Page 21 of 64
Posted: 09 Dec 2006, 17:28
by Peekaboom
Foxomaniac wrote:Just updated ye'
modweb.
Use it, or a peewee gets it.
Can I make a suggestion for this awesome resource? Would it be possible to have a page with ALL the units listed? It is a bit cumbersome to have to click through all the builders/factories to get to a unit. Maybe even have arm on one side and core on the other, with counterparts matched up for quicker comparrisons.
Another option would be to have the weapon details expressed on the unit pages or as a smaller pop-up window.
Regardless, this is a sweet service you provide us with. Thanks a lot.
Posted: 09 Dec 2006, 18:49
by LordMatt
Maelstrom is designing a new modweb, you should tell him your ideas.
Posted: 09 Dec 2006, 19:49
by Neddie
A number of large changes.
Seldom a good thing, but this ride has been ultimately satisfying thus far, so i look forward to playing this release when I have the time.
Posted: 09 Dec 2006, 21:34
by jackalope
I've never understood why Arm moho mexes are so much cheaper. especially considering they can cloak now.
Posted: 09 Dec 2006, 21:40
by Machiosabre
2 small thing I just noticed: description for termite is all terrain vehicle, instead of kbot and core moho mexes have 3500 hp while moho exploiters have 2000.
I know they have damage reduction when they're open but they're hardly ever built as it is and can't out range anything so I doubt it'll be overpowered with full hp.
While we're on the subject, all the non-standard mexes should lose the stupid 10% less res, it's completely unnecessary.
Posted: 09 Dec 2006, 21:43
by Neddie
I played around with 2750 HP Moho Exploiters, and that looks acceptable, but I would recommend testing it yourself Day, if you're considering changing the statistics.
Posted: 10 Dec 2006, 05:08
by LordMatt
Regarding sea balance:
*Destroyer depthcharges now fail to hit stationary subs at max range.
*Hovers are immune to: subs, torpedo launchers, and depthcharge launchers. Just pwned someone because of this so expect some complaining
Otherwise, sea balance seems real good.
Posted: 10 Dec 2006, 05:35
by DemO
You made that post coz you wanted to boast, didnt you:p
Posted: 10 Dec 2006, 05:53
by LordMatt
I post mainly because I argued strongly that hovers
should be targetable by these units in the AA thread, but got overruled by the noob army surrounding Caydr.

Posted: 10 Dec 2006, 07:35
by Neddie
Well, hovers are above the surface of the water, making use of underwater weapons against them somewhat illogical, even in the world of Absolute/Balanced Annihilation. Underwater explosive weapons do cause surface damage, but they are not designed to surface, and are either dropped/shuttled in the case of depth charges, or fired from a solid tube which cannot aim separately in the case of torpedos. This latter, of course, doesn't occur in Spring - but it is a physical limitation in reality.
I believe, if you want to take it in this direction, they could be targetable, but at severely reduced damage. Either that, or prepare to boost the armour, hit points and staying power of hovers and turn them into tanks.
By the by, did we ever get the hovercraft with the depth charge launcher? What about sonar? Those are, in my opinion, somewhat more important and logical.
Posted: 10 Dec 2006, 08:24
by Ishach
Add a new naval unit called Ship of the Line. 48 cannons should be enough to take out any hovercraft.
I think it would be a perfect addition to the Total Annihilation universe
Posted: 10 Dec 2006, 08:33
by Neddie
Somebody read far too much Hornblower/Drinkwater/Ramage...
Don't forget that a ship of the line was traditionally a two-deck vessel, though there were some three-deck variants - anybody remember the Spanish flagship Lord Nelson stormed? The forty-eight guns you refer to would have to be the cannon on one side - once you got down to forty-eight guns as the whole load-out you were usually dealing with a frigate.
Posted: 10 Dec 2006, 11:44
by KDR_11k
Matt, neddie: Is it even possible to make underwater weapons target hovers in Spring? Wouldn't surprise me if it was hardcoded to behave like TA (i.e. hovers aren't water targets).
Posted: 10 Dec 2006, 13:54
by Saktoth
I had two games that went rapidly out of sync in 4.33 (Including the one LordMatt refers to. Not much to boast about.

).
One was the sea map, yes (I had amphibs but no sonar- anyone notice amphibs desyncing?) but the other was DeltaSiegeDry. Anyone noticed a higher rate of desyncs?
Though after that i had a marathon 10-person FFA on a massive land-sea map and it lasted the whole game with no desyncs, so who is to say... probably coincidence.
Posted: 10 Dec 2006, 13:58
by Hellspawn
Its spring I think.
Posted: 10 Dec 2006, 14:56
by tombom
If you have the replays to the desynced games, upload them (
http://www.osrts.info/~tvo/spring/upload_replay.php) and Tobi will try and find out what happened.
Posted: 10 Dec 2006, 20:54
by DemO
Though after that i had a marathon 10-person FFA on a massive land-sea map and it lasted the whole game with no desyncs, so who is to say... probably coincidence.
That FFA sucked, such a waste of time:) Hope you won with my base when I left, I got fed up after 2 and a half hours at 0.5 speed with the only viable tech being Air considering all the water divided areas were uncrossable by land OR hovers. Reached the unit limit then gave up, couldnt be fucked spending another 30 mins spamming more bladewings to kill off the dood in the sea, anything else would have been owned by flak.
Also, it took about 30 bladewings to kill an epoch flagship btw, just for reference, epochs are pretty strong o_O
Posted: 10 Dec 2006, 21:23
by Day
dont go offtopic please

Posted: 10 Dec 2006, 21:57
by LordMatt
All FFAs waste time tbh...
Posted: 11 Dec 2006, 11:41
by NOiZE
LordMatt wrote:Regarding sea balance:
*Destroyer depthcharges now fail to hit stationary subs at max range.
Remember that depthcharge range is less then the gun range.