Page 11 of 52

Posted: 31 May 2006, 01:18
by esteroth12
yes, i understand that the arguing over comms has (mostly) ended... however, i have an idea. how about the comm has a faster raising laser, double xpgain rate (as Caydr said, from the nerfed so its really 50x slower), normal LLT power in its laser, and the DGUN has range of HLT. HOWEVER! the D-gun would now cost much more, maybe 20k E? this way, the d-gun is (almost) never used in early game, as you are killing your energy... for comparison, thats enough energy for over 20 flashes

EDIT: Sorry, I truncated a 0 off of the number; it was suppossed to be 20K. I was trying to aim high so that it would have to get buffed, not nerfed. However, now that I think about it, its probably pointless (and allows abuse) of having a larger range. No one's going to read this, anyway, though, right? :P

Posted: 31 May 2006, 01:21
by Leaderz0rz
Min3mat wrote:yeah...of course...
air IS better for surprises but AIR SCOUTS are USEFUL TO THE EXTREME
SCOUT his ATTACK
if it has AA attack the AA with land units then pummel it (or just take ou the assault units not the AA)
if it doesnt have AA ATTACk and you will find it very USEFUL
Leaderzorz? or teh n00bz0r5?
I guess I should of went into more detail in my post..Air is useful for scouting and attacking unguarded areas..but if you do a big attack and don't manage to cripple your opponent enough to defeat them with a ground attack then the odds are they are going to put up alot of air defenses afterwards and mix in AA units which will destroy your chances of doing another air attack. Maybe I am a noobz0rz as you want to put it Min3Mat but I still don't see the addition of lvl2 AA kbots really changing much.

Posted: 31 May 2006, 01:37
by Neddie
BigSteve wrote:however armcloakables are in fact pretty useless, I dont see a mex where I expect one? press f4? oh looky its a cloaked extractor... time to force fire the old weepees
^^
maybe if they could somehow cloak the fact they are extracting on the metal map would maybe make them a little bit more useful,
I agree there, I play Arm much of the time and cloakables are really only useful when playing newer players... or drunk ones.

Now...

Flashes should remain nerfed, on a side note. People are trying different things these days- diversity in game play leads to superior games.

L2 AA Kbots look perfectly logical to me.

Posted: 31 May 2006, 01:45
by Konane
esteroth12 wrote:yes, i understand that the arguing over comms has (mostly) ended... however, i have an idea. how about the comm has a faster raising laser, double xpgain rate (as Caydr said, from the nerfed so its really 50x slower), normal LLT power in its laser, and the DGUN has range of HLT. HOWEVER! the D-gun would now cost much more, maybe 2k E? this way, the d-gun is (almost) never used in early game, as you are killing your energy... for comparison, thats enough energy for over 20 flashes
How about not? D-gun HLT range? And some shoulder cruise missile launcher as well, i think.

What exactly are the new unarmed k-bots good for besides drawing fire at them?

Posted: 31 May 2006, 02:01
by Min3mat
SCOUTING HEAVILY DEFENDED AA AREAS
ffs the noobs are really getting on my nerves

Posted: 31 May 2006, 02:04
by Nemo
BigSteve wrote:however armcloakables are in fact pretty useless, I dont see a mex where I expect one? press f4? oh looky its a cloaked extractor... time to force fire the old weepees

What if they stunned units in a large radius around them when they blew up (I think they do already, but in a very small radius)? Or how about a very high impulse explosion that hurled the unit that attacked it far away?

If they looked exactly like normal mexes, it could be a neat thing.

Posted: 31 May 2006, 02:37
by Kixxe
however armcloakables are in fact pretty useless, I dont see a mex where I expect one? press f4? oh looky its a cloaked extractor... time to force fire the old weepees

They're as usefull as exploiters for frontline protection. If your gonna build a mex ON the spot, sure, but are you guys srsly pressing F4 to see if there are no clocked mexxes on that spot? I've seen em used by my WarC allies sevral times, and they've been mostly untouched where normal mexxes and exploiters would be killed in a matter of minutes. And this is not fighting total noobs here.

Posted: 31 May 2006, 03:08
by Neddie
Hey, each of us can only speak from experience. I have had a few matches with experienced players where they kept them running cloakables for early sustainable distant metal expansion... but on the whole, it's just not a winning move. I f4 all the time, myself.

