Page 28 of 64

Posted: 22 Dec 2006, 01:28
by LordMatt
Well at the moment they are a really bad idea in almost all situations because they are hard to get to, and by the time you do, your enemy would have tonnes of flakkers.

Posted: 22 Dec 2006, 02:42
by Saktoth
Torpedo bombers are actually pretty effective. The only ships they cant kill in 2 shots are the flagship, battleship, cruiser, aircraft carrier and transport. The shipyards and water defenses have even less HP than most ships, so they can 1-shot or 2-shot most of them as well.

Torpedo bombers are only 300 metal, 6000 energy. They have 1700 HP, enough to take a lot of punishment. But they dont need to last long, because a single torp does 1500 damage (!). Even if they only drop a single torpedo they are worth it, if they survive to drop 2-3 torpedoes (They often do, when in small groups) they have repayed themselves dozens of times over.

An anti-air ship is 1300 metal 17000 energy. 2 torpedo bombers can take it down, and it probably wont even have time to kill 1 of them.

The flakker NS costs 800 m and 21000 e. It has 1730 HP, again, same situation.

The only real obstacle is scouting out all the positions so your torpedos can hit, but a few radar or scout planes is usually enough if used correctly.

Posted: 22 Dec 2006, 05:21
by LordMatt
Saktoth wrote:About Torpedo Bombers
The torpedo seaplane is kind of crappy compared to the torpedo bomber. The first is supposed to fire two torpedos that do 700 damage, but it only seems to fire one at a time. The torpeado bomber fires one torpedo that does 1500 damage. Also, ships don't seem to leave a wreck when hit by torpedo bombers or torpedo seaplanes. This is rather silly for the big ships like the crusers.

Posted: 22 Dec 2006, 09:55
by Neddie
Alright, since hovercraft have been mentioned a few times, I should just pop in here. [KnoX] is having some similar issues with the role of hovercraft. I recommended, in the case of XTA, that they become a T1 alternative rather than a T1.5 and that they do not add a T2 or allow the current hovercraft constructor to build T2 structures.

Despite creating a full T2 tree for hovercraft independently, I would recommend that we do not implement it at this point in Balanced Annihilation. While I was considering submitting some data to Caydr for Absolute Annihilation before the release of Balanced Annihilation, I have decided to keep such until it actually has a purpose.

My only request for hovercraft at the current time is that they obtain a unit with Sonar - in game terms that would help with the weakness of Air based Sonar, and logically there is no reason for a tree designed to traverse Land and Sea alike to lack a Sonar option.

Posted: 22 Dec 2006, 15:17
by Pxtl
I still think that Hovercraft and Seaplanes work nicely as L1 and L2 of each other. Hovercraft as L1 (I loved having a weak depth-charge launcher unit in AA.... give the scouts short-ranged sonar), seaplanes is L2.

Posted: 22 Dec 2006, 23:41
by Machiosabre
btw, mirrors for the installer on unknown files are down, some people not smart enough to look for the zip are having problems :D

Posted: 23 Dec 2006, 00:52
by Peace
Whoa, DW made a mod? Well since I have some free time during xmas.... :wink:

Posted: 23 Dec 2006, 01:58
by Neddie
Well, he modified a mod, but we are working on seeing if his version will become the main.

Posted: 23 Dec 2006, 02:18
by Cabbage
Peace be with you my son! PEACE!

Thou hath returned, let us make love under the tree and pwn some n00bs!

drink!

Edit: and be merry :O

Posted: 23 Dec 2006, 06:05
by BigSteve
Peeeeaaaaceeeeeyyy!! :wink:

Posted: 24 Dec 2006, 18:13
by LordMatt

Posted: 24 Dec 2006, 21:14
by Peekaboom
What if hover cons. could build the seaplane factory?

Posted: 24 Dec 2006, 22:46
by Forboding Angel
LordMatt wrote:
Saktoth wrote:Also, ships don't seem to leave a wreck when hit by torpedo bombers or torpedo seaplanes. This is rather silly for the big ships like the crusers.
That's because the wreckages are getting instagibbed.

Posted: 25 Dec 2006, 09:16
by Neddie
If hover constructors could build the seaplane factory they would be the direct source of seaplanes, which would make us look for another "Special" unit for the advanced plane constructors to build. I am neither in support of nor against the idea of doing this.

As for wreckage being instantly... nullified, that isn't logical in the context of BA, or in the context of reality. As long as they leave scraps, I'd be content.

Posted: 25 Dec 2006, 09:20
by Forboding Angel
I'm stating what IS happening. Not what Should be happening.

Posted: 25 Dec 2006, 09:21
by Neddie
I know, F_A. However, by making a case for the should I can pressure for change.

Posted: 25 Dec 2006, 13:07
by Saktoth
Found the cause of a rather well known bug.

Im sure anyone who has played speedmetal (Yes, im guilty) has noticed that planes occasionally end up really high in the air, and all the AA will try to shoot at them, despite being unable to hit them. Ive seen it happen on maps other than Speedmetal too so its not a map quirk.

Ive been messing with planes a fair bit, and noticed that the only plane that has special flight dynamics is the stealth fighter. Ive also noticed that this is the only plane which will perform the above trick.

I dont know if its the drag, maxaileron, maxbank, maxelevator, maxpitch, maxrudder, mygravity, wingangle or wingdrag or what. I suggest these variables be stripped out of both Arm and Core stealth fighters (They both do it) until it can be figured out what is causing this problem. As far as im aware these variables have little effect on gameplay and most planes fly fine without them (The regular fighter for example).

Posted: 26 Dec 2006, 23:05
by Warl
download links are down ;(

Posted: 26 Dec 2006, 23:12
by Strategia
Machiosabre wrote:btw, mirrors for the installer on unknown files are down, some people not smart enough to look for the zip are having problems :D

Posted: 27 Dec 2006, 00:57
by Ishach
Saktoth wrote:Found the cause of a rather well known bug.

Im sure anyone who has played speedmetal (Yes, im guilty) has noticed that planes occasionally end up really high in the air, and all the AA will try to shoot at them, despite being unable to hit them. Ive seen it happen on maps other than Speedmetal too so its not a map quirk.

Ive been messing with planes a fair bit, and noticed that the only plane that has special flight dynamics is the stealth fighter. Ive also noticed that this is the only plane which will perform the above trick.

I dont know if its the drag, maxaileron, maxbank, maxelevator, maxpitch, maxrudder, mygravity, wingangle or wingdrag or what. I suggest these variables be stripped out of both Arm and Core stealth fighters (They both do it) until it can be figured out what is causing this problem. As far as im aware these variables have little effect on gameplay and most planes fly fine without them (The regular fighter for example).

I've seen this happen once or twice, but only on speedmetal.

My best guess is its an engine problem with how aircraft behave under some circumstance of how the map is layed out.