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Posted: 03 Jul 2006, 01:11
by Journier
meh

Posted: 03 Jul 2006, 18:50
by Fanger
Thats all.. thats all you have to say!

Posted: 03 Jul 2006, 19:10
by Forboding Angel
As you already know. I like the factory squash. :-)

Posted: 03 Jul 2006, 19:32
by Fanger
Thats all well and good... but now I hear whisperings of some nameless evil... a shadow in the east.... People seem to be hinting that GD is now subtly underpowered... im getting requests for extra weapons on units.. an increase in dmg.. or a nerf for URC.. is that the general feeling here.. Is GD somewhat less GDish than it should be?

Posted: 03 Jul 2006, 19:38
by Fat Zombie
I have only been able to play EE offline, but I still feel I must praise you for this great mod.

OH PRAISE!

OH PRAISE BE!!!

Anyway. I don't care that much for the URC side, as I am getting a tad tired of mechs, but the GD are the greatestest army EVER! My favourite tactic, although probably not a very clever one, involves building a few L1 tanks, arty, missile tanks, etc, then some L2 tanks and missiles, and then one Chernobyl, two Saturation arties, and a few L3 MBTs. Then lining them all up (MBTs at front, missiles behind, arty at back, and the Chernobyl away from the action) in the direction of the enemy, and POUNDING THEM INTO SCORCHED DUST!!! MWUHHAHAHAHAHA!
Oh yes, and firing nukes at them. Atomic Artillery: It's The Best!

I also love the heavy helicopter ground attackers. They're good vehicles, yes, but I LOVE going into Direct Control of one and blasting the hell out of stuff.

I thank you for this great mod you have concocted.

Posted: 03 Jul 2006, 19:41
by Forboding Angel
While I don't share the opinion that drex and chapparral have. I do think that somewhere along the line they got a bit harder to play.

However, please don't take this opinion as gospel. The map I got this feeling on was an FFA on craggy, and I had rushed and taken over the entire center. If I had proper air defense I probably could have won.

GD's firepower does not need a boost. Period. GD tanks lined up WTFPWN all urc. I have a replay of the game if you wanna see it. With 1 army I owned several of boredjoe's armies.

THe problem I was having was that I couldn't really get anywhere quickly, due to AA being everywhere and the nature of craggy hills gives urc quite an advantage.

Actually now that I am thinking about it more... Maybe yet another slight increase in building speed for GD. LIke 16-18 as opposed to the 18-20 (I think) that it is now for lv1. GD's biggest problem seems to be early game. However that could easily be attributed to me playing wrongly.

Posted: 03 Jul 2006, 21:00
by Fanger
So GD is feeling a bit to slow.. ok Ill wait for some other opinions before I address that...

Basically my next question is.. would you guys want the ships with anti sub weapons to fire those from little launchers on the deck, and have those torpedo things function differently than they do now, given this would be almost cosmetic and have no varience on their effect against subs..

Posted: 03 Jul 2006, 22:16
by Zoombie
Well I got to play me some Epic EE and its more epic then all three lord of the rings movie's stapled to the fourth and third season of Babylon 5. And that, my freinds, is epic.

Great jorb. It took me aback how small the units were at first, but now that I'm used to them its like...cool!

Posted: 03 Jul 2006, 22:46
by Fat Zombie
Zoombie wrote:Well I got to play me some Epic EE and its more epic then all three lord of the rings movie's stapled to the fourth and third season of Babylon 5. And that, my freinds, is epic.

Great jorb. It took me aback how small the units were at first, but now that I'm used to them its like...cool!
Epic EE? There is such a thing?

Posted: 03 Jul 2006, 22:52
by Forboding Angel
Fanger wrote:So GD is feeling a bit to slow.. ok Ill wait for some other opinions before I address that...

