Page 22 of 64
Posted: 11 Dec 2006, 13:13
by CautionToTheWind
Can the depth charge launchers even deliver damage without tracking?
Posted: 11 Dec 2006, 13:14
by NOiZE
they still have some guidance....
And it would be better if ppl First PLAY the mod and then comment.
Thank you for your time.
Posted: 11 Dec 2006, 17:17
by LordMatt
NOiZE wrote:
Remember that depthcharge range is less then the gun range.
Of course, I mean the destroyer fires the depthcharge but can't hit the sub until it gets closer, even if the sub isn't moving. That is bad behavior IMO. If you don't want it to hit things at max range just reduce the range.
Posted: 11 Dec 2006, 17:38
by NOiZE
LordMatt wrote:NOiZE wrote:
Remember that depthcharge range is less then the gun range.
Of course, I mean the destroyer fires the depthcharge but can't hit the sub until it gets closer, even if the sub isn't moving. That is bad behavior IMO. If you don't want it to hit things at max range just reduce the range.
ok i tested it , and indeed it looks a bit buggy. I will look into it.
Posted: 11 Dec 2006, 18:38
by TradeMark
I used teh mod editor again to find out errors:
Corpses which gives more or equal metal than unit costs:
armtarg (757) -> 1967
cortarg (749) -> 1947
Heaps which gives more or equal metal than unit costs or wreck gives:
armtarg (757) -> 1967 -> 787
cortarg (749) -> 1947 -> 779
Posted: 11 Dec 2006, 18:42
by NOiZE
TradeMark wrote:I used teh mod editor again to find out errors:
Corpses which gives more or equal metal than unit costs:
armtarg (757) -> 1967
cortarg (749) -> 1947
Heaps which gives more or equal metal than unit costs or wreck gives:
armtarg (757) -> 1967 -> 787
cortarg (749) -> 1947 -> 779
yeah we forgot those, heheheh
Posted: 12 Dec 2006, 07:15
by zecrazyone
just found a bug. not sure if anyone else has found it yet, but apparently floating radar can be built on land.
Posted: 12 Dec 2006, 08:55
by tombom
zecrazyone wrote:just found a bug. not sure if anyone else has found it yet, but apparently floating radar can be built on land.
This is a bug that was supposed to be fixed in one of the AA2.2
betas. What version was BA based on

Posted: 12 Dec 2006, 09:24
by jackalope
tombom wrote:zecrazyone wrote:just found a bug. not sure if anyone else has found it yet, but apparently floating radar can be built on land.
This is a bug that was supposed to be fixed in one of the AA2.2
betas. What did you base this on?

