Page 12 of 52
Posted: 31 May 2006, 17:25
by Egarwaen
esteroth12 wrote:and why would this be a bad idea? explain that to me so i can argue my point...
2000 energy / 914 energy/
flash = 2.19 flashes.
Leaving that aside, you're getting flamed because the idea's completely nonsensical. The proposed weapon is overpowered, and no energy cost would change that. An HLT-range instant-death chain-damage weapon on a unit that can cloak, capture, and explodes like a nuke? Riiiiiiiiiiiiight.
Posted: 31 May 2006, 17:36
by Zenka
Egarwaen wrote:An HLT-range instant-death chain-damage weapon on a unit that can cloak, capture, and explodes like a nuke? Riiiiiiiiiiiiight.
You need something to protect yourself when you are playing Speed metal.*
*this means: I couldn't agree more
Posted: 31 May 2006, 17:46
by ginekolog
@all noobs
comeon, stay out of this topic with stupid ideas. Just read, dont post crap. Why do u try to give smart commetns o game u are still bad at?
general RL tip: dont make fool of yourself.
AA is nearly balanced and there is no need for crap like HLT comm etc.
Posted: 31 May 2006, 18:07
by Pxtl
Machiosabre wrote:
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.
I still think the Comm laser should be better - since the initial rush often happens when a player lacks the energy for a D-gun. Really, when those first 3 peewees arrive, the comm should be able to at least defend his position. Imho, the main upgrade the comm needs is a faster laser-arm. A peewee/ak can enter one side of his attack range and leave through the other before he even has his arm up to fire. Yes, the player should have an LLT by then, but it's not like the "com gets decent laser arm" would horribly overpower him. Maybe give it a hair more range (it is currently shorter than an LLT laser - it probably could be just as long). Nothing earthshattering.
Posted: 31 May 2006, 18:20
by ginekolog
Pxtl wrote:Machiosabre wrote:
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.
I still think the Comm laser should be better - since the initial rush often happens when a player lacks the energy for a D-gun. Really, when those first 3 peewees arrive, the comm should be able to at least defend his position. Imho, the main upgrade the comm needs is a faster laser-arm. A peewee/ak can enter one side of his attack range and leave through the other before he even has his arm up to fire. Yes, the player should have an LLT by then, but it's not like the "com gets decent laser arm" would horribly overpower him. Maybe give it a hair more range (it is currently shorter than an LLT laser - it probably could be just as long). Nothing earthshattering.
NE NO NJET NEIN
and my post before was ment for you yet u still spam?
Posted: 31 May 2006, 18:25
by NOiZE
Perhaps a way to make the commander better again is to reduce it's cloaking cost.
ATM it's this:
Cloaking Cost: 600
Moving Cloaking Cost: 1200
I think changing to this:
Cloaking Cost: 100
Moving Cloaking Cost: 400
Really promotes using cloaking and so good players will hide him somewhere and build decoys. So you can use Comm hunting to your advantage! (they will waste units being plumped into your defenses to kill that decoy!)
Posted: 31 May 2006, 18:25
by Day
the current commlaser kills peewees and AKs very fast.. why buff it
Posted: 31 May 2006, 18:25
by Egarwaen
Pxtl wrote:Really, when those first 3 peewees arrive, the comm should be able to at least defend his position. A peewee/ak can enter one side of his attack range and leave through the other before he even has his arm up to fire.
He can. A Comm-Laser kills a PeeWee in three shots. As long as the PeeWee's within his range for 2.4 seconds, it's dead. This means that it can skim the edge of the bubble and only take a single shot. And you vastly exaggerate how slow his arm is. Unless the PeeWee's right at the edge of the range, he can turn from building something and fire at least once, and usually more than that.
Sure, a mob of PeeWees can rush by him, but he was never, should not be, and is not bloody Gandalf the Gray.
Pxtl wrote:Yes, the player should have an LLT by then, but it's not like the "com gets decent laser arm" would horribly overpower him. Maybe give it a hair more range (it is currently shorter than an LLT laser - it probably could be just as long). Nothing earthshattering.
The Comm's laser range is less than an LLT's, but I think his DPS is higher.
This is needless tweaking. The Comm's laser works fine as an anti-rush weapon right now. Combined with his D-Gun or an intelligently-placed LLT, or even a couple PeeWees of your own, you really have nothing to fear. Especially since the Commander can see the PeeWees coming before they can see him (hi,
radar), and you can position him accordingly. His laser's not supposed to stop a rush cold, it's supposed to force it away from an area (it does) and damage units so your other defenders (you have those, right?) can deal with it easily.
Can we please drop this damn topic now?
Now, about the one thing that actually seemed kind-of-relevant, which I think min3mat brought up: Comm XP. NOiZE, in the XTA forum, you said:
NOiZE wrote:As SJ fixed so units no longer get experience for the "overkill" damage they do
When was this? Could this have been why the AA Comm was gaining XP at such a ludicrous rate?
Posted: 31 May 2006, 18:29
by Pxtl
Day wrote:the current commlaser kills peewees and AKs very fast.. why buff it
Dude, have you played the game? Here's a tip: put the comm at the front of a base, like he's getting ready to build an LLT or a Radar. Now, take a peewee or an AK and run by the comm, like you're doing a starting raid.
The comm will take longer to raise his laser arm then the peewee takes to cross his radius. The comm will get off maybe one shot.
I'm not saying buff it - don't change the damage (which is currently roughly equal to an LLT). _maybe_ change the range (not required). Do change the lethargic pace at which he raises his arm.
Good god, you guys have become utterly petrified of anything that sounds like a suggestion. It's not like I'm saying that his dgun needs to fire nukes or anything.
and by the way: I've seen toddlers that can have a more respectful and intelligent conversation than most of you guys. The level of discourse here is somewhere between a grade-6 cafeteria and a trailer park.
Posted: 31 May 2006, 18:33
by Day
Dude, have you played the game? Here's a tip: put the comm at the front of a base, like he's getting ready to build an LLT or a Radar. Now, take a peewee or an AK and run by the comm, like you're doing a starting raid
nah, i have never played spring... im just some random guy who drops in on some strange forum to talk crap
Posted: 31 May 2006, 18:36
by Aun
Pxtl wrote:Day wrote:the current commlaser kills peewees and AKs very fast.. why buff it
Dude, have you played the game? Here's a tip: put the comm at the front of a base, like he's getting ready to build an LLT or a Radar. Now, take a peewee or an AK and run by the comm, like you're doing a starting raid.
Strange how the comm can easily target and kill Fleas and Weasels then....
Posted: 31 May 2006, 18:39
by Machiosabre
well to be fair his arm does move very slowly, you only get the flea because it takes one shot, I think I read Cadyr said he was gonna speed it up a bit next version a few pages back.
Posted: 31 May 2006, 18:39
by Day
Perhaps a way to make the commander better again is to reduce it's cloaking cost.
ATM it's this:
Cloaking Cost: 600
Moving Cloaking Cost: 1200
I think changing to this:
Cloaking Cost: 100
Moving Cloaking Cost: 400
Really promotes using cloaking and so good players will hide him somewhere and build decoys. So you can use Comm hunting to your advantage! (they will waste units being plumped into your defenses to kill that decoy!)
great idea, it would solve then "comm to weak" isue and make for some interesting strategies

