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Posted: 07 Jun 2006, 17:13
by krogothe
I choose to let the love live and instead of wasting my time here i just kill the said noobs with the units i deem OP and let them do the bitching here for me.

Posted: 07 Jun 2006, 17:31
by Egarwaen
Wait a minute, back up. Why, exactly, are we using Flak guns as a primary AA defence against Bombers? Flak guns are good against gunships (which cluster and hover in range) and fighters (which don't have enough health to take more than a couple hits). Unless they're massed in absurd numbers, I've never seen them do much against bombers. They just don't have the range. Can we get the tests re-run with anti-bomber turrets and short- and long-range missile tower?

As for evidence that the advanced bombers are undercosted in terms of metal, compare them with a bloody Hawk. At a rough glance, based on the 1.46 stats, the Phoenix should be around 300 (three times the Hawk's metal cost, plus or minus a bit), and the Hurricane around 410, less if it loses the AA launcher. Right now the Phoenix is a hair over 220, which explains why both advanced bombers are so good - they're really cheap ways to soak up a lot of AA fire.

Posted: 07 Jun 2006, 18:29
by Comp1337
krogothe wrote:I choose to let the love live and instead of wasting my time here i just kill the said noobs with the units i deem OP and let them do the bitching here for me.
Listen to the master of... Wiseness!

Posted: 07 Jun 2006, 20:49
by Min3mat
OK no more postings from now on.
Just pwnings ^^ :twisted:

Comm doesn't work on unfinished building...

Posted: 07 Jun 2006, 20:54
by Pxtl
Maybe this is something really old and I never noticed until now.... but often I'll select the Comm to work on a building (particularly one that another unit has abandoned or been destroyed in the process of making) and he just won't work on it at all. Stand right next to it, do nothing. Anybody know what the story is?

Re: Comm doesn't work on unfinished building...

Posted: 07 Jun 2006, 21:18
by Comp1337
Pxtl wrote:Maybe this is something really old and I never noticed until now.... but often I'll select the Comm to work on a building (particularly one that another unit has abandoned or been destroyed in the process of making) and he just won't work on it at all. Stand right next to it, do nothing. Anybody know what the story is?
I recently got that on some builder Kbots. They wouldn't repair anything or help build anything. they could start a building themselves tho..

Re: Comm doesn't work on unfinished building...

Posted: 07 Jun 2006, 22:02
by Egarwaen
Pxtl wrote:Maybe this is something really old and I never noticed until now.... but often I'll select the Comm to work on a building (particularly one that another unit has abandoned or been destroyed in the process of making) and he just won't work on it at all. Stand right next to it, do nothing. Anybody know what the story is?
I find this mostly happens when he stops building something to shoot an enemy unit. Try giving him a stop order and then a repair order.

Re: Comm doesn't work on unfinished building...

Posted: 07 Jun 2006, 23:28
by Neddie
Pxtl wrote:Maybe this is something really old and I never noticed until now.... but often I'll select the Comm to work on a building (particularly one that another unit has abandoned or been destroyed in the process of making) and he just won't work on it at all. Stand right next to it, do nothing. Anybody know what the story is?
He also seems to take lowest priority in resource use, as in he has nothing to work with if you're nanostalling on a resource, and thus doesn't construct.

Late game I generally use him to hold a structure's construction that I can't spare the resources to work on, but don't want to lose my current investment in.

Posted: 08 Jun 2006, 00:08
by Deathblane
Now that would be a useful feature, resource priority so that if you hit nanolock you can get the vitle stuff working.

Posted: 08 Jun 2006, 00:50
by MrSpontaneous
This was being discussed in the topic about the new GUI

http://taspring.clan-sy.com/phpbb/viewt ... &start=200

Posted: 08 Jun 2006, 01:06
by Deathblane
Dman, and there I thought I'd had an original idea. Still it's a good one.

