Page 12 of 72

Posted: 12 Jun 2007, 22:33
by smartie
Raptors are fine IMO. They're kindof expensive and they have a lot of weaknesses that aren't very apparent.

Posted: 12 Jun 2007, 23:57
by 1v0ry_k1ng
they are not expensive considering their HP and mobility

Posted: 13 Jun 2007, 00:53
by gamer17
I like artillery how they are.

Posted: 15 Jun 2007, 01:17
by Cainen
I really, really don't; the common sense counter gets blown to pieces because they have low health and artillery damages them in large numbers thanks to AOE; it's very, very hard for me to stop about twenty mobile artillery units with forty light tanks/other fast units thanks to the AOE.

Posted: 15 Jun 2007, 01:21
by Pxtl
Sounds like the blast-radius is the problem. In general, blast radius and impact are "anti-small-unit" features.

Posted: 15 Jun 2007, 01:32
by Cainen
When the only real counters are artillery with longer ranges(lol, coastal guns) and air(I DESPISE PLAYING AIR), there's something wrong; fast, quick units were always meant to knock out unsupported units like that.

Posted: 15 Jun 2007, 01:36
by Fanger
Has it occured to you that NOTA is not like regular TA in that one might go air or go Kbots.. Instead NOTA is setup more for you to GO everything and therefore you would have aircraft to counter the artillery..

Posted: 15 Jun 2007, 01:37
by Cainen
Yes. Unfortunately, I happen to really, really hate playing air.

Posted: 15 Jun 2007, 02:56
by j5mello
if u look at it from the design viewpoint they use (kboys= infantry, tanks = armor, air = ...air :P ) then it makes perfect sense that an artillery weapon would WTFPWN infantry...

and u really need to get over this i hate air business... air is a major power in NOTA...

Posted: 15 Jun 2007, 03:23
by Fanger
Well if thats the case then the situation is not in anyway the mod be imbalanced but rather your playstyle being imbalanced.. I would suggest a different mod one with no need for air..

Posted: 15 Jun 2007, 03:35
by Pxtl
I have a thought: reduce the auto-leading features of artillery. If the artillery was less able to lead targets, then it would be primarily effective against slow-moving targets. This would allow fast-moving ground units to rush artillery emplacements.

Posted: 15 Jun 2007, 04:12
by gamer17
I was playing gundam and, thought it would be cool to have epic commanders in NOTA.

They would tower over just about everything, and would replace the command tower.

They would have the same health as the towers,
Move really really slowly to still keep the play style,
Build area would be smaller,
Would not be able to cross water or be transported

I don't know about the dgun
Maybe redo model so it looks cooler

I think is would be that one feature that put NOTA in the spotlights it deserves while keeping the same play style it already has

I'd be happy to help you test it or anything else

Posted: 16 Jun 2007, 07:17
by LOrDo
More people need to play this awesome mod. My only complaint is that coastal defense guns seem OP, but thats a common complaint.

Posted: 16 Jun 2007, 07:29
by KingRaptor
Have you considered using AA/BA buildpics? The OTA ones are kind of annoying.

Posted: 16 Jun 2007, 11:17
by KDR_11k
LOrDo wrote:More people need to play this awesome mod. My only complaint is that coastal defense guns seem OP, but thats a common complaint.
Considering how powerful ships are that's justified. How else would you stop destroyer spam except with bigger ship spam? Those things are AA, AG and antisub so there's no weakness to exploit.

Posted: 16 Jun 2007, 19:28
by Quanto042
Well, if you think about it, Ships in NOTA are exactly how they are in real life. Pretty much everything in NOTA is a fair representation of their real life roles. My favorite element of the game is the Naval Aspect. NOTA truly promotes a new way of planning and implementing strategy.

Posted: 16 Jun 2007, 19:39
by tombom
Quanto042 wrote:NOTA truly promotes a new way of planning and implementing strategy.
the "implementing strategy" bit models real life well because it takes an hour before anything starts to happen

make metal extractors make more imo. currently they produce half of the normal ta amount but none of the other costs are changed and the game feels absolutely glacial most of the time.

Posted: 16 Jun 2007, 21:04
by gamer17
I love how it starts up slow, you dont have to worry about flashes.
You also get time to plan out your attacks, while using combined arms.

It does not take a hour to get started, more like 15-20 mins

Posted: 17 Jun 2007, 00:12
by Neddie
I do enjoy NOTA, indeed I do.

It can start rather slow - that may be an issue.
You are to go multiple tech trees - that is not an issue.

Posted: 17 Jun 2007, 09:44
by Quanto042
i dunno, it wasn't too sluggish, it went well if you manage your time properly. I set up an economy, built an airplant, kbot lab, and shipyard all in the first 20 minutes, had a good force of tactical bombers and atlas' and had a destroyer or two for my artillery coverage, and my amphibious landings went quite well. Especially with my ally assisting with heavy armor and missile ships. It was a very good game.