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Posted: 08 Mar 2006, 12:16
by ginekolog
Forboding Angel wrote: BTW I am FIRMLY AGAINST THE MOHO MEX CHANGE!. I love it now because I don't have to worry about going lv 2 so soon. It is perfect imo as it is. Please no. maybe the 3.5 that journier suggested? I really don't wanna rush for level 2 ever again. I really love it the way it is.
i agree


I would rather leave MG in game, just nerf them (atleast 30% cost increase). I think we all love to see chanin exploding dozens of MG's when noobs build them close together :twisted: :twisted:

Posted: 08 Mar 2006, 12:54
by Zenka
.funkymp wrote:
Forboding Angel wrote:I have a proposed change to the decoy comm...

Give him the commanders build unit list. No sense why the decoy comm costs so much and can't build what the comm can.

Unless I'm totally mistaken.
the decoy comm sucks so much at building, spec'd a game on metal heck where zenka had a decoy build some solars - he build about 6 solars in 5mins or something crazy

in all honesty, i dont see why the decoy comm should actually have a build menu at all - unless his nano is sped up a bit, he's just there so that the enemy thinks its your main commander.
I had build a decoy comm? what was the change, I only builded it once in my entire life. Now I know why, they are expencive and I reather have 4 farks and a fake comm statue. ^.^

Posted: 08 Mar 2006, 12:56
by krogothe
My opinions:
-I think MGs should be removed, metal makers exist for a reason and MGs render them completely useless, both lvl1 and lvl2, as well as mohos on a lot of maps.
-The tremor nerf is way over the top. They are balanced now if not a bit underpowered. They are only useful for hittting bunched up things, in groups of 2 or more, really, they dont need another nerf, especially one so big.
-3.5 moho seems good to me
-A tactical nuke sub would be really cool (remove the land version)!

Posted: 08 Mar 2006, 12:58
by NOiZE
also if the decoy has almost the same capability's as a normal commander it also looks more like the normal commander..

imo we should play way more comm dead = end, so decoys are NEEDED.

Does the AA decoy has a fake dgun?

Posted: 08 Mar 2006, 14:18
by Foxomaniac
The Answer :

Image

Also, is it me or decoy comm's laser takes a longer while to fire then real comm when it comes to targetting?

Posted: 08 Mar 2006, 16:51
by Journier
actually a tac nuke doesnt do that much more dmg than a cruise, im unsure if its even anymore, I know the blast radius is larger and thats it.

it still takes 2 hits to kill a catapult with a cruise missile launcher or a tac nuke.

and after looking at it, these things i dont know... i guess they could get a 25% speed decrease...

i mean whos gonna have a tac nuke in harms way anyways, they just gotta move up little by little.

they are cool though, but right now, id rather have a couple "vanguards" for defense than a tac nuke launcher.

Posted: 08 Mar 2006, 17:59
by Machiosabre
Its not like they're fast now anyway, I dont see them fleeing from anything but a sumo maybe.

Posted: 08 Mar 2006, 18:08
by Andreask
Tac nukes are for defense ?

Also, why do people worry so much about them? I think i have seen them used by my opponents like once in 2 month. I guess players now believe that they must be über because they cant be intercepted. Well, the comparison to the Cruise Missile launcher is reasonale though. Taking into account that the CM-L is tech 2 and the tac nuke is tech 3, i guess the tac should be a bit more profitable. ut they way i saw it all along is that the tac nuke is like the mobile bertha, a unit with comical value. Moile bertahs dont exactly have an advantgae over the tech 2 stationary ones, so doesnt the tec nuke, except that its mobile.

So with mobility being their prime feature, just leave tac nukes as they are but enhance their speed. Of course they are weaker than the stationary ones, of course they are not real fast, but their ability lies in hiding them from attac. That is why the tech 2 CM-L is stealthed, and that should be why the tac nuke should be faster.

Leave em as they are, but make em more MOBILE.

Nukes are meant to end games essentially, that is why the stationary one is so expensive. The mobile thing cant exactly do this, because of its various shot-falls.

If it would be mobile, you could do surpise attacks.

Oh, and as for the ojection that nukes cant kill anything short of 2 units, well, i take that as a bad joke.

Posted: 08 Mar 2006, 19:45
by mynthon
guardian: range reduced - on big maps it will b useless.
no metal makers? - play greenhaven with mexes only.
why jethros cant shoot ground units? even germans during wwII used their 88mm AA flaks vs shermans.

Posted: 08 Mar 2006, 20:05
by LOrDo
I agree with the jethro point, the samson can so why not the jethro? Missle towers and flaks are good the way they are though. But also, i think there should be a flak kbot. lvl2 of course, but it would be very neat and usefull, just incase you want mobile flakkers and dont want to build a lvl2 vech plant.

