http://www.filedropper.com/techwars093CarRepairer wrote:Tech Wars doesn't exist.JAZCASH wrote:A personal favorite of mine is the Construction Spider <3
Stop pissing in my river.
Moderator: Content Developer
http://www.filedropper.com/techwars093CarRepairer wrote:Tech Wars doesn't exist.JAZCASH wrote:A personal favorite of mine is the Construction Spider <3
why? it gives more options, and more fun of playing. btw its impossible to make 2 same units, every unit is different. They can be similar but in BA there are similar things too, like two LLT's and Double LLT... it's almost the same but it isYokoZar wrote:
- No two units should have the same role
problem is: t3 arm suxxxxxxxxxxxxxxxxxxxxx, Thor instead of bantha is good idea to balance both sides.YokoZar wrote:
We already have t3 super units for both sides (krogoth and bantha). We already have assault units at each tier.
I;m repeating:YokoZar wrote:
If you really really want a new unit you'll have to do better at describing the role it will fulfill rather than just talking about how cool it is, which is all those descriptions do.
If two units have the same role, one is usually better than the other and so you essentially have a worthless unit. Adding redundancy like that hurts the game rather than helps - it essentially requires the player to know a whole lot of secret knowledge so he doesn't build underpowered units on accident.MATAS wrote:why? it gives more options, and more fun of playing. btw its impossible to make 2 same units, every unit is different. They can be similar but in BA there are similar things too, like two LLT's and Double LLT... it's almost the same but it isYokoZar wrote:
- No two units should have the same role
t3 arm has received huge buffs in the past two releases exactly for this reason. What role do you see the bantha playing if we introduce an even bigger superunit?problem is: t3 arm suxxxxxxxxxxxxxxxxxxxxx, Thor instead of bantha is good idea to balance both sides.YokoZar wrote:
We already have t3 super units for both sides (krogoth and bantha). We already have assault units at each tier.
No need for red text, I know you're copy/pasting. But you're still providing us the descriptions and arguing for why they should be included -- that makes you responsible for providing (or copy/pasting) a compelling reason to include them.I;m repeating:YokoZar wrote:
If you really really want a new unit you'll have to do better at describing the role it will fulfill rather than just talking about how cool it is, which is all those descriptions do.
I'm not author of thease descriptions, it's from official TA page
Ok.... never mind..... i see i wont convince TheFatControler to my idea, it's his mod so he's boss. If you dont want, case is closed
Bantha also got speed and amphib so its good unit now.JohannesH wrote:Wasnt bantha nerfed actually? To smaller selfd.
I will admit there's something kind of cool about the rapid fire lasers you see in t1 CA.CCBlackmilk wrote:THE DESCRIPTION DESCRIBED THE ROLES
However, these roles have been used in many other scenarios and are therefore, not needed, but, I'm really interested in those machine gun units.
I've always loved machine gun warfare in any RTS game, always seemed to make the game much more lively :)
MATAS wrote:btw, i wasnt author of thease descriptions, it was just quoting from official TA page (planettotalannihilation)
Planet Annihilation is not the official TA website.MATAS wrote: I;m repeating:
I'm not author of thease descriptions, it's from official TA page
I made a widget that does this but you wouldn't be interested.JAZCASH wrote:1: When units exit their lab, they shouldn't turn to the left or w/e and do a wigly movement to get out of the lab. They should just move in a straight line out. I'm pretty sure this wastes a valuable second every time a unit is made.
lol, rotfl, lmaozwzsg wrote:
Made by an amateur modder. What I want to say, is that they're not any more official than BA. Actually, maybe even less, because BA underwent extensive multiplayer playtesting, while those units were made by some bored nerd, without any field testing, just with the desire of making his own creation the biggest baddest most bettarer unit ever.
You can totally piss in my river if you want too.CarRepairer wrote:I made a widget that does this but you wouldn't be interested.JAZCASH wrote:1: When units exit their lab, they shouldn't turn to the left or w/e and do a wigly movement to get out of the lab. They should just move in a straight line out. I'm pretty sure this wastes a valuable second every time a unit is made.
I'll release it on the lua forum tonight. I made it for CA right when CA changed in a way that the widget wasn't necessary anymore (units are now shoved out the factory forcefully). Great timing.JAZCASH wrote:You can totally piss in my river if you want too.CarRepairer wrote:I made a widget that does this but you wouldn't be interested.JAZCASH wrote:1: When units exit their lab, they shouldn't turn to the left or w/e and do a wigly movement to get out of the lab. They should just move in a straight line out. I'm pretty sure this wastes a valuable second every time a unit is made.
Shutup.1v0ry_k1ng wrote:bump4 ak/pw mass increase + ecost/bt reduction
Yeah stop bringing legitimate balance discussion into this IK, we need more noob flaming!JAZCASH wrote:Shutup.1v0ry_k1ng wrote:bump4 ak/pw mass increase + ecost/bt reduction