XTA mutator discussion - Page 3

XTA mutator discussion

Hearken back to the days of yore and enjoy the first major Spring module!

Moderators: Moderators, Content Developer

User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: XTA mutator discussion

Post by knorke »

what do you think of hammer/thuds? Are they too similar to storm/rocko but too expansive? Or do they have their use ?
What do you think of increasing range even more (maybe with decrease in damage)
I find them not so usefull as they can not outrange an llt and are slow. Maybe if they had impulse/splash damage they could be a anti swarm thing. ie like the janus/leveler vehicles in ba.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: XTA mutator discussion

Post by babbles »

Oh, the high traject mode is somewhat useless on Hammers/thuds. They can pretty much already fire over wrecks and all it allows is lag, slower firing and they can't fire up hills with it.

and LLT still gives ridiculous los
User avatar
d-gun
Posts: 126
Joined: 03 Jan 2010, 18:32

Re: XTA mutator discussion

Post by d-gun »

regarding the removal of dancing missiles, are they still blocked by DT? As I recall the dance was added to fix dragons teeth not blocking missiles.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: XTA mutator discussion

Post by babbles »

no
babbles wrote:Oh and to floris: I think hammers/thuds use will become even less with missiles no longer being blocked by DT as why make heavier close range units that need repairing to take down a llt, when you can use you standard AA spam?
Tim-the-maniac
Posts: 250
Joined: 22 Jul 2006, 19:58

Re: XTA mutator discussion

Post by Tim-the-maniac »

Gota wrote:@Ray try playing TCP 1v1.
CCR 1v1?red comet 1v1?basically any map aside from the usual hilly/porcy/chockey maps played by xta players.
of course those are played because aside from the commander there are almost no useful defenses so on open maps its just constant mutual destruction with almost no real ability to actually defend some area.
Those maps are the ones I mostly play in 1v1 matches :?: Have you played them? Whats your point?
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: XTA mutator discussion

Post by Gota »

Tim-the-maniac wrote:
Gota wrote:@Ray try playing TCP 1v1.
CCR 1v1?red comet 1v1?basically any map aside from the usual hilly/porcy/chockey maps played by xta players.
of course those are played because aside from the commander there are almost no useful defenses so on open maps its just constant mutual destruction with almost no real ability to actually defend some area.
Those maps are the ones I mostly play in 1v1 matches :?: Have you played them? Whats your point?
Well hell since i was replying to your post perhaps you should read what is written in your last post?
Tim-the-maniac
Posts: 250
Joined: 22 Jul 2006, 19:58

Re: XTA mutator discussion

Post by Tim-the-maniac »

eh? "try playing map xxx" isnt a point. Ive played the maps plenty.
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: XTA mutator discussion

Post by raaar »

tweaking some things in a direction that arguably makes sense (like the tracking missile's behaviour to make them more consistant) implies other balance tweaks to it and/or other units.

missile units get a buff..imba? maybe if everything else remains the same. Why should it? Nerf other aspects of missile units like reload time or range (slightly), or buff artillery kbots.
Post Reply

Return to “XTA”