Posted: 08 Mar 2006, 20:45
by BigSteve
the rockos fire missiles, use them if you want missiles, jethros firing at ground stuff might make rockos redundant, its just so xta... and xta is so last season...

hehe

Posted: 08 Mar 2006, 20:47
by NOiZE
BigSteve wrote:the rockos fire missiles, use them if you want missiles, jethros firing at ground stuff might make rockos redundant, its just so xta... and xta is so last season...

hehe
that's like the worst argument ever

Posted: 08 Mar 2006, 21:05
by FizWizz
mynthon wrote:...why jethros cant shoot ground units? even germans during wwII used their 88mm AA flaks vs shermans.
LOrDo wrote:I agree with the jethro point, the samson can so why not the jethro?....
liek omg tats so genius!!1. lez maek teh flakker an Cobra shoot @ teh ground also lol!! n teh mercury ans screamer also zomg!

...

uh, no. AA missiles have small warheads and advanced tracking equipment, it'd be a waste to try plastering MBTs with them. I don't even know why Caydr made the Slasher and Samson capable of firing at ground targets in the first place. It's redundant besides.

Posted: 08 Mar 2006, 21:39
by Journier
Andreask wrote:
Oh, and as for the ojection that nukes cant kill anything short of 2 units, well, i take that as a bad joke.
Did i say this? At the time when i said this "i believe i did say this" I was speaking of the catapult. It takes 2 tactical nukes to kill a catapult, or 2 cruise missiles they do nearly same dmg.


I never did compare a tac nuke to a real nuke. I have been comparing to a Cruise Missile launcher, which is what they really are it seems. A mobile cruise missile launcher.

Id rather have them very slow, and maybe a bit cheaper.

The reason you usually dont see a unit used, is because its not useful. And after testing the tac nuke, i have to say its a useful unit, just a little overpriced a tiny bit :/ maybe a 5-10% decrease in cost?

The tac nuke launcher can be very useful but its more a defensive weapon. And id like it to stay that way, hence the 25% decrease in speed seems MUCH better idea, after I thought about it, it really does seem like a good idea to make them moveable but not able to keep up with an offensive army moveable.

Posted: 08 Mar 2006, 22:20
by BigSteve
the rockos fire missiles, use them if you want missiles, jethros firing at ground stuff might make rockos redundant, its just so xta... and xta is so last season...

hehe

noize
that's like the worst argument ever
Its kind of a joke you muppet, duh!

Posted: 08 Mar 2006, 22:26
by Forboding Angel
mynthon wrote:
...why jethros cant shoot ground units? even germans during wwII used their 88mm AA flaks vs shermans.


LOrDo wrote:
I agree with the jethro point, the samson can so why not the jethro?....


HEY!!! How about no?

Posted: 08 Mar 2006, 22:27
by BigSteve
and anyway noize, whats the argument for jethros firing at ground... um ...cos the germans used their 80mm aa in the war to do it?

Or that they should cos they do in xta?

Or they should because we dont have a kbot that fires misiles at ground units already?

I cant see any reason for them to shoot at ground.

At least my "worst argument ever" post had "some" kind of argument you plank

Posted: 08 Mar 2006, 22:36
by Zenka
Oh knock it you two.
Since when is TA or Spring based on reality?

Jethro (should) fire only on air units becouse his description says so.
Rockos (should) fire only at ground units becouse the jethro would else be useless.
The Slasher currently fires on both becouse there is no lvl1 AA tank.
I would prefer there was and slashers (and samsons) fire only at ground.

Just like I wished there was a lvl 2 AA k-bot.

Next to this, my silencer model is finished. might considering useing it in AA1.45 Caydr? :wink:

Posted: 08 Mar 2006, 22:56
by Drone_Fragger
FizWizz wrote:
mynthon wrote:...why jethros cant shoot ground units? even germans during wwII used their 88mm AA flaks vs shermans.
LOrDo wrote:I agree with the jethro point, the samson can so why not the jethro?....
liek omg tats so genius!!1. lez maek teh flakker an Cobra shoot @ teh ground also lol!! n teh mercury ans screamer also zomg!

...

uh, no. AA missiles have small warheads and advanced tracking equipment, it'd be a waste to try plastering MBTs with them. I don't even know why Caydr made the Slasher and Samson capable of firing at ground targets in the first place. It's redundant besides.
ACtually, he set it becasue there is nothing to counter fast units at level one. The slasher and samsons tracking missles hit those fast units taht any other weapon would normally miss. Like fleas, full speed Aks and others.

Posted: 08 Mar 2006, 23:31
by FizWizz
in that case, LLTs work wonderfully for attacking those fast units. If you're talking about a mobile counter, then I don't think that raiders can go toe-to-toe with regular attack units without taking a disproportionately large amount of damage to themselves.