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Posted: 15 Sep 2006, 11:56
by Foxomaniac
Just tested out the new version.

May I suggest some cost reduction the mav?

It's currently not very effective as the "swarm swatter" as it is supposed to be.

I also propose a slight damage increase per-shot and wider spread of shots.

Posted: 15 Sep 2006, 12:24
by Day
t1 doesnt need nanotowers contruction bots and vehs are and always will be more versetile and can scramble if you factory gets raided etc nanotwers cant. con vehs/bots can survive a bombing (well most of them)
nanotowers will die even from a spark when something big explodes
if you are getting pushed back and lots your cons to expand with you could if you need use the cons guarding your factory.. etcetc

Posted: 15 Sep 2006, 12:51
by ginekolog
leave nanotowers in game ! It would be helpfull if nano could clone itself (and build other nanos).

I also thing that they reduce cpu usage, eg 50 nanos assisting or 50 farks assisting. Less pathing --> less lagg = good.

Posted: 15 Sep 2006, 13:00
by krogothe
IMO give nanos:
- 3x costs
- 2x buildtime
- 3x hp
- 5x buildpower
- 0.5x range
- 1.5x size increase

Prevents armies from being easily reclaimed, makes them less susceptible to being blown up by a random sneeze and reduces lag (since theyre rarely built in groups smaller than four), while making it useful for guarding big and small projects alike. Rough numbers ofc but you get the picture.

these core kbots

Posted: 15 Sep 2006, 13:34
by oldsergey
These core kbots without build pictore which has paralyzing weapon and quicly can stole units - will you include thm in release.

I have checked new razorz - it killing machine - they do a lot of damage with 100% chance to hit.

Posted: 15 Sep 2006, 14:13
by Pxtl
Elmokki wrote:Core doesn't get fark (though freakers aren't bad assisters.) and Core doesn't get a decent assisting vehicle. I do build them even at their current state, especially when going for vehicles.

But yes, they're very slow to build.
Really, vehicles no longer need the nanotower. At L1 you've got the minelayers for assist (they're good at that) and at L2 the conveh is so powerful you don't need anything else. The only grouping I find needs the tower is if you're trying to play all-air (which is suicidal on 99% of maps).

My main use for nanotowers was just to put one near the front line just at the tip of range to my defenses and put it on patrol. That way I had a constructor that could repair my guardian without it being close enough to the guardian that the inevitable return fire would blow it to smithereens.

Posted: 15 Sep 2006, 14:22
by Day
"Really, vehicles no longer need the nanotower. At L1 you've got the minelayers for assist (they're good at that)"

seriously have you tried them? they suck :roll:

Posted: 15 Sep 2006, 14:28
by Ishach
The E cost on minelayers is waaaay to high for them to be practical, as well as needing like 5 to assist at an adequate speed, as well as dying in almost one shot to anything.

Posted: 15 Sep 2006, 15:59
by KDR_11k
If convehs are almost as good, why not give the vehs a l2 nanotower and kbots keep the current l1 one?

Posted: 15 Sep 2006, 17:05
by NEWSBOT3
Foxomaniac wrote:Just tested out the new version.

May I suggest some cost reduction the mav?

It's currently not very effective as the "swarm swatter" as it is supposed to be.

I also propose a slight damage increase per-shot and wider spread of shots.
tbh i think the biggest mav problem is their speed.

you -cannot- kill mavs as a t1 player, the other guy gets 4 up and HE WINS because nothing you can do will get in range of them before dying.

a range reduction might help too.

Posted: 15 Sep 2006, 17:19
by Foxomaniac
Mavs only rock if they are microd, they die to defenses.

Plus, to kill mavs w/ T1 = corner the mav where he can't escape.

Posted: 15 Sep 2006, 17:28
by MR.D
Mavs walk all over lvl1 defences, and when they're done with that. give them about 10 seconds and they're all full health again + added Hp from experience.

IMO, only downfall of the mav is their slow animations to draw and raise their weapons.

Posted: 15 Sep 2006, 17:51
by Caydr
Not really removing nanotowers.

Have you tried the 2.2 beta, MRD? I increased their open/close animation a lot.

Yes, commando's going to be in the final 2.2, I thought it had a buildpic already though.

~~~

My mistake. I added a buildpic but forgot to reference it in the unit FBI. I'm loving beta testing a little more each day.

Posted: 15 Sep 2006, 18:19
by BigSteve
The C ... C ... Commando...

YEEEAHHHWWW! my fav unit, it was a sad day when that was removed, i sat in my room with the lights off for 3 days,

whooopeeeee! screw arm im defecting back to core ^^

well... maybe.. maybe I'll play arm and try and capture a commando or sumthin.. ^^

Posted: 15 Sep 2006, 19:13
by Foxomaniac
I noticed that the commando has a bit of a borked script.

Sometimes, it moves without moving it's legs and when it stops it moves it's legs.

Fix please, I have a screenshot if you want proof.

Posted: 15 Sep 2006, 19:47
by Caydr
Yeah, I know all about its messy script :(

No idea at all how to fix it though. I could send it to Archangel, but I don't want to give him too much work to do. I already ask him for scripting help pretty often... and I'm not sure how much work would be involved in fixing a walk script.

Basically, as long as the unit functions, I don't think I'm going to worry about it.
krogothe wrote:IMO give nanos:
- 3x costs
- 2x buildtime
- 3x hp
- 5x buildpower
- 0.5x range
- 1.5x size increase
Anyone agree with this? I'm willing to make the change.

Posted: 15 Sep 2006, 19:51
by Egarwaen
Post the script and ask people to help tweak it. You're going to need to learn to script eventually. ;)

Posted: 15 Sep 2006, 19:52
by Day
yes caydr thats basicly making them for t2 perfect :P

Posted: 15 Sep 2006, 19:59
by FizWizz
Caydr, I've noticed that you do not include the .bos files in the AA files. Does it add that much more to file size?

Posted: 15 Sep 2006, 20:50
by Caydr
I don't know. But BOS is just a decompiled COB, which you can read with a program like Scriptor.

~~~

I've been trying for the last hour to duplicate this missing texture error, with no luck. I spend that time building literally every unit and structure in the entire mod.

If someone could post a replay where this missing texture error is shown, it would solve the problem.