smoth wrote: Questions to the players:
Now, the question is, would you guys like it if the t61 and magella did more versus buildings?
Also, does anyone like or dislike the new rgm79e(the blue level 1 mech)?
The tiny com mutator sucks. Here is what i am doing to replace it:
You would start with 1 gunpery, it can only build. It can build 1 thing, a unit limit 1 command center. The command center can build level 1 units. Once the command center is built the gunperry will start a death cycle. the gunperry cannot be repaired, it will die.
They are both set as commanders so no worries about com ends.
Do you guys like this?
*edit adding more*
I think the aircraft guns are slow.. too slow for aa, what do you think?
Also, I am adding some new turrets in the next version, would you guys like some pop-up stealth turrets and decoys to go with them?
Also, demos, anything you see as imba or odd or hell some good games.. I would love to watch them. It helps me understand what you guys will do and possibly things you may need added.
Gundam 1.11 release post.
Moderator: Moderators
LOUDER!j5mello wrote: MOAR TURRETZ PLZ KTHXBAI!!!
As far as the gunperry, I may have it destroy it's self via a lua script when it is done with the com building(possibly flying off screen after it is given to gaia player)
Seriously, I need to know what you guys have to say about those questions!
armored turret progress:

The pop up stealth thing:
basically, the turret will be underground with only a ground hatch to give away it's position. It will not show up on radar so it has to be seen. If it is up then it is no longer hidden. It will have an on/off switch to allow it to ambush the rear of attacking enemies. No ant-air capability means it will be vulnerable.
The decoys will be all the same except they do not pop or fire. This will allow players to instill paranoia in the attacking force.
The idea is to have defenses in a way that the enemy is not really sure about. It will be a bit micro intensive but it is just an option for the sim base loving guys. Them being stealthy also means that the enemy will not be able to target them without knowing they are there.. which means they will be a great defense for those who worry over artillery. Not an integral part of gundam again, just one of many options.
I am out to go and shop with panda... I would like some opinions(real ones not trolling please) when I get back.
basically, the turret will be underground with only a ground hatch to give away it's position. It will not show up on radar so it has to be seen. If it is up then it is no longer hidden. It will have an on/off switch to allow it to ambush the rear of attacking enemies. No ant-air capability means it will be vulnerable.
The decoys will be all the same except they do not pop or fire. This will allow players to instill paranoia in the attacking force.
The idea is to have defenses in a way that the enemy is not really sure about. It will be a bit micro intensive but it is just an option for the sim base loving guys. Them being stealthy also means that the enemy will not be able to target them without knowing they are there.. which means they will be a great defense for those who worry over artillery. Not an integral part of gundam again, just one of many options.
I am out to go and shop with panda... I would like some opinions(real ones not trolling please) when I get back.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
The magella is not as useful because it has a fixed turret. nothing I can do about that as the current version does not turn the unit to use it's fire arc. It once did but then something happened and ilmtitan was forced to change his patch. before he changed his patch it worked really well but somewhere between then and the release something went wrong.
I am not going out of my way for the magella either, just not something I am worried about fooling with(read fighting the engine rather then implement other things)
I am not going out of my way for the magella either, just not something I am worried about fooling with(read fighting the engine rather then implement other things)
that is the armored/regeneration turret. It will lose the top off of it when it goes to half hp, it then will begin self repair while idle and reconstruct it's turret while regaining said hp. There will only be 4 of it, it is long range and inaccurate. More of a pest turret then a true defense. It will be handy when I do the land coms. so at the moment think of a very shitty bertha that regenerates but while regenerating is useless... which means enemies can stop it easily but if they then ignore it and the attack continues... the thing will rebuild and then proceed to bombard again.
the popups will be right on ground level with a flat panel on ground level. The thing will have no radar blip and has to be seen to be targeted. If no auto target still works I may use that tag so the units will disregard the things.
the popups will be right on ground level with a flat panel on ground level. The thing will have no radar blip and has to be seen to be targeted. If no auto target still works I may use that tag so the units will disregard the things.
awesome idea about the regen, gla hole style turrets FTWsmoth wrote:that is the armored/regeneration turret. It will lose the top off of it when it goes to half hp, it then will begin self repair while idle and reconstruct it's turret while regaining said hp. There will only be 4 of it, it is long range and inaccurate. More of a pest turret then a true defense. It will be handy when I do the land coms. so at the moment think of a very shitty bertha that regenerates but while regenerating is useless... which means enemies can stop it easily but if they then ignore it and the attack continues... the thing will rebuild and then proceed to bombard again.
the popups will be right on ground level with a flat panel on ground level. The thing will have no radar blip and has to be seen to be targeted. If no auto target still works I may use that tag so the units will disregard the things.
I'm not too sure about that, aircraft are pretty cheap and we don't want them to become more effective than ground forces, do we? I've often enough seen bombers tear a hole into an attack force.Zoombie wrote:I think aircraft should be just a bit faster. Right now only sheer numbers can get them to do anything.
Depends on the damage output IMO. If the buff is on par with the other anti-building damages they'd do 400 damage every 2.5 seconds, that's not much. An RGM79E does 400 every 0.5 seconds (if all shots hit and when they are on baserape duty that's likely), 2000 damage in the time one of those tanks takes to reload. It moves faster and has more armor while costing only a third more.pintle wrote:The extra damage versus buildings is a good idea imo, would make the units more viable in a "second wave" role, where the main force punches a hole in the d-fenz/engages enemy troops, while tanks run in a base rape.
BTW, I just noticed the 79E has two sets of firearc tags in its .fbi.
EDIT: Also for comparison the RGM79g 120mm does 240 damage every 0.6 seconds (80x3 burst) at shorter range (less to buildings and comms), although it's more accurate. It has 500 more HP and costs 225E, 150M more than the 79E... There's a reason everyone's spamming 79Es these days.
I am really strapped for time, I am trying to do what I can right now some demos would be really great as I need to see how the current version is playing out but I do not have the time to be around for test games. I have real life stuff(No problems just getting things done during the summer) so I have been busy.
You mean you have 2 screens, one for watching p0rn and another your painting on at the same time? I have to get a 2nd one as well... would be great for putting the inspiration on the side, whatever you use.smoth wrote:been juggling quality time with the gf and gundam work:
God that texturing skill is going up...