Page 11 of 16

Re: Balanced Annihilation V6.0

Posted: 23 Jan 2008, 18:20
by Pxtl
@Gota:

The LRMT is best used as anti-air artillery, not a defense. You build a handful them on the front lines to pick off anything that wanders too close to your base. If you build them in the right spot, they can even start picking off the enemy fighter-screen. They're an offense/territory control unit, like a Guardian.

Re: Balanced Annihilation V6.0

Posted: 23 Jan 2008, 18:57
by BaNa
Pxtl wrote:@Gota:

The LRMT is best used as anti-air artillery, not a defense. You build a handful them on the front lines to pick off anything that wanders too close to your base. If you build them in the right spot, they can even start picking off the enemy fighter-screen. They're an offense/territory control unit, like a Guardian.
I do wish they would be slightly more useful tho. Maybe if the multiple firing-at-one-target could be fixed then it would in use more.

Re: Balanced Annihilation V6.0

Posted: 23 Jan 2008, 19:07
by NOiZE
FYI Yan,

I dont even read your posts, because they are unreadable with no paragraphs nor capitals.

Re: Balanced Annihilation V6.0

Posted: 23 Jan 2008, 19:38
by Gota
Whatever.
You want me to try and talk you into not acting like an ass?sorry i wont.

Re: Balanced Annihilation V6.0

Posted: 23 Jan 2008, 19:40
by Pxtl
BaNa wrote:
Pxtl wrote:@Gota:

The LRMT is best used as anti-air artillery, not a defense. You build a handful them on the front lines to pick off anything that wanders too close to your base. If you build them in the right spot, they can even start picking off the enemy fighter-screen. They're an offense/territory control unit, like a Guardian.
I do wish they would be slightly more useful tho. Maybe if the multiple firing-at-one-target could be fixed then it would in use more.
Perhaps a randomized (0.5-3 seconds) delay before firing and a very-fast projectile? That would help them select diverse targets since they would be staggered.

Even a fixed delay between "target enters firing range" and "pick a target" would help.

Re: Balanced Annihilation V6.0

Posted: 23 Jan 2008, 19:42
by Pxtl
Gota wrote:Whatever.
You want me to try and talk you into not acting like an ass?sorry i wont.
You come in here and tell people how they should run their modding projects that they've poured their heart and souls into - you tell don't even try and phrase it as a request or an idea or a question. You just say "this is how it should work". You make it clear you've barely even played the mods you're talking about. You can't even bother to spend the time to format your posts.

In short, you refuse to even put in the effort to be polite, to avoid wasting other peoples time, while trying to order them what they should do with their own time.

And then you call somebody _else_ an ass.

Re: Balanced Annihilation V6.0

Posted: 23 Jan 2008, 19:48
by Sleksa
Pxtl wrote:
Gota wrote:Whatever.
You want me to try and talk you into not acting like an ass?sorry i wont.
You come in here and tell people how they should run their modding projects that they've poured their heart and souls into - you tell don't even try and phrase it as a request or an idea or a question. You just say "this is how it should work". You make it clear you've barely even played the mods you're talking about. You can't even bother to spend the time to format your posts.

In short, you refuse to even put in the effort to be polite, to avoid wasting other peoples time, while trying to order them what they should do with their own time.

And then you call somebody _else_ an ass.
you just wasted a perfect spot for sleksa├óÔÇ×┬ó flamepost

but i agree.

I also feel that many post also use the same kind of a attitude without even realizing, which i dislike.

Re: Balanced Annihilation V6.0

Posted: 23 Jan 2008, 19:50
by Pxtl
I freely admit that I occasionally, have that problem, but I at least try and be polite and make it clear that I'm trying to discuss ideas and possible solutions to things that appear to be gameplay faults, not necessarily having any expectation of anyone doing anything about them.

Re: Balanced Annihilation V6.0

Posted: 23 Jan 2008, 20:41
by Machiosabre
be more polite you...you... DOUBLE SLESKA!

Re: Balanced Annihilation V6.0

Posted: 23 Jan 2008, 21:22
by Evil4Zerggin
Machiosabre wrote:I wonder if they still have the fake weapons to show their jamming range :-
Actually, the purpose of the fake weapon is to prevent the jammer from rushing into combat. When you give the jammer a fight command, the fake weapon acquires a target, causing the jammer to stop advancing. The jamming range is already shown regardless of whether the jammer unit has a fake weapon or not.

