building more factories. Which, if you only have a few buildings one small raid can wipe out your entire base. You need to have redundancy in this mod.
They're fun, but I was having trouble getting enough of them before my enemy had enough defences to make them pretty much pointless. I imagine they'd do much better on a more open map, though.smoth wrote:Try some of the high mobility zaku2s they are fun also.Egarwaen wrote:- Doms rock. j5mello managed to hit me with a swarm of them, and they hurt. The RX-78-2 is also acceptably uber.
I'm even a Gundam fan and I didn't remember that.smoth wrote:I can see why that would be confusing. I'll explain, the zeon bases were mostly underground. Most mech construction/repair was done underground. Hence the later stuff is built in a bunker(signifying an underground base)Egarwaen wrote:- The "Zeon Bunker" does not sound like a factory. This left me briefly mystified as to where I built many of the cooler Zeon units!
were the hovertrucks outrunning the zakus? I'll gimp thier hpEgarwaen wrote: I didn't test in-depth, but it seems like Zaku II swarms die against equal-resource Feddie Tank swarms, especially with hover trucks. And that's just wrong on so many levels.
I have some short beeps I may try. if they do not work. I will switch the sounds.Egarwaen wrote:I
The simple fix would be swapping the minimap ping and message received noises. The minimap ping is very subtle but noticeable, while the message received noise is very annoying and distracting.
when you say an equal force do you mean by cost or numbers?Egarwaen wrote: Heh, there was a great moment in one of the games today where Aun's (I think) force of Gelgoogs on Dodai-2s hit an equal-size force of Toriares. End result: one Toriares left, zero Gelgoogs.
gelgoogs have the same movement type as a gundam :).Egarwaen wrote:Gelgoogs also seem to climb fairly steep slopes. One of my opponents slipped a bunch of them up a hill on Center Rock that I didn't think could be climbed.
Egarwaen wrote: But it also gives you more buildpower that you can use to rebuild. Let's just say it makes sense in TA's game design and leave it at that. I do think that being able to disable con assist is a good idea, as not everyone wants to deal with balancing an economy as complex as TA's.
I do like the fact that the Comm in this mod can throw up a level 1 factory very quickly. I think that could be used for interesting things on larger maps.
Egarwaen wrote: They're fun, but I was having trouble getting enough of them before my enemy had enough defences to make them pretty much pointless. I imagine they'd do much better on a more open map, though.
The RX-78-2 was just plain fun to use. I think one I built outlasted the rest of its group by about 30 seconds and managed to take out two or three Gelgoogs by itself before it was taken out.
Hmm, I'll have to think about it. That is somewhat misleading.Egarwaen wrote: I'm even a Gundam fan and I didn't remember that.
How about calling it the "Advanced Mech Hanger"? That seems to make its purpose (building units) clearer, and follows the pattern of the Light Mech Hanger.
The zakuII is handy later because it can be build quickly... outside the enemies base then sending tons of them at a heavy side will distract the enemy. You are also missing the gouf, which can paralyze anything in the mod(outside of comms).Egarwaen wrote: - Some of the first factory units obviously remain useful throughout the game. IE, the Recon Zaku or the Hover truck. Others seem to become obsolete fairly quickly, like the Zaku II.
They should be, but it all depends. I never stop using them because they are cheap. Any time I have won was because I did not neglect the zakus.Egarwaen wrote:The Zeon unit progress seems fairly clear: Zaku I -> Zaku II + Zaku IIRL -> T2. But are the Zaku II+ and Zaku IIRL+ still useful in T2+?
rgm79s and rgm79es are only usefull if you are numbers player. Otherwise the sweetspot of federation IS 2nd tier.Egarwaen wrote:For the Feddies, I can't see any basic mechs that are still useful in T2+ except for the Sniper. The RGM-79s seem to become totally obsolete, though the Type 61 is probably still useful?
In general it depends on what you have built... less then 10 of anything is going to be a waste unless you attack the enemies rear. However for a final assault in order to drive past defenses and crush someone you need 20-60 units depending on what you have. It is really hard to say because the units are all so different and similar.Egarwaen wrote: - What's a typical assault force size? In AA, anything less than 15 units or so was pretty much a waste by the mid-game. I'm not sure if this game encourages smaller or larger forces.
