
Also, as far as I can tell the current status of Mavs is the same as 2.11, but their speed has been reduced to 1.65 from 1.8, I also think their regen should be toned down from 50 to 35 or 40 like BigSteve said.
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apparently he's been doing it a lot recently, he did it in this replay:Acidd_UK wrote:The viper rocket fps exploit need fixing, just had [XHC]RedDragon do it to me on XantheTerra. I thought more highly of you guys...
They're keeping the cameras. I just meant I'm taking away their ability to do other things. They can still build, just not assist, etc. Same build list as before.espylaub wrote:Minelayers are great for camera spamming and quick reclaiming after a battle, they are small, fast, don't get stuck between buildings and are generally quite useful for vehicle players.
Pleeeease let them keep the cams!
they are absolute crap ffsMinelayers have no deploy time which makes them great for quickly reclaiming fields of corpses. They also make for cheap assist swarms later in the game. Their con power isn't as good as a regular con veh, but that dosn't make them useless by any stretch.
Yeah, but think, Mines blow up, if you make a nice 3x3 square of them, they make a large hole, if most units can't climb through this hole, what happens? They go around, if you made a nice 30x3 rectangle, its a humongous trench..Min3mat wrote:A bunch of stuff about how mines and minelayers suckMinelayers have no deploy time which makes them great for quickly reclaiming fields of corpses. They also make for cheap assist swarms later in the game. Their con power isn't as good as a regular con veh, but that dosn't make them useless by any stretch.
krogothe wrote:noobRudirogdt wrote:and from what you are saying... i guess you think there cant be any orcones used as a blocker on other maps... but here is the news for you: they can...
and i think on other maps that is even more needed because you cant spam orcones/kroghs as fast as on speedmetal....
Wait, they still have their minefeild missile? I thaughtthat got taken away last version....MR.D wrote:Maybe light mines could step up to a mid damage range between where the Light mine and heavy mine is.
Say light mine is 100 damage and heavy is 300 (purely hypothecital, I don't know exact damages), so you get 200 damage for the light mine.
Do this same thing with the heavy mine, but increase both in costs in that same manner, and I mean global resource costs.(cloak costs, metal, energy, buildtimes.)
Take the base costs and the next step up and divide the #'s in half or average the cost of those two units.
As long as the Podgers don't lose their anti Minefield missles, its all good.