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Posted: 20 Sep 2006, 04:16
by Ishach
To echo my previous post, but this time with a bit more testing - If a minelayers build time was taken down 1000 points or so and all its other functions bar making mines removed, and its speed increased to be similar to a scout, then i would use it for sure.


People are looking for a defensive niche to put the minelayer in, but truth be told there is no niche for them that defensive structures dont do better and more effectively.

So I think they would add alot of depth to T1 by making them offensive trap layers. You rush one along with a jeffy or two at the start and lay two medium mines (enough to destroy a convech) on a whole bunch of their early expansion metal spots.





EDIT: I realised Exit Wound said the same thing
EXit_W0und wrote:
Iirc defence has always been cheaper than offence, mobile units will still be the superior defence. All this is about is making a previously useless unit useful again. It opens up new ways of playing that don't only involve porcing - and i'd suggest porcing with mines alone a bad idea. It's easy to send a stream of cheap fleas to take out the mines before your real army goes in. So i don't think mines will have the effect of making everything seige warfare.
You can use mines on enemy terretory as a cheap way of preventing them expanding. You can scare them into thinking theres a huge field of them just by placing afew in the right place so they avoid that area. Use your imagination there are plenty of new play styles that can be used here not just purely defence.


GOOD IDEA HURR

Posted: 20 Sep 2006, 11:39
by NOiZE
submarine movementclass should be fixed:

Image

They get digged in :P

Posted: 20 Sep 2006, 11:51
by krogothe
Yep, happened to me before, in a game of EE, it ended up 3v1 or 4v1 and after holding out for about an hour my base was gone and it was time to bury my sub in some random beach. the ground still blocked shots, so it lasted a fair while there, only gettting killed by AOE.
Cant the min waterdepth be sorted?

Posted: 20 Sep 2006, 16:19
by jackalope
I agree with Ishach. I also think the minelayer might need to be stealth.

Posted: 20 Sep 2006, 16:47
by NOiZE
jackalope wrote:I agree with Ishach. I also think the minelayer might need to be stealth.
that would make him usfull

great idea!

make sure some cheap mine can kill conveh's though

Posted: 20 Sep 2006, 16:53
by ZellSF
NOiZE wrote:submarine movementclass should be fixed:

Image

They get digged in :P
What's the name of that map?

Edit: answered, thanks :P

Posted: 20 Sep 2006, 18:19
by j5mello
NOiZE wrote:
jackalope wrote:I agree with Ishach. I also think the minelayer might need to be stealth.
that would make him usfull

great idea!

make sure some cheap mine can kill conveh's though
problem with making him stealth is that u can still see the wirframe's radar sig while it being built. giving them a small jamming radius would allow them to hide the wirframe atleast from radar.

Posted: 20 Sep 2006, 18:48
by krogothe
Just give minelayers a fast animation and reduce buildtime of mines by 70-90%, making them almost instant-built . youll still only be able to spam them if you can afford it, but makes them actually useful. Giving all kamikaze units a zero damage against themselves also goes a long way into bringing usefulness to mines.
And for gods sake never put nuke mines back in again

Posted: 20 Sep 2006, 19:06
by j5mello
i think giving the nuke mine to the parasite and calling it a satchel charge could be interesting... :roll:

Posted: 20 Sep 2006, 21:55
by Day
someones been playing wolfenstein ET

Posted: 20 Sep 2006, 22:04
by Aun
Or any one of the numerous games with satchel charges in. :roll:

EDIT: lol, numberous

Posted: 20 Sep 2006, 22:07
by Min3mat
since you can stack mines
(fixed in svn?)
i don't really know how you can easily balance the mines!

and Caydr we need a release within 24 hrs
GATOR IMBA
it is starting to make spring unplayable even for me now, release at the least a quick gator fix or just everything you've done so far.
PLEASE
pretty pretty pretty please

Owh and if a lot of ppl would just say 'yes' or something to make this issue brought to his attention faster that would be great

Posted: 20 Sep 2006, 22:14
by Machiosabre
gators not even getting that much worse next version only 10 less dps with a higher aiming rate and the general vehicle buff thingy.

I was thinking it might be better instead of just sorting the flash to fit the gator this time around we keep both of them at about the level the flash is now and make medium tanks used a bit more.

Posted: 20 Sep 2006, 22:21
by Day
and erm does everybody agree on that kbots have absolutely NO chance on any half flat map (even BB) against vehicles?

Posted: 20 Sep 2006, 22:37
by Neddie
Day wrote:and erm does everybody agree on that kbots have absolutely NO chance on any half flat map (even BB) against vehicles?
I don't. It all depends on mixture and response time. Is it harder? Sure.

Posted: 20 Sep 2006, 23:57
by EXit_W0und
I agree with Day there for a slightly different reason, recently played a game where gators and flashes were climbing up a fairly steep hill faster than rockos could. The map was Cooper hill.
I did a test to confirm my suspicions, between a gator, thud and rocko climbing the same hill on that map - the gator climbs faster than both kbots.

It seems to me that kbots have been made redundant through making vehicles able to climb hills that previously only kbots could. Kbots only advantage is their ability to access areas that vehicles cannot - remove that and they become useless. The hill in question was steeper than i'd expect a tank to be able to climb. And most maps are far flatter. I realize this seems to be an eternal arguement on here so i'm just going to voice this once then leave it at that.

Posted: 21 Sep 2006, 00:02
by Forboding Angel
EXit_W0und wrote:I agree with Day there for a slightly different reason, recently played a game where gators and flashes were climbing up a fairly steep hill faster than rockos could. The map was Cooper hill.
I did a test to confirm my suspicions, between a gator, thud and rocko climbing the same hill on that map - the gator climbs faster than both kbots.

It seems to me that kbots have been made redundant through making vehicles able to climb hills that previously only kbots could. Kbots only advantage is their ability to access areas that vehicles cannot - remove that and they become useless. The hill in question was steeper than i'd expect a tank to be able to climb. And most maps are far flatter. I realize this seems to be an eternal arguement on here so i'm just going to voice this once then leave it at that.
You are wrong.

kbvot slope 36

insty slope 24

Posted: 21 Sep 2006, 00:03
by EXit_W0und
Well then i'd like to see more maps that use slopes of that steepness.

Posted: 21 Sep 2006, 00:33
by Ishach
The build time on Medium mines (Which two of are needed to blow up a convech) is pretty good already, it takes only around 5 seconeds to build

Posted: 21 Sep 2006, 01:41
by Caydr
It's really hard to make a map that uses all the ideal amounts of hill so you can have hills that slow down tanks, hills just for decoration, hills that slow down kbots, hills that stop tanks, hills that stop kbots, and hills that stop anything. I mean, I don't really have THAT much experience, just the three or four maps I've made, but probably the most time-intensive thing I did was repeatedly recompiling to adjust slopes like 1%.