Page 143 of 177
Posted: 08 Sep 2006, 04:11
by Pxtl
Caydr wrote:I remind you, the flares will be only effective once out of every 5 shots, unless you can agree on a different solution. Maybe slow-firing but with high efficiency would be better.
Well, on the rest I think I've made my opinion clear... but that value of flareage for L2 fighters is, imho, worse than useless. If it's less than 50%, it should just be left off and scrap the idea. Anything else is just confusing the players since _occaisionally_ missiles miss L2 fighters. By "weak flares" I was imagineing something more like "75% of flare-success but a 40-second reload rate". But it's your mod.
Posted: 08 Sep 2006, 05:14
by Neddie
I think the Mercury and Screamer ranges are fine.
Posted: 08 Sep 2006, 07:19
by MR.D
neddiedrow wrote:I think the Mercury and Screamer ranges are fine.
Agreed, their range is their only advantage, and they can easily be tricked by scouts/radar planes.
Another thing to know is how to send gunships into an area, even one defended by mercury, is to send them in a line formation instead of just point movement.
As long as you use gunships wisely, even mercury can be thwarted long enough to get in a vital attack. Once they reach that target and spread out even more, the chances for large group survival is averaged.

Posted: 08 Sep 2006, 09:08
by Acidd_UK
IIRC you can't line-drag aircraft...
Posted: 08 Sep 2006, 10:07
by Lolsquad_Steven
Acidd_UK wrote:IIRC you can't line-drag aircraft...
You can, but only gunships and transports and aircraft that move in that fashion.
Posted: 08 Sep 2006, 12:35
by Ishach
I dont know if this is an engine bug or mod-specific, but i'll tell ya anyway.
When a commander starts building something and an enemy unit comes in range before he starts nanolathing he will turn and fire his lazer without begining to build, and when the unit is dead he wont continue building.
This would be only a sligh annoyance if it werent for this also affecting aircraft. A current popular tactic is to rush T1 fighters at an enemy commander early on. The bug I mentioned before combined with the fact the peppering of low damage missles destroying any building foundation that havent been nanolathed means that there is no way for the commander to stop the low damage fighters slowly taking off his health.
I definitely dont want fighters nerfed in their damage versus a commander, but maybe a fix to stop the commander from targetting fighters so he can at least attempt to get a Defender up without turning and trying to shoot them down with his lazer before he can nanolathe.
Posted: 08 Sep 2006, 12:56
by TechnoTone
^ - Hold Fire?
Edit: not a solution, I know, but at the least it's a work-around for now.
Posted: 08 Sep 2006, 17:07
by Cabbage
Anyone else want a 15% or so reduction to mercury/screamer range? From what I can remember, it's currently 2600 or something, roughly double that of a Guardian.
No!
And you CAN order gunships into a line formation, tbh it's folly to send them anywhere without doing so.
Posted: 08 Sep 2006, 17:33
by Caydr
Ishach wrote:I dont know if this is an engine bug or mod-specific, but i'll tell ya anyway.
When a commander starts building something and an enemy unit comes in range before he starts nanolathing he will turn and fire his lazer without begining to build, and when the unit is dead he wont continue building.
This would be only a sligh annoyance if it werent for this also affecting aircraft. A current popular tactic is to rush T1 fighters at an enemy commander early on. The bug I mentioned before combined with the fact the peppering of low damage missles destroying any building foundation that havent been nanolathed means that there is no way for the commander to stop the low damage fighters slowly taking off his health.
I definitely dont want fighters nerfed in their damage versus a commander, but maybe a fix to stop the commander from targetting fighters so he can at least attempt to get a Defender up without turning and trying to shoot them down with his lazer before he can nanolathe.
I can't duplicate this problem for some reason

Can you give me any more information on how to trigger the bug?
Posted: 08 Sep 2006, 17:47
by MR.D
It happens anytime during a build-string Caydr, If the commander gets attacked or tries to lock onto a unit approaching during construction of any structure, the commander will cease building, pause the project and start firing.
If you do not give the commander any orders, he will face the direction of the last threat, while still keeping the build project alive, but he does not return to the project and finish building, its stuck in a pause state.
what you have to do, once this has occured, is manually tell the commander to finish the build project, then redo your whole build-string.
Posted: 08 Sep 2006, 18:21
by Acidd_UK
Lolsquad_Steven wrote:Acidd_UK wrote:IIRC you can't line-drag aircraft...
You can, but only gunships and transports and aircraft that move in that fashion.
It would be nice if you could get all aircraft to do it I think... I mean the don't have to land like that but at least fly to the right point, then you could set up better bombing runs...
Edit: I can confirm Ishach's bug report - it doesn't always heppen but when it does you effectively lose your build queue as you have to force move him somewhere to unstick him, which is rather annoying

