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Posted: 25 Jul 2006, 03:29
by Lindir The Green
Egarwaen wrote:AA doesn't have direct counters either, for the most part. (The notable exception being gunships and flak)
Well, all of my knowlege is from which units they added to OTA, and they seemed to be mostly units and counters to those units.

Such as the IMO stupid 6 different Krogoths.

Posted: 25 Jul 2006, 03:34
by Egarwaen
Lindir The Green wrote:Well, all of my knowlege is from which units they added to OTA, and they seemed to be mostly units and counters to those units.
Not really. I can't think of any units that fit that pattern that AA added. And I really do mean any.
Such as the IMO stupid 6 different Krogoths.
There aren't 6 different Krogoths. There's three levels of L3 mechs, with increasing cost and decreasing practicality. The first two levels make sense, the last is a typical Uberweapon. All are general battle units, not specific counters to anything. (Other than heavy porcing, but that hardly counts as a specific counter)

Posted: 25 Jul 2006, 03:44
by FireCrack
^Well, a few are artllery, and a few are all terrain (one is artillery and all terrain) the rest are general abttle units...

Posted: 25 Jul 2006, 03:54
by LOrDo
Subs in XTA have NO counter. If he gets to sea before you, he wins sea.

Posted: 25 Jul 2006, 04:12
by Pxtl
Egarwaen wrote:
Lindir The Green wrote:Well, all of my knowlege is from which units they added to OTA, and they seemed to be mostly units and counters to those units.
Not really. I can't think of any units that fit that pattern that AA added. And I really do mean any.
Such as the IMO stupid 6 different Krogoths.
There aren't 6 different Krogoths. There's three levels of L3 mechs, with increasing cost and decreasing practicality. The first two levels make sense, the last is a typical Uberweapon. All are general battle units, not specific counters to anything. (Other than heavy porcing, but that hardly counts as a specific counter)
Actually, they're not even ideal against heavy porcing if the porcer makes extensive use of BLODs, since BLODs counter L3 mechs. The only ideal "antiporcer" mechs are the Ubermechs (which can concentrate enough firepower in one small spot that many defenders simply can't focus their spread-out-defense enough to stop them) and the All-Terrain-L3s (Vanguard and Karganeth). The Razorback, Bantha, and Krogtaar fill a niche similar to the XTA Golis. The Juggernaut is just a really big sumo... good for very little but soaking up fire. The remaining L3 mechs are special-purpose doodads like artillery, mobile Berthas, and L3 amphibs.

As said, the AA L3s have quite a lot of variety.

Posted: 25 Jul 2006, 04:15
by FoeOfTheBee
LOrDo wrote:Subs in XTA have NO counter. If he gets to sea before you, he wins sea.
Seaplanes

Posted: 25 Jul 2006, 04:18
by Pxtl
Foe OfTheBee wrote:
LOrDo wrote:Subs in XTA have NO counter. If he gets to sea before you, he wins sea.
Seaplanes
Haven't played a naval XTA game in a long time, how well do torpedo-launchers work? In OTA, that was the best approach - subs own the open sea, but torp-launchers meant that ships were needed in base-v-base combat.

Posted: 25 Jul 2006, 04:18
by Neddie
Foe OfTheBee wrote:
LOrDo wrote:Subs in XTA have NO counter. If he gets to sea before you, he wins sea.
Seaplanes
I was about to ask about those.

Posted: 25 Jul 2006, 04:38
by Egarwaen
LOrDo wrote:Subs in XTA have NO counter. If he gets to sea before you, he wins sea.
Does XTA not have torp bombers?

Posted: 25 Jul 2006, 05:21
by hrmph
XTA does have torp bombers. Although it is missing some other much-needed things such as underwater moho mexes.

Posted: 25 Jul 2006, 05:33
by Pxtl
hrmph wrote:XTA does have torp bombers. Although it is missing some other much-needed things such as underwater moho mexes.
Imho underwater mohomexes are a risky thing. In OTA/XTA, going l2 water is an _expense_, whereas L2 land is an investment. Considering the terrifying bombardment power of L2 water, this is not a trivial decision. Meanwhile, look at what happened in AA: The TA-style overpowered water units combined with AA's water-mohomexes meant that naval maps would go instantly to the player who took more water, almost to the exclusion of land-based combat. Now that AA's plasma-cannons have becom anti-naval-batteries, that has been fixed, but having anti-naval-batteries seems to violate the "XTA Way". Hence, no mohomexes makes sense - L2 navy is a tradeoff, power vs. economy.

Posted: 25 Jul 2006, 17:08
by Lindir The Green
Well...

OK, I guess I don't have a clearly defined reason for not liking AA. It's just little annoying details.

Basically... I don't like how AA made similar units for each advancement path. I prefer to not have underwater moho mexes, and I prefer the Krogoth to be "countered" by the more level 2 units that ARM has.

I want more differentiation between ARM and CORE, and more differentiation between the different tech paths. Maybe X unit they to CORE is completely different from X unit added to ARM, but at first glance they seem almost completely parallel.

And also, I'm better at XTA. :wink:

Posted: 25 Jul 2006, 18:21
by KDR_11k
Letting flak shoot at ground units can mean they are busy tickling some tank instead of blowing strategic bombers out of the sky.

Posted: 25 Jul 2006, 19:57
by rattle
That ARM lvl2 heavy rocket kbot (Raven?) in XTA seems a bit overpowered at times because of it's extreme range and damage of each rocket... and it looks a little bit too small and skinny :P. But I agree, core got plenty of powerful toys so it fits quite in.

What XTA needs are some shortened animation times and, well, a replacement model for the flash tank would be neat (that one used in BOTA looks awesome compared to the old flash).