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Posted: 12 Oct 2006, 18:58
by Lippy
Caydr, when are you planning to release the bug fixes? My beloved sniper is oh so useless in its current state

Posted: 12 Oct 2006, 19:00
by MR.D
What about adding the DepthCharge to the Corvettes, and removing it from the destroyer?
Ths would make the destroyer the strong Ship-Ship and Ship-Shore King of LVL-1, and put the corvette in a support role.
Corvette's don't have the range to do a Strong SHore assault, but they would be perfect in a support role.
Skeeter = harassment, scout, light AA |baby laser + Aa missles
Covettes = Support , Short range cannons + Depth Charges
Destroyers = Main Assault unit = Deck Laser + Long range guns.
It makes for a much More rounded Naval system if you look at it in those terms.
It also removes the DO-ALL features of the Destroyer and breaks it down into an ordered Navy for LVL-1.
Posted: 12 Oct 2006, 19:20
by Lippy
MR.D wrote:What about adding the DepthCharge to the Corvettes, and removing it from the destroyer?
Ths would make the destroyer the strong Ship-Ship and Ship-Shore King of LVL-1, and put the corvette in a support role.
Corvette's don't have the range to do a Strong SHore assault, but they would be perfect in a support role.
Skeeter = harassment, scout, light AA |baby laser + Aa missles
Covettes = Support , Short range cannons + Depth Charges
Destroyers = Main Assault unit = Deck Laser + Long range guns.
It makes for a much More rounded Naval system if you look at it in those terms.
It also removes the DO-ALL features of the Destroyer and breaks it down into an ordered Navy for LVL-1.
+1 (as long as the depth charges are not too powerfull)
Posted: 12 Oct 2006, 19:27
by Machiosabre
I think depth charges are wrong altogether, right now they're like torpedo's with different models.
I'd rather have them be like a bomb the ship drops very inaccurately but with a huge aoe.
Posted: 12 Oct 2006, 21:35
by NOiZE
And howabout a release??
this buggy commander is the suxxors
Posted: 12 Oct 2006, 21:59
by LordMatt
NOiZE wrote:And howabout a release??
this buggy commander is the suxxors
+1 Also the fighter swarm com assasinations are getting a wee bit old.
Posted: 12 Oct 2006, 22:00
by NOiZE
LordMatt wrote:NOiZE wrote:And howabout a release??
this buggy commander is the suxxors
+1 Also the fighter swarm com assasinations are getting a wee bit old.
meh, just cloak him as soon as you can afford it, it's only 100 E
Posted: 12 Oct 2006, 22:05
by Cabbage
Cabbage Wrote:
Been messing around with the antiair kbots a bit? A group of 5 worth less than 2,500 metal can kill a krow worth - i think - about 6,000 metal? Two krows can take them all out if you pay attention however. The core ones are also just as powerful. I'd suggest keeping their costs the same, but maybe reduce the firing rate of their missiles a little, as thats where most of the damage is coming from. 5 sets of 3/4 missiles hitting a krow at the same time does a surprising amount of damage Razz
If you mix in a Radar plane or two, you can really throw alot of the missiles off as you know, and the low rate of fire flak cannon they have is spot on i think. Just slow the rate at which the missile salvo's are fired perhaps.
Edit: Whoops! It's not just Krows the chew up either ^^
Just thought i'd mention it again since everyone ignored it ^^
Posted: 12 Oct 2006, 22:59
by MR.D
Its because they fire a massive salvo, instead of shooting the rockets 1 at a time.
IMO their flak speed could shoot quicker, and slow down those rockes quite a bit as well.
Those AA Kbots are scary little bitches!
Flak Trucks kickass too now.
Posted: 12 Oct 2006, 23:55
by LordMatt
NOiZE wrote:
meh, just cloak him as soon as you can afford it, it's only 100 E
But I like using my com on the front lines.
Posted: 12 Oct 2006, 23:56
by raneti
i would like nanoturrets to be able to build other nanoturrets
Posted: 13 Oct 2006, 00:40
by jackalope
raneti wrote:i would like nanoturrets to be able to build other nanoturrets
I dont' see why this is necessary or even a good idea.
why not just have the 1 con build 4 or 8 or 16 nanos in a queue and have the first nano guard him? If you can afford to spam nanos you can afford to have one con dedicated to building them.
nanos building nanos just sounds like a SM thing.
Posted: 13 Oct 2006, 00:45
by Acidd_UK
LordMatt wrote:But I like using my com on the front lines.
Then be prepared to have him attacked :-/
Posted: 13 Oct 2006, 00:48
by Caydr
I'm going to wait a little while before the next release, I'd like to make it a significant improvement rather than just another quick bugfix.
I'll try to get a changelog up by next wednesday and a download available by next friday.
Posted: 13 Oct 2006, 02:33
by raneti
nevertheless every unit who can build would be cool to be able to replicate itself, except the comm of course

Posted: 13 Oct 2006, 03:12
by jackalope
Caydr wrote:I'm going to wait a little while before the next release, I'd like to make it a significant improvement rather than just another quick bugfix.
I'll try to get a changelog up by next wednesday and a download available by next friday.
next friday as in 1 week from now? that sounds decent.
The biggest thing is the commander not using the dgun properly when he's trying to laser, it makes a big diff in 1v1s especially.
Posted: 13 Oct 2006, 03:46
by Ishach
I was testing with Zirijin last night, and these are the changes I can remember.
Subs turn quicker.
Sub torpedoes turn quicker(?).
Corvettes have a substantially higher topspeed.
Corvette energy cost increased 1000 or so.
Destroyers have 5% less turnspeed.
This suddenly gives you a reason to build corvettes, as they move alot quicker than destroyers and can outmanoeuvre them. Energy cost boosted so they werent as easy to rush with.
Destroyers got the -5% turn speed so they lost a bit of agility when reacting to submarine attacks.
I think Destroyers might have been planned for a lower acceleration for the reason above as well, but i'm not sure.
Posted: 13 Oct 2006, 03:51
by Snipawolf
Caydr, I will officially (in a way) hijack your mod sometime on saturday. I will make my custom weapons and armor fill the slots and merely use your models and their scripts for a short time.
This mod is getting better and better (As are many others, too) and I would like to see it continue gaining force. You'll never be finished tweaking balance, though
It's just one of those things that can't be perfect.
Posted: 13 Oct 2006, 04:00
by LordMatt
Acidd_UK wrote:LordMatt wrote:But I like using my com on the front lines.
Then be prepared to have him attacked :-/
Obviously...Doesn't mean I can't look forward to the fighter change.

Posted: 13 Oct 2006, 07:30
by NOiZE
Caydr wrote:I'm going to wait a little while before the next release, I'd like to make it a significant improvement rather than just another quick bugfix.
I'll try to get a changelog up by next wednesday and a download available by next friday.
You do understand the commander script is full of shit atm?