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Posted: 28 Aug 2006, 22:31
by Kixxe
But prbly as worse then uberhack.
Posted: 28 Aug 2006, 22:36
by REVENGE
Caydr wrote:Isn't it the one that has super low terrain hardness?
Just the opposite actually Caydr. I mean, if speedmetal had super low terrain hardness, it would become a seabattle by midgame .

Posted: 28 Aug 2006, 22:43
by Drone_Fragger
anyways, Time for a serious request.
Whats the Addv fusion production going to be? I thought perhaps 100% more cost for 250% more production?
Posted: 28 Aug 2006, 23:07
by PRO_rANDY
If vehicle plants are made 100 metal cheaper, and the vehicles are given 10% on their stats, kbots will become obsolete on 99% of maps. Its quite even as it is now.
Posted: 28 Aug 2006, 23:08
by Forboding Angel
PRO_rANDY wrote:If vehicle plants are made 100 metal cheaper, and the vehicles are given 10% on their stats, kbots will become obsolete on 99% of maps. Its quite even as it is now.
I think you are taking the statement much more literally than caydr intended it.
Posted: 29 Aug 2006, 00:12
by LOrDo
Posted: 29 Aug 2006, 00:13
by PRO_rANDY
Vehicle plants are going to be metaphorically 100 metal less, and metaphorically have 10% added onto their stats

Posted: 29 Aug 2006, 00:25
by Neddie
PRO_rANDY wrote:You guys are all crazy
Why do you think I only drop in on occassion?
Speedymetal
Posted: 29 Aug 2006, 00:32
by Pxtl
Speedymetal is the progenetor of Speedmetal which had deformable terrain.
And FA, you really should stop arguing about AA's balance - you just don't play enough of it to realise the reasons for most design decisions.
1) flat terrain buildings: This allows mappers to construct landscapes that are unviable for building on. THIS IS IMPORTANT. It allows mappers to create "no mans lands". The only problem is the terrain-levelling-power of DTs allowing the creation of LLTs in said rough terrain. And actually, I like the way that the slopes where you can only build mexxes affects the gameplay - it makes the region vaguely EEesque, focussing on unit action instead of defenses.
2) Vehicles v. Kbots and balance: Currently, having both is a big asset, and not a bad investment. A lot of players make the mistake of mentally equivocating "Second factory" and "L2 factory" since a factory is a factory - but really the L2 factories cost many times more than the L1s. Whilr rushing to L2 is crucial to succeed in AA, L1 factories are often a better investment than the extra HLTs that most players build. Frequently I see games where players start kbots to claim territory, go vehicles for the L1 war while their conbots consolidate up to high metal output, then crank out an L2 tank lab... with an L1 air lab popping in somewhere in the middle. Instigators can make a terrifying assault force, pillagers can smackdown most L1 skirmishers, and Shellshockers can ruin a porcer's day... plus, shellshockers have that wonderful demoralizing effect that the enemy briefly thinks he's being attacked by 5 guardians.
Posted: 29 Aug 2006, 00:48
by Neddie
Alright, this has dissolved into another splintered collection of arguments over the last few pages. Stop and look at what you've all written down on the subject of slope tolerance alteration.
As it is, the slope tolerance for many vehicles is, inexorably, horrific. To some degree, this makes sense - huge metal boxes with significant mass and large flat bottoms moving across rocky terrain...
Forboding suggested a slight, but significant, change to slope tolerance to make vehicles more viable for both Core and Arm - an acceptable alternative to K-bots.
As this is a AA thread, most of the posters here do not have extensive experience with E&E. Thus, I would ask that you play more of it before using it as an example in support of an argument, or a counterexample against one. The increased slope tolerance for buildings, for example, doesn't have a tremendous negative effect on gameplay - quite the opposite, it makes a rolling frontline possible in the absence of mobile factories, which most would consider a positive effect. Same with the unit slope tolerance issue - play it, URC is still much more mobile on the ground - so much so that I prefer URC for my current E&E style of play despite my personal leanings toward artillery that is best provided by GD.
Before I throw my hat into the slope ring for vehicles, I'd like to explain a few points. Larger vehicles are more powerful, and do generate more traction due to design in a logical game world. However, no amount of power can overcome the weakness of size and weight that is imposed upon speed and acceleration for a land unit. There is no logical reason why a larger tank would be able to climb a higher slope in comparison with a smaller tank of the same movement design.