Possibly, although any level1 unit will lose to defenses. That is just the way I made things.Egarwaen wrote:I'd think smaller from the Wiki, but the fixed defences seemed horrifyingly powerful in-game, with four rocket towers on a hilltop tearing apart quite a lot of Zeon mechs. Maybe the attacker just didn't use enough spotting?
The core booster can be devastating to buildings, commanders and straggler squads. Believe me there are times when I think they are too powerful. Beamrifles will always eat air units though. That is just the way it works out.Egarwaen wrote:- The Core Booster did not seem particularly effective against beam-equipped mechs. And by that I mean that a force of about ten Zeon mechs with maybe three Gelgoogs killed five of them before they got more than a handful of shots off, doing totally inconsequential damage.
T2 is suposed to be easy to get because it represents what I feel is the core of the battle units. T3+experementals are also but the later stuff is much more expensive.Egarwaen wrote:- How fast is teching supposed to be?
Yes, it is right... as federation but zeon teir 2 is more expensive on metal(reflecting the zeon struggle after the early loss of odessa) so they have a bit of a slowdown there.Egarwaen wrote:IOn Center Rock with Epic Comms, I found that I could get the T2 factory by around the 5-10 minute mark without harming my ability to mass forces. Is that right, or is that map too metal-happy for this mod?
Nah, they were just providing spotter services. I think they work really well, actually. I was able to get in some good raiding with them, but they fell apart as soon as some enemy MSes found them.smoth wrote:were the hovertrucks outrunning the zakus? I'll gimp thier hp.
Cost, I think. It's hard to tell in the midst of a game, but I think the early fights were between approximately equal-cost groups. I think they were close to equal numbers.when you say an equal force do you mean by cost or numbers?
Just saying that it makes sense to disable build-assist for this mod, where you want the economy to be as simple as possible.I understand in other mods but how is relevent here?
I didn't try the Alex, but the AoE on the RX-78-2's rifle was very nice.yeah open maps are where the zaku2 high shines. It is funny that people over look the rx-78 for the alex. I personally Like it more.
Yeah, I left the "specialty"/"support" units out of things. I'm looking at build paths for "main combat" units.The zakuII is handy later because it can be build quickly... outside the enemies base then sending tons of them at a heavy side will distract the enemy. You are also missing the gouf, which can paralyze anything in the mod(outside of comms).
Got it, that makes sense. I suppose they'd be very good at punishing anyone that tries to get too close to your bigger units.They should be, but it all depends. I never stop using them because they are cheap. Any time I have won was because I did not neglect the zakus.
Ah, that makes much more sense. And explains why the Feddie units there are so awesome.rgm79s and rgm79es are only usefull if you are numbers player. Otherwise the sweetspot of federation IS 2nd tier.
I think that might've been the hill/LoS thing again. On the flat, I think about five (I can't remember exactly) Gelgoogs + Gelgoog Cannons did horrible things to a line of five or six Mega Beam Cannon turrets, and only lost one or two in the process.Possibly, although any level1 unit will lose to defenses. That is just the way I made things.
And that's good. I didn't think about using them on Commanders. Hm. I'll have to try that!The core booster can be devastating to buildings, commanders and straggler squads. Believe me there are times when I think they are too powerful. Beamrifles will always eat air units though. That is just the way it works out.
That makes a lot of sense. Put it in the Wiki article. :)Egarwaen wrote:T1: swarms and odd little utilities
T2: more solid troops
T3: heavy units in need of support
t4/experementals: Powerfull units that suck at anti-swarm.
I'd noticed that. One of the unfortunate things about Center Rock is that defences tend to be focused on the hills on tier up from the river instead of on the river shore itself. I was hoping that the river would allow for some flanking attacks with hover/amphibious units, but that wasn't the case.Also zeon rules the water, water maps are where zeon will rock federation. however to counter that the federation also rules the air.