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Posted: 06 Sep 2006, 11:39
by NOiZE
Name: Nano Turret
BuildCostEnergy: 4021
BuildCostMetal: 197
BuildTime: 7312
WorkerTime: 150

Name: Construction Vehicle
BuildCostEnergy: 1979
BuildCostMetal: 134
BuildTime: 4160
WorkerTime: 100


I think the nano turret needs a cost reduction, it's just not feasable IMO

Posted: 06 Sep 2006, 11:45
by Machiosabre
well maybe on paper, but it's not always a good idea to surround a factory with con vehicles, maybe lvl2 con vehicles would be a better comparison with their super workertime.
I think you'd still be able to get more buildpower our of nanos due to their range, though they could stand to lose a bit of the energy and/or buildtime I spose.

Posted: 06 Sep 2006, 11:47
by NOiZE
Name: Avanced Construction Vehicle
BuildCostEnergy: 7911
BuildCostMetal: 690
BuildTime: 17228
WorkerTime: 200

I think comparing with L1 is better.. tbh L2 adv constructors are needed to give access to L2

Posted: 06 Sep 2006, 11:52
by Machiosabre
their workertime will be 250 in the next version though, I just figured they'd be good workertime for space ratio since that's what nanos are usually used for.

Posted: 06 Sep 2006, 11:53
by krogothe
Vehs can move and lets not forget that due to some utterly f'ed up reason they are the heaviest lvl1 armour, while nanos just go down like flies!
Range isnt much of an issue, the main advantage is that they have no unfolding animation and are more suited for extreme mass production (eg more than 1 unit per 4 secs).
Personally i dont use them except on the case above, so the workertime increase is welcome.
btw wasnt it higher before, got nerfed and we're yo-yoing back?

Posted: 06 Sep 2006, 14:02
by Pxtl
More cost-effective nanoturrets (comparable cost-per-nano to the construction kbot) would be really good for plane-starts. For a while I used to try a plane-start by using conplanes to build nanotowers before they'd start on larger construction projects.... but the fact was it just wasn't cost-effective in the long run, so I gave up on hte plane-start altogether. Better nanotowers could make starting planes feasible since the planes can drop down a nanotower to help them.

Posted: 06 Sep 2006, 15:05
by Day
plane starts will never be feasable in any decent game on a map wher eyou can reach others by land

Posted: 06 Sep 2006, 15:36
by Zydox
Is that really true?
Maps with metal from the start, like supreme battlefield, canyon wasteland and green comet has lots of metal from the start that con planes can collect from the start ;)

Posted: 06 Sep 2006, 19:19
by Caydr
Here's the improved shellshocker barrel:
Image

Posted: 06 Sep 2006, 19:31
by Egarwaen
Zydox wrote:Is that really true?
Yes. Except for certain gimmick assaults or L2-air-rushes in team games, air starts are never viable. Air is too vulnerable, ineffecient, and generally poor at holding ground. The advantage of mobility doesn't gain you anything when your enemy can basically waltz through your defences at will.

Posted: 06 Sep 2006, 19:35
by PK Maximoo
Caydr wrote:Here's the improved shellshocker barrel:
((picture))
Too much barrel detail with not enough detail on the rest of the model, IMO...

Posted: 06 Sep 2006, 21:20
by Caydr
Uses about 12 more polys than the original barrel, and I didn't make the unit. The barrel is the only thing I've changed because previous to this change it was a catastrophe. Human rights people were harassing me about children who had been scarred for life by seeing the old barrel.

This isn't OTA, and units must look like noncrap from any angle, not just from above.

Posted: 06 Sep 2006, 23:11
by KlavoHunter
Caydr wrote:Uses about 12 more polys than the original barrel, and I didn't make the unit. The barrel is the only thing I've changed because previous to this change it was a catastrophe. Human rights people were harassing me about children who had been scarred for life by seeing the old barrel.

This isn't OTA, and units must look like noncrap from any angle, not just from above.
Now could you change the ridiculously over-the-top explosion that occurs every time the Shellshocker fires? :-)

Posted: 07 Sep 2006, 00:27
by esteroth12
KlavoHunter wrote:Now could you change the ridiculously over-the-top explosion that occurs every time the Shellshocker fires? :-)
yes, please, most (non LRM/MERL) missiles use smaller explosions :P

also... it would be nice if i saw the old barrel for comparison, but the new one looks good

Posted: 07 Sep 2006, 04:40
by Caydr
Guy just told me krows are worthless. Being as I don't play much, can someone tell me if he's full of crap? 7200 HP on a flying unit with 3 HLTs sounds pretty good to me.
also... it would be nice if i saw the old barrel for comparison, but the new one looks good
:| You... ehh.... are in possession of the old version....

Posted: 07 Sep 2006, 04:55
by Egarwaen
Caydr wrote:Guy just told me krows are worthless. Being as I don't play much, can someone tell me if he's full of crap? 8500 HP on a flying unit with 3 HLTs sounds pretty good to me.
Uh... I'm pretty sure he's full of crap. I've only seen Krows used rarely, but every time they've been death on wings. Sure, one or two can't demolish a base, but they are hellish to take down, esp. with a Peeper screen.

Anyone else care to comment? How do they stack up with Blades and Brawlers, cost-for-power-wise?

Posted: 07 Sep 2006, 09:05
by Acidd_UK
They are expensive, but they're also very very hard. I think they're nice to show the difference between core and arm - arm has flak resistant gunships, core just has one massive armoured uber-gunship. They are quite expensive, but then if you manage it well, it should probably never die, since even fighter swarms will take quite a while to kill it...

Posted: 07 Sep 2006, 09:18
by MR.D
1 mercury + 1-2 flakkers = dead Krow faster than you can blink.


Usually if there is medium/weak aa resistance, those Krows are pretty nice as a group assault or mixed in with 5-6 rapiers.

On their own they're actually fairly easy to take down without causing a ton of damage.

Once MErcury start popping up, you might as well just forget using a Krow, and go with smaller groups of Rapiers or Blades, or scracth gunships all together and start making bombers.

Posted: 07 Sep 2006, 11:01
by Ishach
They would work rather well in mid-game comet to snipe a commander in a T1 AA + Fighter swarm defended base.


But if you can spend close to 5000 metal that easily you're probably gonna win anyway

Posted: 07 Sep 2006, 13:52
by Min3mat
T2 Air

T2 fighters need to be more useful
Gameplay changes in air would be quite cool

Give the T2 fighters 2 machine gun weapons with a 30 degree or so arc of fire (keep their missiles too), which do 1/2 damage to structures, commanders and T2 ground units and a little bonus damage to Krows / Liches
Give Hurricanes some hawt damn flareage .1 sec reload 5-10% efficiency
Buff the Liche some more somehow, make them useful pls :(
Small buffs for the Krow
Give the peeper its flares back!

And then rebalance costs etc accordingly
Thoughts? Actual discussion on this could be interesting