I personally think that bumping the slope tolerance up for smaller vehicles is a good idea, however, I must stress that it is the base size and mass that matters, not the tech level. That is to say, a Shellshocker should not have the slope tolerance of a Flash. A bulldog should not have the tolerance of a Flak truck.
Thank you, and attempt to preserve civility.
Posted: 29 Aug 2006, 01:12
by Caydr
I don't think you know what a shellshocker is :S
But I guess I can't blame you, there's like 300 units whose name means "blow up stuff"...
I should clear something up. My opposition to having different slope tolerances for various types of vehicles is based on two things, neither of them being stubborness.
1, it means more movement classes, which means more loading time. 2, it means that you can't just know off by heart that one vehicle can make it to the same location as another vehicle. It would obsolete many vehicles if only one subcategory of vehicles was capable of climbing a certain slope. It has already been divided into regular vehicles and amphibious vehicles, and that's as far as I'm willing to let it go since there's a logical gameplay reason for it. Amphibious vehicles need to climb slopes that most other units don't ever come across.
~~~
Has core always had a cloakable fusion reactor? It seems like something from uberhack, not OTA. It doesn't really make sense to me, tbh... core shouldn't have cloaking resource buildings. I think I might remove them and just boost their regular fusions a bit more.
Posted: 29 Aug 2006, 01:37
by PRO_rANDY
In OTA you can build cloakable fusions with arm and core.
Posted: 29 Aug 2006, 01:43
by Dragon45
Posted: 29 Aug 2006, 01:45
by Neddie
If I recall, a Shellshocker is the artillery tank that fires above the 45 degree limit, though I could just be mixing up the names. The point remains the same, you should know that.
Posted: 29 Aug 2006, 01:52
by Dragon45
On a more constructive note - Caydr, if these 'clowns' are hounding your ass via MSN/whatever, then it means they're NOT playing the mod. Meaning they';re not getting better and they have widdle clue as to what to do.
Posted: 29 Aug 2006, 01:55
by Neddie
I don't think you understand the meaning of being civil, Dragon45. Anyway, why aren't you out there playing today? I've been looking at Battletech and Epic Legions while writing up unit lists inbetween lecture classes, what's your excuse?
Posted: 29 Aug 2006, 01:58
by Dragon45
Anyone who can harass someone repeatedly and for long periods fo time via IM, PM, and email enough to get them to bend to their will - that's serious issues right there
Besides, Caydr used the word 'clown'; i didnt.
I think ive sent a PM to Caydr *once*, and that was about some random bug IIRC...
Posted: 29 Aug 2006, 02:00
by Neddie
I think I sent him one once about playing, where I got the explanation about how modding comes before playing for him... someday, however, we should get him back in the field.
Posted: 29 Aug 2006, 02:11
by Egarwaen
Caydr wrote:Has core always had a cloakable fusion reactor? It seems like something from uberhack, not OTA. It doesn't really make sense to me, tbh... core shouldn't have cloaking resource buildings. I think I might remove them and just boost their regular fusions a bit more.
I
think it was one of the old Cavedog units. The old
Uberhack FAQ doesn't seem to list it as a new or altered unit. And the Core can be sneaky. They're just sneaky and
big.
Posted: 29 Aug 2006, 02:25
by Pxtl
Egarwaen wrote:Caydr wrote:Has core always had a cloakable fusion reactor? It seems like something from uberhack, not OTA. It doesn't really make sense to me, tbh... core shouldn't have cloaking resource buildings. I think I might remove them and just boost their regular fusions a bit more.
I
think it was one of the old Cavedog units. The old
Uberhack FAQ doesn't seem to list it as a new or altered unit. And the Core can be sneaky. They're just sneaky and
big.
I've found that
http://www.planetannihilation.com/taug/ is a fantastic resource for going back for OTA info. Yes, the Cloakable Fusion is a CC unit.
And one needs to be careful about going overboard with the "arm is stealthy, Core is powerful" approach. Exaggerating that would mean doing things like removing the Bulldog and the Parasite - which would be rather silly. Arm already has a decoy fusion where Core doesn't. If you feel the need to remove the Cloakable Fusion, why not convert it into a "Prude"-style "Invincible Fusion".