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Posted: 10 Sep 2006, 11:46
by Kixxe
Commando added back in
Anti-air kbots added
Spies are now amphibious
Commanders/decoys no longer leave wrecks when they self-destruct or
are otherwise "obliterated" by and extremely powerful weapon such
as a D-Gun, and can no longer be reclaimed
!!! :D!
Love it! Antiair k-bots, Amfib spies, lotsa balance... :D
Posted: 10 Sep 2006, 14:50
by Soulless1
Cadyr wrote:
Spies are now amphibious
...seriously, there's no stopping these things now

Posted: 10 Sep 2006, 15:04
by Kixxe
Soulless1 wrote:Cadyr wrote:
Spies are now amphibious
...seriously, there's no stopping these things now

Except like 1 unit within 5 pw's of it?
Posted: 10 Sep 2006, 19:16
by esteroth12
Objection!
who did the first one on Spring boards anyway?
Spies aren't overpowered...
Ways to kill:
1. Have Peewee/Peeper patrols: Spies can't cloak.
2. Find a way to make the enemy E-Stall
3. Run crawling bombs through your base

Posted: 10 Sep 2006, 19:42
by Aun
4: Have spiders/bladewings patrolling your base.

Posted: 10 Sep 2006, 19:46
by Kixxe
5. Let it bump into one of your units and your llt's will automatecly kill it.
Posted: 10 Sep 2006, 20:37
by Neddie
Didn't we talk about the Commando earlier, Caydr? How did you fix the functionality? I'd love to see it ingame.
Posted: 10 Sep 2006, 21:04
by Egarwaen
6) Dragon's Eyes
7) Mines

Ninjas.
Posted: 10 Sep 2006, 21:50
by FireCrack
9) a solid defenceive line
Posted: 10 Sep 2006, 21:53
by Snipawolf
esteroth12 wrote:Objection!
who did the first one on Spring boards anyway?
Spies aren't overpowered...
Ways to kill:
1. Have Peewee/Peeper patrols: Spies can't cloak.
2. Find a way to make the enemy E-Stall
3. Run crawling bombs through your base

'Twas me I think
Edit: 10: Walls and chokepoints..
Posted: 11 Sep 2006, 02:02
by Pxtl
FireCrack wrote:9) a solid defenceive line
Combo 5+9: on a chokepoint map (this one I've seen used to my consternation on Small Supreme) Build a nigh-complete DT frontline wall, with a gap that you fill with small units. Allows you to advance troops through the wall, but your "guards" prevent spies from entering (until I pulverise some extra holes in the wall with artillery).
I do worry about amphibious spies being horrifically powerful. I'd rather see something less...penetrating used for amphibious recon. Perhaps a stealthy hovercraft with a sight-radius comparable to a radar tower?
Posted: 11 Sep 2006, 03:29
by Egarwaen
Pxtl wrote:I do worry about amphibious spies being horrifically powerful. I'd rather see something less...penetrating used for amphibious recon. Perhaps a stealthy hovercraft with a sight-radius comparable to a radar tower?
Come to think of it... Does stealth affect sonar? If not, there's
definitely no problem.
Posted: 11 Sep 2006, 04:04
by j5mello
actually since its stealth for any unit with sonar it won't show up, at all. as in its completely invisible while underwater
Posted: 11 Sep 2006, 04:17
by LOrDo
I liked most of the changes alot. but....
Units removed: hyper radars, bertha ships, bertha tanks, orcone,
krogtaar, artillery hovers, aegis, firestorm
WHAT!?

Posted: 11 Sep 2006, 04:19
by esteroth12
eh... most of that's good, but keep the hover arty!
Posted: 11 Sep 2006, 04:23
by Pxtl
esteroth12 wrote:eh... most of that's good, but keep the hover arty!
He's making hovers into L1 units, and in that case the hover vlaunch becomes functionally the same as the shellshocker, but with a vlaunch missile. The hover Arty is then either (a) wholly redundant, or (b) overpowered. Personally, I suggested pricing it over 2000 metal and make it an L1 flagship unit like the Guardian.
Edit: alternately, he could just stuff the thing into the L2 vehicle plant.
double edit: I still dislike removal of Krogtaar. Arm has two L3 units that are straightforward stand-up-and-fight units - the Razorback and the Bantha. Core has none but Krogtaar - all other L3 units are heavily specialized (except the Krogoth, which is hardly comparable).
Posted: 11 Sep 2006, 04:25
by LOrDo
I must comment... the greenfields people are gonna be so pissed at this version.
You pretty much killed com reclaiming,no mobile LRPC's,removed hyper radar...I can just see teh noobs now...
*Self D's com*
-WTF??? WERES TEH WREKAGE???
-It was removed this version.
-OMG HAX!!!
Posted: 11 Sep 2006, 04:28
by Pxtl
LOrDo wrote:I must comment... the greenfields people are gonna be so pissed at this version.
You pretty much killed com reclaiming,no mobile LRPC's,removed hyper radar...I can just see teh noobs now...
*Self D's com*
-WTF??? WERES TEH WREKAGE???
-It was removed this version.
-OMG HAX!!!
Hyper radar was bugged. Mobile LRPCs I don't understand, as I've rarely seen them used except on large naval maps, where imho they fit in quite well. And I say fsckyeah to the commreclaim nerfage... but then if it were up to me we'd all be playing Hovercomms.
Posted: 11 Sep 2006, 04:52
by Neddie
I liked the comm the way it was, as I never used those dirty economic tricks anyway, but we will see how the new version plays. Loss of the Orcone doesn't matter much to me either... I've said elsewhere and here that I am a proponent of L3 units that are specialized and efficent, more so than L2... not these massive powerhouses which are very powerful and inefficent.
Posted: 11 Sep 2006, 05:13
by REVENGE
That range increase on the Advanced Torpedo Launcher=ROX. Now they're actually worth building.
Firestorm=RIP; dono why we could never get that thing right.