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Posted: 12 Sep 2006, 10:01
by Hellspawn
I meant defensive building built by lvl 2 cons. Ok I'll call it lvl 2 defence from now on. It seems games gets less fluidly once you reach lvl 2.

I'll give an example, on CC there is a lot of raiding going one while you have lvl 1 and even start of lvl 2. But once opponent builds some lvl 2 defence, pure rushing won't work anymore because it will get you kill. It usually changes into territory fighting where you take meter after meter on battlefield. Fast rushing won't work because you will first lose a lot of units while breaching trough enemy defence (if you will even manage to come trough) and after it you will probably get eaten by lvl 2 air or other enemy ground units. Your metal will be reclaimed and you just gave enemy resources for new army.

But maybe this is sorta problem only on CC (and other bigger maps).

If you still don't know what I mean, watch me vs Noize or even better me vs Isaac game.

Posted: 12 Sep 2006, 10:05
by NOiZE
well you need to use arty and so... IMO level1 defenses should be stronger but i think it's best to leave it as it is.. as we are never going to agree

Posted: 12 Sep 2006, 10:22
by Ishach
Everyone hates me when I say this, but I think the big cause of T2 slowdown is Popups. Their whole purpose is around being only destroyable by direct assault, since they take nearly no damage while underground.

Posted: 12 Sep 2006, 10:27
by NOiZE
Ishach wrote:Everyone hates me when I say this, but I think the big cause of T2 slowdown is Popups. Their whole purpose is around being only destroyable by direct assault, since they take nearly no damage while underground.
QFT

Posted: 12 Sep 2006, 10:40
by MR.D
QFT = ?

Posted: 12 Sep 2006, 10:43
by Hellspawn
Quote for truth nub! :P

Posted: 12 Sep 2006, 10:43
by TradeMark

Posted: 12 Sep 2006, 10:45
by Hellspawn
NOiZE wrote:well you need to use arty and so... IMO level1 defenses should be stronger but i think it's best to leave it as it is.. as we are never going to agree
Well exactly you need to take piece after piece of land. No ZOOMG RAIDS. I am not saying this is necessarily bad, just pointing it.

Posted: 12 Sep 2006, 16:31
by Egarwaen
I find that most enemies leave holes in their defenses big enough that a swarm of Gremlins can slip through. Leaving that aside...

Do you think the cost increase on Annihilators will help? My experience is that pop-ups by themselves are no problem, and BLoDs by themselves are no problem, but pop-ups plus BLoDs are really annoying to assault.

Posted: 12 Sep 2006, 16:55
by Hellspawn
Don't know, like you said anni alone is very vonurable already

Posted: 12 Sep 2006, 18:11
by Foxomaniac
Nothing outranges annis either, except for catapults.

The only options you have are
A : Air Assault.
B : Terrain Advantage
C : Cruise/EMP Missiles
D : ????
E : PROFIT!

Posted: 12 Sep 2006, 18:14
by Egarwaen
D: pop-ups behind fort walls under jamming.

Note that pop-ups DO outrange Doomsday machines, so there is an option there. (Edit: Apparently, Vanguards don't outrange Annis. I could've sworn they did.)

Posted: 12 Sep 2006, 18:21
by Caydr
Acidd_UK wrote:Yay jugger! I aklways saw him as an anti swarm beast but his gauss type gun things never turned quick enough for him to be effective. Yay Cadyr!
Juggernaut is an equal-opportunity death machine. It's anti-life, not merely anti-swarm.

Posted: 12 Sep 2006, 18:32
by BoredJoe
Egarwaen wrote:D: pop-ups behind fort walls under jamming.

Note that pop-ups DO outrange Doomsday machines, so there is an option there. (Edit: Apparently, Vanguards don't outrange Annis. I could've sworn they did.)
they used to, why does a lvl 3 arty unit get outranged by a very powerful lvl 2 static defence?? also, on the subject of vanguards, it really pisses me off that if i do use vanguards for taking out something like pop-ups, the amount of damage done to them is so small it would take several vanguards about 20 minutes to take out like 2 maybe 3, but the bigger problem is that vanguards will make such a big hole in trying to take the popups out that they go off the radar and become practically impossible to kill because nothing can hit them without going to the very edge of the hole to get line of sight.

Posted: 12 Sep 2006, 18:42
by Egarwaen
BoredJoe wrote:they used to, why does a lvl 3 arty unit get outranged by a very powerful lvl 2 static defence?
I don't know... I can't see anything in the Changelog about it either.

Posted: 12 Sep 2006, 19:36
by Soulless1
BoredJoe wrote:but the bigger problem is that vanguards will make such a big hole in trying to take the popups out that they go off the radar and become practically impossible to kill because nothing can hit them without going to the very edge of the hole to get line of sight.
This brings to light an interesting question - Is it possible to have buildings affect the hardness of terrain around them? Imagine an area of influence around the popup (like a small extractor radius, but affecting the hardnessmap instead of metalmap) which had increased hardness due to the reinforcing effect of the building's foundations.
I'm pretty sure this won't work on the current build, but about equally sure that it could be added to the engine...any thoughts?

This would also be useful for building proper bases/roads/cities etc, where laying down a concrete decal might indicate some actual reinforcement of the ground :-)


P.S. Woot Juggernaughts :twisted:

Posted: 12 Sep 2006, 20:31
by jackalope
I personally think lvl 2 defence is too strong. I think there is too much emphasis on defensive structures in AA, and to be honest I think the game would work fine without lvl 2 def structures (not talking about air def here, that's somethign else completely). If you wanted to defend an area, rather than just spamming defensive structures you might just mass your units there and back them up with a bunch of HLTs/Guardians.

I know this change will never happen but it's just my opinion. I think AA gets really boring and stale after about the 30 minute mark because of the power of tech 2 defense.

Posted: 12 Sep 2006, 20:32
by Caydr
Crazy idea:

Give all planes a limited amount of fuel, but have it be a very generous limit. Say, 10 minutes. Most planes don't even live that long. But it would mean that you need to have an air repair pad (or more than one) in order to maintain an air force. I'd put the old 1-plane repair pads back in and make them buildable by L1 constructors.

This would not add anything to micromanagement, since planes refuel on their own, automatically. But it would add to gameplay, in that you would have an extra option against people with a very strong air force - kill their repair/refuel pads and their air force is suddenly at risk of becoming useless.

Posted: 12 Sep 2006, 20:36
by Neddie
I like it.

Posted: 12 Sep 2006, 20:42
by NOiZE
me too

but make it shorter like 3 - 5 mins?