gundam.
Posted: 12 Dec 2006, 09:28
by NOiZE
zecrazyone wrote:just found a bug. not sure if anyone else has found it yet, but apparently floating radar can be built on land.
thanks for reporting.
Posted: 12 Dec 2006, 13:26
by Machiosabre
Apparently skuttles to 1250 max damage to commanders when walking in to them or getting shot, but only 1000 when self-destructed. Which is weird because they do way more damage to everything else when you selfd instead of walk into them.
But it is the right way around for regular crawling bombs (900 and 1250).
Posted: 12 Dec 2006, 21:04
by el_matarife
Speaking of crawling bombs, is there any way the Self-D explosion could be triggered on walking into units rather than the lower damage explosion? That way, you could just walk them into static defenses instead of having to use a lot more micro and self-d them, which is still sort of a pain even though you can queue it now.
Posted: 13 Dec 2006, 00:45
by Saktoth
Speaking of crawling bombs, is there any way the Self-D explosion could be triggered on walking into units rather than the lower damage explosion?
This is exactly how the kamikaze function works (I just tested it). In place of firing a weapon, it just triggers its 'SelfDestructAs' setting.
The
only circumstance under which the smaller explosion is triggered is when the crawling bomb is killed before it can reach its KamikazeDistance (80 on all bombs in BA). Both explosion looks exactly the same on the regular crawling bombs, so which triggered can be hard to tell.
When the skuttle is killed, it goes up like a regular, full powered crawling bomb (ExplodeAs=CRAWL_BLAST, the same as the invaders SelfDestructAs). When the skuttle kamikazes though, it goes up as 'cormine6' (Which is only used by the Skuttle AFAIK, the mines are all in the weapons/weapons.tdf file while the bombs are in the weapons/units.tdf file).
Obviously someone changed the settings for the regular crawling bombs, without realising this also changes one of the explosions on the skuttle. The skuttle could probably do with its own, dedicated set of weapons so it can be changed independently of the regular crawling bombs.
It might also benefit from a slightly increased kamikaze distance, to reflect its additional range. This would decrease its effectiveness against individual targets (Say single buildings), but since people seem to think the skuttle has to be microd and self-d'ed to get the full explosion, i guess that its not triggering enough on its own?
Posted: 13 Dec 2006, 01:25
by MR.D
They just need a smaller weapon range, then they can get in closer to a target.
Thats a really simple fix, and wouldn't change how they work, nor would it make them unbalenced.
Posted: 13 Dec 2006, 01:47
by el_matarife
One of the strategies for countering crawling bomb attacks is using cheap units like Fleas or AKs patrolling to make them prematurely detonate, so I'd suggest that extending the kamikaze distance would probably make them less not more effective.
Posted: 13 Dec 2006, 05:38
by MR.D
IMO Crawling bombs should be radar invisible, those things are tiny and so low to the ground there is no Logical reason that a radar would see it coming.
Reduce the Weapon trigger range, then patrols and other units actually have to collide or get closer to the bomb before it goes up.
Bombs are typically a complete waste of time unless transported, as a single llt can destroy 1 bomb before it gets in range to damage anything.
Skuttles on the other hand, are remarkably valuable with their Cloak, but their damage potential suffer as well from pre-mature explosions due to their large trigger radius.
If both Crawling bombs + Skuttle had minimal Weapon trigger range, and standard crawling bombs were Stealth(NOT cloaked), it might actually be a worthwhile unit to build.
Posted: 13 Dec 2006, 12:10
by imbaczek
What if you put them on hold fire? Don't know how they work, but I think it would be sensible if it did.
Posted: 13 Dec 2006, 12:32
by TradeMark
IMO crawling bombs should have less HP. They are really hard to kill with LLT's.
LLT has as much HP as crawling bomb o_O
Now it takes 560/75=8 or 400/75=6 shots to kill a crawling bomb
If LLT killed one crawling bomb with 3 shots, then it would be more balanced...
Such small unit cant be as strong as LLT >__>
Posted: 13 Dec 2006, 13:13
by MR.D
Such a small (and ENERGY expensive) needs to be able to get close to and at least damage the weakest and cheapest single Defense structure in the game.
It takes 4 llt hits to kill an AK, 6-7 llt hits to kill a Storm/Rocko, and 8-10 hits to knock out a Thud/Hammer.
What is the rationale behind what you are proposing, to make a unit more than triple the costs of those basic LVL-1 Kbots, obsolete and invalid vs a single LLT?
You say that because its small, that it should die faster?
The crawling bomb is the most simple operating mobile unit in the game, its size is exactly what should keep it alive.
Relate this to lasers, a very small focused beam of light.
You have a very small Area of Effect, as lasers are precision weapons.
It would be like shooting down an arrow, with another arrow.
Its always easy to hit an large object with a small object, but its much tougher to hit a small object with another small object.
Posted: 13 Dec 2006, 13:20
by TradeMark
Expensive? it costs only 61 or 65 metal.
At least make them slower then.
It makes 2500 damage, and damage range is 360, and LLT range is 430.
So when you kill it with LLT, you get damage if you dont kill it enough fast. And usually you cant kill them enough fast, so they kills your LLT's sooner or later.
Edit:
you changed your message

Energy doesnt matter when building, its only 5k.
Edit:
Now you mean that they should have more HP because they are that small units that your lasers cant hit them? :D Dude, its year 5000, i think they can aim better.