Posted: 31 May 2006, 18:43
by Machiosabre
why do we need early cloaked commbombing? anyway I think the cost when standing still is 200 in next ver. moving still 1200, posting far to much
edit: i cant find the cloaking thing anywhere :- maybe I read it in the xta thread
edit2: its already in this version, "cloaking cost when stationary
reduced to 200 (600)"

Posted: 31 May 2006, 18:43
by Pxtl
Aun wrote:
Strange how the comm can easily target and kill Fleas and Weasels then....
Geeze, does anyboyd read my posts or do they just start foaming when I say "change something minor about the comm". Try it. Pick a small map with lots of vision cover - an OTA-style map. Put the comm up front where he can build an LLT or a radar like he should. The very, very first rush (which is what the comm is freaking FOR) can run by him like he's not there unless he's ready.
I'm not even saying to change any stats. All I'm saying is that he should arm himself faster so that he can kill
one AK. And I'm asking for it because I've seen them get by him if he has his arm down when it appears in his sight.
Not change his stats. Not boost his dgun. Just get his arm up faster. And yes, once he's got that arm up he can kill fleas, weasels, and AKs easily - but on a small hilly map, they can come into sight quickly, often when you're still building (or about to build) the radar.
And meanwhile, suggesting cheap-cloaking
mobile comm is getting support. You people are insane.
Posted: 31 May 2006, 18:43
by krogothe
Pxtl wrote:
Good god, you guys have become utterly petrified of anything that sounds like a suggestion. It's not like I'm saying that his dgun needs to fire nukes or anything.

Liar.
Posted: 31 May 2006, 18:45
by Day
i sense great flaming in the near future
Posted: 31 May 2006, 18:47
by NOiZE
OK YOU PPL STOP PICKING!
OR I WILL LOCK THIS THREAD!
Posted: 31 May 2006, 18:52
by Caydr
OH GOD this topic grows fast. Ok, about 2 pages ago somebody said something about removing the damage reduction for L2 subs versus L3 subs. Er whatever. Anyway, I've already done this. The unit guide stats currently posted are NOT accurate to 1.48, hence the reason "1.46" is displayed on the front page of the unit guide. By and large most things are still accurate, but some things are quite different.
I'm having problems of some kind with my computer. Boot sector's screwed up or something. Anyway, I'll be getting a new hard drive and slaving my current one to it so that no data's lost. In the meantime I might be away for a bit.
Don't Panic.
Meantime, chew on this: flame tanks (...uh.... the core ones. What're they called? You know the ones.) being reverted to how they used to be in OTA, basically a tank roughly on par with a bulldog, while the Goliath is just a colossal tank-and-everything-else-killing-machine.
The reason I suggest this is that flame weapons don't work so well in Spring. Maybe they'd work better if I spent some time on them, but really I think that it might be better to just revert.
There'd be cost, weapon, etc adjustments to fit. What do you think?
Posted: 31 May 2006, 18:54
by Pxtl
Caydr wrote:OH GOD this topic grows fast. Ok, about 2 pages ago somebody said something about removing the damage reduction for L2 subs versus L3 subs. Er whatever. Anyway, I've already done this. The unit guide stats currently posted are NOT accurate to 1.48, hence the reason "1.46" is displayed on the front page of the unit guide. By and large most things are still accurate, but some things are quite different.
I'm having problems of some kind with my computer. Boot sector's screwed up or something. Anyway, I'll be getting a new hard drive and slaving my current one to it so that no data's lost. In the meantime I might be away for a bit.
Don't Panic.
Meantime, chew on this: flame tanks (...uh.... the core ones. What're they called? You know the ones.) being reverted to how they used to be in OTA, basically a tank roughly on par with a bulldog, while the Goliath is just a colossal tank-and-everything-else-killing-machine.
The reason I suggest this is that flame weapons don't work so well in Spring. Maybe they'd work better if I spent some time on them, but really I think that it might be better to just revert.
There'd be cost, weapon, etc adjustments to fit. What do you think?
Sounds good. Any chance we'll get to see a new unit guide soon? I'd been wondering about the Levi changes for a while.