Posted: 31 May 2006, 10:04
by jellyman
What should the balance for air power be? Is it a bad thing that building an air factory first seems to be almost totally unviable? Is it a problem that many decent players (or slightly less noobish noobs to the min3mats of the world ;) ) routinely play an entire game without building an air plant, and still manage to be competetive?

Posted: 31 May 2006, 10:28
by Zenka
I play without an air field most of the time. It's not that it's to weak or so.
(not at all, a few bombers or brawlers can do a lot). It just doesn't fit my current stratagy.

As for air first. in the old old OTA balace, air con ships are the most expencive and build the slowest. It has always been that way.

Posted: 31 May 2006, 11:42
by Min3mat
lol jellyfish =)
air is far from weak (most players wont get AA early enough, and those who do with a bit of effort and maneuering around the AA you scouted with your peepers, it is still viable to go for their plant/con/UNSPACED ECONOMY!!111
=)

Posted: 31 May 2006, 11:45
by Machiosabre
people who think air is weak is usually stuck in the brawlers should kill everything mindset which is just wrong, bombers are the superior air unit and tons harder to defend against.

Posted: 31 May 2006, 11:52
by Cheesecan
Machiosabre wrote:people who think air is weak is usually stuck in the brawlers should kill everything mindset which is just wrong, bombers are the superior air unit and tons harder to defend against.
Yup but gunships have superior resistance to antiair.

Posted: 31 May 2006, 11:58
by Machiosabre
only the advanced ones and still not vs fighters because strat bombers cary ati air around.

Posted: 31 May 2006, 12:35
by krogothe
esteroth12 wrote: how about the comm has a faster raising laser, double xpgain rate (as Caydr said, from the nerfed so its really 50x slower), normal LLT power in its laser, and the DGUN has range of HLT. HOWEVER! the D-gun would now cost much more, maybe 2k E? this way, the d-gun is (almost) never used in early game, as you are killing your energy... for comparison, thats enough energy for over 20 flashes
Are you guys really completely mentally retarded or are you just pretending to be?

Posted: 31 May 2006, 13:12
by Zenka
krogothe wrote:Are you guys really completely mentally retarded or are you just pretending to be?
No, not everyone. Just the ones we ignore or deemed useless

Posted: 31 May 2006, 14:16
by Day
what! are you telling me flashes dont cost 100E?








:lol:

Posted: 31 May 2006, 17:08
by esteroth12
krogothe wrote:
esteroth12 wrote: how about the comm has a faster raising laser, double xpgain rate (as Caydr said, from the nerfed so its really 50x slower), normal LLT power in its laser, and the DGUN has range of HLT. HOWEVER! the D-gun would now cost much more, maybe 2k E? this way, the d-gun is (almost) never used in early game, as you are killing your energy... for comparison, thats enough energy for over 20 flashes
Are you guys really completely mentally retarded or are you just pretending to be?
and why would this be a bad idea? explain that to me so i can argue my point... and besides, those are example values... you can keep the range at an LLT, raise the cost, whatever... I would like something to argue against, because as it is now, all you're going to do is provoke a flamewar...

Posted: 31 May 2006, 17:17
by Min3mat
esteroth. go. away.
the coms weapon is a dgun. it is not going to change because of some noobs pipedream, go make your own mod ffs.

Posted: 31 May 2006, 17:20
by Machiosabre
esteroth12 wrote:
krogothe wrote:
esteroth12 wrote: how about the comm has a faster raising laser, double xpgain rate (as Caydr said, from the nerfed so its really 50x slower), normal LLT power in its laser, and the DGUN has range of HLT. HOWEVER! the D-gun would now cost much more, maybe 2k E? this way, the d-gun is (almost) never used in early game, as you are killing your energy... for comparison, thats enough energy for over 20 flashes
Are you guys really completely mentally retarded or are you just pretending to be?
and why would this be a bad idea? explain that to me so i can argue my point... and besides, those are example values... you can keep the range at an LLT, raise the cost, whatever... I would like something to argue against, because as it is now, all you're going to do is provoke a flamewar...
It's just so far out there that it's obvious you didn't think it through at all. I mean Dgun with Hlt range would rip up entire maps, and 2k E is still barely anything, also one of the main reasons we have a dgun is to stop early game rushes not to stop anything that doesn't outrange a Hlt in a heartbeat.