Basically my next question is.. would you guys want the ships with anti sub weapons to fire those from little launchers on the deck, and have those torpedo things function differently than they do now, given this would be almost cosmetic and have no varience on their effect against subs..
BTW I would like to note that GD definately does not need a damage nerf. Not at all. If boredjoe had taken the time to properly formate his units he would have done much better.

Edit: Firing from the deck would look really cool I think.

Too bad you can't make them look like actual depth charges being rolled off of the ship. That would look cool :D

Posted: 03 Jul 2006, 22:56
by j5mello
well modernish depthcharge launchers... well launch them no more roll offs :)

Posted: 03 Jul 2006, 23:00
by FizWizz
I'm under the impression that URC and GD are fairly evenly matched right now. I don't think that an across-the-board adjustment of any significance is warranted at the moment.
I still don't like the GD factories in Epic EE. Perhaps you could say that "GD factories are supposed to be huge and take up space, that is their nature, live with it" or something like that, and I'd accept that (albeit begrudgingly), but to me they are at the very least in need of a cosmetic re-evaluation.

Posted: 03 Jul 2006, 23:31
by Decimator
This is Epic, Fang still needs to give it its own thread. :P http://www.fileuniverse.com/?p=showitem&ID=3601

Posted: 03 Jul 2006, 23:46
by Pxtl
Well, if GD is too slow, perhaps the L1 GD aircraft factory could be cheapened, but removed of all except anti-air combat capabilities? Really, giving GD an L0-air plant focussed on transport, anti-air, and scouting? Thus it would be easier to get the oh-so-necessary transport vehicles out into the game which help boost the GD mobility.

And having played a game that ended up a stand-up fight between my URC forces and an experienced GD player, the GD is OMGWTFPWN on open flat ground, and quite fast enough thanks - since I couldn't buff my 2nd or 3rd line of D fast enough to stop the painful onslaught.

Posted: 04 Jul 2006, 01:15
by Neddie
An L0 air facility is a bit too far, in my opinion. I find GD more than enough of a threat - the reason why so many people play URC over GD remains one of laziness for many of them.

It's much like the fact that 80% of AA players use Arm over Core. It's the first choice.

I hope that we can get the player base of E&E to play all three, because as it is I expect NI to leech from the GD players.

Posted: 04 Jul 2006, 01:36
by Aun
I think the main reasons for a lack of GD use is their extremely slow early game - the sheer price of their factory. More often than not you'll end up stalling.

Posted: 04 Jul 2006, 03:28
by Min3mat
the double function mexes mean you don't need powerplants like the URC does (specially if it wants its spiders kept hidden) early on

Posted: 04 Jul 2006, 03:33
by Pxtl
neddiedrow wrote:An L0 air facility is a bit too far, in my opinion. I find GD more than enough of a threat - the reason why so many people play URC over GD remains one of laziness for many of them.

It's much like the fact that 80% of AA players use Arm over Core. It's the first choice.

I hope that we can get the player base of E&E to play all three, because as it is I expect NI to leech from the GD players.
After getting absolutely stomped by a GD player recently, I assure you I will be giving the other factions a try. If brute force doesn't work, you're obviously not using enough.

Posted: 04 Jul 2006, 05:35
by Fanger
It seems the problem has to do with the hump associated with getting the first reactor as sustaining constant production is not easily possible without this.. as such to alleviate this problem I am added a light gas turbine reactor for GD at lvl 1 that will produce 30 energy and cost roughly 1/10 of a reactor but have few hitpoints.. allowing them a cheap alternative to the more effecient nuclear reactors..

Posted: 04 Jul 2006, 10:57
by KlavoHunter
Epic's unit speeds need something of a boost. Say, boost it by x1.5 .

This way, though everything else is 1/3d, the speed is only cut in half. This would help with the painfully slow unit movement speed, which was a REAL gamebreaker on Centerrock, due to the fact that any offensive could be countered by 3 armies of equal size that would be built in the meantime, thus forcing the game into a war of Plasma Cannons.