commander detonating and reclaiming - Page 2

commander detonating and reclaiming

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Say that when i EXPLODE your defences with my unstobble NUKE! ;)
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Argh wrote:Put threads like this in the AA discussion, please. Not all mods have this problem, thx k bbye...
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Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

Kixxie Wrote:
Say that when i EXPLODE your defences with my unstobble NUKE!
How is the com unstoppable? 2 staggered LLT's can kill it ffs! If they have the ability to com bomb, then so do you, its not hard to counter..
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Put htis is AA discussion. AA is not the whole of spring m'kay?
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Forboding Angel wrote:Put htis is AA discussion. AA is not the whole of spring m'kay?
Lies! J00 noob, i bet j00 don't even play speedmetall LOL.
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LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

on old TA, when the com died, regardless of in the air, underwater, walking, clocked, or whatever creative thing you can come up with, it killed, EVERYTHING yes everything, trees, rocks, buildings, kroggies, factories, nuke silos, rubble, ships, boats, submarines, planes, constructors, yes everything within the set blast radius, regardless of hitpoints. and IT NEVER EVER EVAR! left ANY rubble. thus, if you got your com killed, it blew a BIG HOLE in your base. if you walked your com out, it had ALOT LESS hitpoints than it does in "AA" and well... it would NEVER LIVE PAST MORE THAN ONE SINGLE LLT SHOOTING AT IT before popping... thus, the ability to RUSH and blow an enemy army was more or less pointless too... not to mention that he was the FASTEST BUILDING UNIT IN YOUR ARMY!! faster than nano towers, faster than necro's faster than farks, faster than ANY of them... making him VERY valuable to keep at home, inside the base... building... but yet a VERY big wildcard for the enemy to target and kill... thus the NEED for cloaking, and decoys...

this AA mod screwed the abilities of the commander so hard, and made units SOOO powerful... that, well.... the game is near IMPOSSIBLE, if not completely impossible to balance.. :roll:

everyone needs to stop WHINING! and start posting solutions, or consider starting again from scratch.... and instead of making EVERY new unit more powerful than ANY before it... try pushing them around INSIDE the scale of "power units" without going overboard... imho, TA was ruined ever since CC came out... good old TA was more or less kicked in the balls on fun.. and pushed to the extreme on resource management and turtling..

bah, I've had enough....

and don't even get me started on the "auto-repair" all units have...

there used to be a reason to build construction aircraft, and that was to patrol a region of your "defended" territory to repair the retreating units...

but to stay on topic with my suggestion:

Auto-repair "regenerating" units.. should ONLY ONLY happen within a proximity to a friendly factory... thus, to repair in the feild, or outside the base, you HAVE TO STRATEGICALLY REPAIR YOUR UNITS... and plan on some dieing... and can't just have them "patrol" enemy territory forever

I should make a list of gameplay screwups so that everyone can get the jist of everything I'm sayin....

ok I'm out... peace
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Hey Lathan? Main AA thread. Kthxbye.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

If there was ever going to be a discussion here then it's pretty much over. Post this kind of stuff in the AA thread or people will get super e-mad.
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