Posted: 08 Sep 2006, 18:52
by Caydr
That's what I was doing, and nothing went wrong. Maybe it's an improvement in .73 or something. I'll try .72/2.11
~~~
Still can't cause the bug.
Here's what I'm doing, tell me if I'm doing something wrong:
start game: commanders: smalldivide: AA 2.11
Tell commander to build row of buildings
.team 1
.give 3 corak
tell AKs to move to general vicinity of commnader
.team 0
watch as nothing seems to go wrong
~~~~
Tried some similar scenarios as to the one above, using fighters, tanks, etc... can't cause the problem, so I won't know if my script tweaking has fixed it. I know the bug you're talking about, I've seen it happen and it's a PITA, but if I can't make it happen on command, I can't know if I've fixed it or not.
Posted: 08 Sep 2006, 19:42
by Soulless1
I think the problem comes when the target unit is destroyed by something other than the commander - or possibly if it just moves out of range....or maybe if it moves out of range and THEN gets destroyed...I dunno, but there's definately a bug where he stops nanolathing.
I think it happens mostly if he starts shooting *before* he's activated the actual nanolathe, but after the building template is down.
lol, narrowed it right down there didn't I

Posted: 08 Sep 2006, 20:17
by Caydr
I'll put the Bufix commander scripts in the next version, they probably fix this problem.
Posted: 08 Sep 2006, 21:24
by Foxomaniac
is the core intruder supposed to have a weapon?
I remember that it had an LLT laser, but it doesn't work now - why?
Also ,it doesn't have a loading animation - it just "eats" the unit.
Posted: 08 Sep 2006, 22:10
by Caydr
Intruder originally had a weapon, but I opted to remove the weapon and give them lots of HP instead.
They don't have a load/unload animation because it would take too long and they're a combat transport... for loading/unloading while under fire. No time to swing arms around.
Posted: 08 Sep 2006, 22:13
by TradeMark
I was just wondering: why does ARM have sniper and emp spider?
CORE has no equivs for them... i think thats stupid...
Posted: 08 Sep 2006, 22:14
by Caydr
Bladewing is accessible earlier than the EMP spider and many would argue that it's more useful for longer periods of time.
Arm has Snipers to help it against Core's ridiculously powerful units. Core has ridiculously powerful units to help it against Core's ridiculously powerful units.
Posted: 08 Sep 2006, 22:42
by TradeMark
Bladewing... that is aircraft, and cant be compared to ground unit IMO... its easy destroyed by one antiair shot...
Spiders have like 1000 HP and earns more HP really fast by shooting... When they keep shooting one unit, they can get like 2000 HP... if i remember right...
Also ARM have EMP bomber... :/
I still dont know what unit is made for destroying snipers with CORE...?
Sniper HP should be halved, so its easy to destroy...
CORE good units are slow as hell, and thats why nobody builds them... ive never seen anyone building sumo... maybe once or twice...
Also mortys sucks TBH. They makes less damage than a single thud o_O And range is too short if i remember right...
Thud makes 90 damage, morty 60 O_O
Also CORE all terrain units costs >2 times more than ARM all terrain units, example of CORE Termite (805M) and ARM Recluse (375)
They also shoot differently... recluse can shoot over hills, termite shoots laser... which makes ARM recluse much better... they are also faster?
I havent seen many people using termites, they could be useful if you had many of them...
Posted: 08 Sep 2006, 23:50
by Helix
the bugs that caused paralyzer getting xp by hitting already paralized unit has been already fixed, i think
sniper die like flies already - in close combat 2 ak vs sniper = ak wins
recluse hp = 1100 (decreased to 1050, last changelog?), termite hp= 2800
and more than 5 recluse will kill themselves by friendly fire if not in line
about the morty... i use them, and aren't that bad. they are a sort of pseudo-arty low-tray( outrange almost any units except real arty ) support thing. i use them to cover cans from ye good ol' ota days
and i build sumo too