Re: Balanced Annihilation V6.0

Posted: 23 Jan 2008, 21:23
by Machiosabre
Evil4Zerggin wrote:
Machiosabre wrote:I wonder if they still have the fake weapons to show their jamming range :-
Actually, the purpose of the fake weapon is to prevent the jammer from rushing into combat. When you give the jammer a fight command, the fake weapon acquires a target, causing the jammer to stop advancing. The jamming range is already shown regardless of whether the jammer unit has a fake weapon or not.
it is now, but it wasn't when cadyr added them in AA I think.

Re: Balanced Annihilation V6.0

Posted: 23 Jan 2008, 23:09
by LordMatt
NOiZE wrote:FYI Yan,

I dont even read your posts, because they are unreadable with no paragraphs nor capitals.
+1 neither do I.

Re: Balanced Annihilation V6.0

Posted: 24 Jan 2008, 00:00
by KDR_11k
LordMatt wrote:
NOiZE wrote:FYI Yan,

I dont even read your posts, because they are unreadable with no paragraphs nor capitals.
+1 neither do I.
Foe function = win.

Re: Balanced Annihilation V6.0

Posted: 24 Jan 2008, 01:06
by Gota
Well when i write i suggest as well.
There are several problems that i think are there.
Im not saying implement my solution.
Im just suggesting an approach.
stop being so emotional FFS.
If you think air and air def is fine ok,i just wrote about what i think after observing team games where t2 and t3 get used the most.

By the way,In hebrew you dont have capital letters so i am not used to writing them.
Im also not a native english speaker and my 2 big posts about which noize commentesd were perfectly readable.
Your just being childish.

Im not trying to give you orders.

Re: Balanced Annihilation V6.0

Posted: 24 Jan 2008, 02:39
by smokingwreckage
In Hebrew no caps and in Greek every paragraph is one sentence. In Chinese there are about 300 characters and each can be combined either phonetically, to make a sound-word, or logically to make a concept out of the words normally attached to the symbols in use.

This however is English.

Re: Balanced Annihilation V6.0

Posted: 24 Jan 2008, 04:41
by kiki
smokingwreckage wrote:In Hebrew no caps and in Greek every paragraph is one sentence. In Chinese there are about 300 characters and each can be combined either phonetically, to make a sound-word, or logically to make a concept out of the words normally attached to the symbols in use.

This however is English.
*insert BA-themed ORLY owl here*

Re: Balanced Annihilation V6.0

Posted: 24 Jan 2008, 11:17
by Sleksa
Im not trying to give you orders.
WUT??

..Static aa defences should be much better than fighters.While fighters can move to another location if needed statics should be much more effiecent if an attack actually flys over them.
make long range missile towers do less dmg but shoot much more often(and increase their hp as well they do cost 1.5k..that way say 2-3 with a flak or 2 can devestate a medium to big air raid if it comes their way of course
Better yet buff all sea cause hovers vs stumpies cost vs cost is much better...stumpies own them..so land should be secured vs hover spam..but sea isnt..which means the cost effectivness of sea is lower than land..so i say buff sea to be as cost effective or for an easier way out nerf hovers.

I didnt test it but i bet t2 ships also lose to hovers..cost for cost..but that needs testing...is anyone maintaining this mod at all?
think all the defensive structures between the llt an hlt should recieve a small buildspeed boost.
the dragon maw should be either removed or changed to give it a certain role that other turrets dont serve...

Re: Balanced Annihilation V6.0

Posted: 24 Jan 2008, 11:37
by KDR_11k
Fighters are better than ground AA because fighters require their own fac.

Re: Balanced Annihilation V6.0

Posted: 24 Jan 2008, 13:16
by dzzirrus
BTW anyone except me wish to get adv. fusion aviable for t2 kbots (even instead of those t3 factory)?

I wish this because t2 kbots are quite underplayed anyway. And they arent better than tanks (atleast core's ones, arm's suck ))) ) in any case.
Yes, you can ask your ally for a veh. techie, but it isnt convinient...


And those dumb t3 factory could be given to... commander )) that will be a small reason not to blow him (along with enemy defence) up too early.

Re: Balanced Annihilation V6.0

Posted: 24 Jan 2008, 13:17
by dzzirrus
LordMatt wrote:rofl fail. Their accuracy is about the same as it was in OTA. Quit whining just cause you lost to some BBs and porc less.
Their damage was higher, but accuracy was a way lower!