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Posted: 27 Mar 2006, 23:49
by Kixxe
Mavs = high damage dealers, short range and weak witch combined makes any weapon dangerus to em (cept offcourse level 1 witch they chew for breakfeast) but supported they can cause much damage. level 2 peewees, more or less.

Posted: 28 Mar 2006, 00:07
by BigSteve
Id simply tell my llt's or units or whatever to attack the mavs first

Posted: 28 Mar 2006, 02:39
by Egarwaen
As I said in the Wiki article, they don't appear to be good for much but slaughtering swarms of L1 units. Though given the "slow, weak, high firepower", they might be useful for base defence. How do they do against Spiders/Recluses and the assorted tough, close-range assault units?

I've added basic descriptions for everything but Seaplanes. The ship and hovercraft ones are kind of sketchy, as depth charges still seem to be broken (which makes naval maps a pain), and I haven't seen many maps where Hovercraft are really useful.

Is it me, or are seaplanes broken too? Playing around with them in single-player games, I can't seem to convince them to land in the water.

Posted: 28 Mar 2006, 10:32
by MR.D
I found something that might be of interest to all the Arm players.

The Bantha Mech if SELF-Destructed, has the radius and power of a nuke blast, does this strike anyone else as odd?

I completely understand the explosion radius on the Orcone and Krogoth being pretty massive, and even Self-Destructed being equally as lethal.

But a lighter Mech like the Bantha shouldn't have that much destructive force when detonated, as the Krogtaar (Core's medium mech) has near 0 damage and area effect when its self destructed.

Now myself, would not remove the large blast on self-D completely, but reduce it down to something less than a nuke blast.

Would you mind taking a look at the stats on Self-Destruct for the Bantha please Caydr.

Posted: 28 Mar 2006, 11:19
by Min3mat
give it a 10 second countdown or something
damn things cost so much.
but make CORE have a equivalent, or better yet make ARMs AoE smaller but make it EMP?
i like the idea of "my mech will die in 12 secs i will press self-d now >: )"
tehehehe :twisted:

Posted: 28 Mar 2006, 11:47
by ginekolog
bantha is not a problem, jsut ppl must be smart and remove most units before it dies.

And i agree about mavs, they lack of range makes them useless. Zeuses beat them easy (for M cost)

Posted: 28 Mar 2006, 12:42
by SwiftSpear
Mavs do more damage per second... but the advanatage is negligable when they die as fast as they do. I like to have mavs around if I've got a decent spider force to freeze up def before they walk in, but it's generally safer to just rush zeus. If your spiders get killed you can't move your mavs up which means they are just totally useless for thier pricetag.

Posted: 28 Mar 2006, 18:53
by Egarwaen
Perhaps we should start noting "iffy" units more explicitly in the unit guide?

So how could Mavs be fixed? More armor and faster fire rate but less damage? Just make them faster?

As for self-destruct, most units seem to make a bigger boom when self-destructed, I think.

Posted: 28 Mar 2006, 19:53
by ginekolog
mavs need range, nothing else. Why is buldog awsome unit? U can micro it cause it has some speed and good range.

Posted: 28 Mar 2006, 19:57
by Egarwaen
The unit guide should be complete now. Most of the info's mined from the old TA Extract results, updated as necessary based on the changelog/in-game experience. The Hovercraft, Ships, and Seaplanes are kind of iffy, as I don't have much experience with them in-game, but the rest should be reasonably solid.

I hope.

Posted: 01 Apr 2006, 09:07
by FireCrack
Soo... how is the next version going?

Posted: 01 Apr 2006, 10:44
by Zenka
We need the new version mad. The Mavs are fine as it is. Maybe a little more range would be nice though.

new mod

Posted: 01 Apr 2006, 18:52
by jani129
Please can I make a mod for spring where I use your Absolute Annihilation as base so I only add more units to it and release it. I will say its based on Absolute Annihilation.(wont be hard to tell anyway)

Posted: 01 Apr 2006, 18:54
by NOiZE
it's a free world..

Posted: 01 Apr 2006, 18:54
by AF
look at how AA is implemented, and you'll see how you could do that.....

Posted: 01 Apr 2006, 19:17
by NOiZE
Commander Pushing is getting a bit popular,

perhaps a HP reduction could help here.

Posted: 02 Apr 2006, 10:05
by Zenka
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4406

As I suggested there, maybe you could degree the dmg commander explosions do again st other commanders. This way you can counter them (with your defence, not your own D-gunning comm) and save your own comm who is always too close.

And that 'I'm going to remove all lvl3 and made kick ass models for lvl1' sounds more work then you would pull of, or am I mistaken.

Posted: 02 Apr 2006, 12:52
by Machiosabre
Zenka wrote:http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4406

And that 'I'm going to remove all lvl3 and made kick ass models for lvl1' sounds more work then you would pull of, or am I mistaken.
:roll: :lol:

Posted: 02 Apr 2006, 21:15
by Egarwaen
I've just finished a lot of clean-ups and tweaks to the Units Page. Once again, I'd like to ask more experienced players to check it out and correct/delete bad/incorrect advice.

Posted: 07 Apr 2006, 04:08
by Egarwaen
Caydr: Include the Hover craft Commanders mutator in the next release.

Also, hit the bloody flashes so hard with the nerf bat that the tyres fall off.