
commander detonating and reclaiming
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
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..
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
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..

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
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29