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Posted: 17 Jun 2006, 12:47
by Das Bruce
Kixxe wrote:or play forged and don't worry about which lab your gonna build. ^^
Picking is half the fun.
Posted: 17 Jun 2006, 12:49
by FizWizz
Kixxe wrote:or play forged and don't worry about which lab your gonna build. ^^
not many people play forged version ='(
Posted: 17 Jun 2006, 13:49
by Min3mat
caydr... >.<
well nvm i'm sure your player base appreciates it >.>
i know a unit thats OP ^_^ but i'm not going to say coz all the noobs will be liek 'LOLZ THATS NOT OP LOLZ' without even testing it. So watch your back CORE players, whoever said 'you can't teach a old dog new tricks' (HINT HINT)
E: at the noob suggesting to build a hover platform solely for AA thingeys.
the LOL was AT your noobishness, NOT with it.
Hell, do what I do. Build a Hovercraft plant dedicated to AA hovers.
*giggle*
Posted: 17 Jun 2006, 13:53
by Bhaal
NERF THE FIDOS !
They are so OP.
too cheap too fast .....
Posted: 17 Jun 2006, 13:57
by Day
yea they really need a nerf, they cost less then a zeus(only 253 metal)
have decent health and does to much damage AND they can outrange almost anything due to their speed and range
Posted: 17 Jun 2006, 13:58
by Min3mat
owh and don't forget to nerf Bhaal :D

Posted: 17 Jun 2006, 15:24
by BigSteve
Day wrote:yea they really need a nerf, they cost less then a zeus(only 253 metal)
have decent health and does to much damage AND they can outrange almost anything due to their speed and range
Yes, i think the fidos need a good beating with the nerf stick, or you could leave them with the same stats and increase their metal cost and buildtime ?
Posted: 17 Jun 2006, 15:28
by Min3mat
mmm dunno. their cost should be less than a zeus IMO maybe increase their builditime, lower their health by another 100 slightly (SLIGHTLY) lower their speed, remove the ballistic mode.
so they can be used to attack defenses from range, but NOT as a assault unit, and are best used skirmishing
Posted: 17 Jun 2006, 16:03
by krogothe
I like fidos how they are, they just need a FAT cost buff (not the 5% usual stuff, a good 30-40%). Guardians in low traj could do with a ROF increase as well, seeing that they cant fire over obstacles, dont have the AOE (So useless vs radar dots) and do such little damage.
Posted: 17 Jun 2006, 16:37
by Caydr
Fido HP reduced by 125 (1275->1150), movement speed reduced by 0.11
(2.01->1.9), energy cost increased 1000 (5349->6349), range reduced
by 15 (595->580)
This good, or more nerfage needed?
Posted: 17 Jun 2006, 16:41
by BigSteve
hmmm
Posted: 17 Jun 2006, 16:44
by Day
Yea i agree with steve, it would be better to raise it M/E/BT costs instead of reducing its stats
it could be somewhere between a Zeus and a Maverick (with costs)
Posted: 17 Jun 2006, 16:47
by Caydr
That's not where I want it though. It's supposed to be less expensive than a zeus.
Also, some notes on the shield: you can tell it's charged because it will no longer be draining energy. Assuming you have adequate energy to charge it without any pauses or delays during the charge time, it will take exactly 3 minutes to be at full capacity. Check its unit description.
Posted: 17 Jun 2006, 16:51
by wizard8873
2pacalypse wrote:Klavo: If you have a deflector up and enough energy to power it (they take a ton to charge), after a minute or two a transparent white sphere will appear around your deflector. That's the shield radius, it just takes a while to charge up.
here a screen to show that its chraged, i have way more then enough energy and it still getting through.
http://i35.photobucket.com/albums/d152/ ... een279.jpg
Posted: 17 Jun 2006, 16:53
by Aun
wizard8873 wrote:2pacalypse wrote:Klavo: If you have a deflector up and enough energy to power it (they take a ton to charge), after a minute or two a transparent white sphere will appear around your deflector. That's the shield radius, it just takes a while to charge up.
here a screen to show that its chraged, i have way more then enough energy and it still getting through.
http://i35.photobucket.com/albums/d152/ ... een279.jpg
It isn't supposed to be an absolute defence and it has to recharge after being hit...
Posted: 17 Jun 2006, 17:10
by Caydr
I'll see what I can do to fix the problem... I'm really sick today.
Posted: 17 Jun 2006, 17:28
by Nemo
Might have something to do with that typo I mentioned to you on TASClient
It was a typo in your tag, not the changelog.
Shieldrepuls-e-r=0; is correct,
Shieldrepuls-o-r=0; is wrong.
Posted: 17 Jun 2006, 17:48
by Day
as people want a reason to go with vehicles instead of kbots..
maybe you could make the ADV fusion cost effective
since you can only build it with adv vehicles
but atm your better off building 4 smaller fusions then one adv fusion
Posted: 17 Jun 2006, 18:05
by Neddie
Min3mat wrote:E: at the noob suggesting to build a hover platform solely for AA thingeys.
the LOL was AT your noobishness, NOT with it.
Oh yes, because calling somebody you don't even know a "noob" has any relevance to reality. Besides, if you didn't think of it on a low terrain, high water map then perhaps you're losing your edge over the other people who have played far in excess of how long they should have.
Of course, your failure to see sarcasm in the first place was about as funny as your reply.
Posted: 17 Jun 2006, 19:00
by Caydr
K, correct me if I'm wrong, but you owned both the weapon being fired and the shield that was supposed to intercept it, yes?
AA's shields are set as being "smart".... they only intercept enemy fire, not friendly or allied. They also don't intercept anything fired from within, so be sure to keep that goliath OUTSIDE the shield.
No bug.
I'm experimenting with some auto-updating solutions... I think I can work something out without much bother but there'll have to be a new, full release first. But from then on you'll just have to hit autoupdate and voila you've got the latest version, with no bloat extra unmodified files. So... for instance, to fix my current known bugs:
2.0 --> 2.01
Custom team death messages fixed
Fido HP reduced by 125 (1275->1150), movement speed reduced by 0.11
(2.01->1.9), energy cost increased 1000 (5349->6349), range reduced
by 15 (595->580)
Minor shield weapon typo fixed (will have no effect at all ingame)
Unit death explosions are now brighter
...the download would be roughly 3 kilobytes or something, rather than 7 megabytes. For the changes from 1.5-2.0 it'd be about 100 kbish...
I'm sick as a dog, I don't know when you'll hear from me next.... keep bug reports coming, etc...
Oh... shield is currently not finalized of course... I just threw together some values I thought would work good. If you have any suggestions how to change it, ie, you don't want it to be smart anymore, or you think it should be a bigger/smaller radius, or you think it should be different colors... anything pretty much.... come to a concensus on what you want done and I'll do it. It will not be reverted to a repulsor though, it's staying as a shield which destroys incoming weapons unless you've got some sort of spectacular reason why it shouldn't.