Posted: 08 Jun 2006, 02:10
by Soulless1
AFAIK the reason the comm loses out when you stall is that his nanolathe is more powerful, so effectively each 'blob' of nanites he shoots contains more resources. Since other constructors fire smaller packets of nanites, they can be 'trickle-fed' more easily, preventing resources from reaching the level of one 'comm-packet'.

Its not really a feature, just a consequence of the resource model. TBH it might be better if all resources were handed out equally, and you could just move more cons to the higher-priority projects if you wanted to...

Posted: 08 Jun 2006, 02:16
by Caydr
1.49 changelog:
1.48 --> 1.49


Proper decoy commanders added to the Hover-Comms mutator
L3 sub torpedo range doubled, firing rate halved, turnrate quartered
Commander aiming rate (script) increased
Commander experience gaining rate increased a bit
D-gun range restored
Commander laser firing rate increased 50%, damage reduced 40%
Improve vehicle handling
Submarine depth reverted to original values
Demolisher removed
Reaper reverted to pre-uberhack role and appearance
Pitbull model size reduced 25%
Viper model size increased 25%, footprint set to be same as Pitbull,
set to a sabot-style rocket
Pitbulls and Vipers set not to target aircraft, and adjusted in cost
and firepower to be more useful
Hurricane anti-air missile removed, turret piece hidden, metal cost
increased 50 units
All special damage values versus "swarm" units eliminated
Warrior, Leveler, Samson, Slasher, Fido HP boosted by 75 units
Exploiter HP boosted by 150 units
Twilight EMP explosion radius increased 50%
Commander cloaking cost when stationary is now 250e, when moving 500e
Snipers no longer target aircraft
Penetrator firing cone size increased
Moho Exploiter HP reduced by 500 (the effect will be much larger when
armoured)
HLT HP increased 350 units
Twilight HP increased 500 units
Exploiter turret height increased, buildtime increased 500 units
Bulldog HP reduced 15%, costs reduced 20%, damage reduced 10%, fire rate
increased 5%, accleration increased 20%, braking increased 20%, turnrate
increased 15%, maxvelocity increased 10%, model size reduced 7%, aiming
rate increased 10%, range reduced 8%
Reaper rebalanced entirely, it is now a sort of "light Bulldog" type unit,
model size reduced 9%
Goliath HP increased 15%, damage increased 25%, fire rate decreased 10%,
acceleration/braking/turnrate/maxvelocity reduced 10%, costs increased
10%, model size increased 10%, weapon AoE increased 25%, impulsefactor
increased to 2, aiming rate reduced 5%, range increased 8%, description
changed to the OTA "Very Heavy Assault Tank"
Bulldog and Reaper now have a smaller movementclass, allowing them to be
spaced less widely during pathfinding, but crushstrength is the same
Atlantis anti-air missile replaced with Chainsaw missile
Zulu metal cost increased 1500 units
Leejen HP reduced 400 units
Shiva no longer appears "sunk" into the ground
Marauder weapon switched to standard plasma shot appearance (guass)
Zeus damage increased 10%, metal cost reduced 25 units
Maverick range boosted 5%, HP increased 100 units
Abel, Caine wreckage no longer floats
Pitbull cloaking and stealth removed, it was redundant with ghosted
buildings
Laser beam width reduced slightly to make them more closely resemble OTA
ones
Liche costs reduced 15%, buildtime reduced 12%, damage increased 25%
Krow HP increased 25%
Hurricane, Phoenix cruisealt fixed
Nonexistent unit "corbuild" removed from armor tree
Obsolete ARMSCRAM data removed
Core Searcher (CORPT) added to armor tree
Claw/Maw issues resolved
Firestorm damage increased 25%, HP increased 25%, energy/metal costs
reduced 12%, buildtime reduced 15%
Fixed inaccurate Detonator, Catalyst, Aegis, Bertha, Intimidator,
Vulcan, Buzzsaw range rings
Fixed Core "Voyeur" build menu position bug
Missing wreckage for advanced storage buildings fixed
Missing semicolon in ADVSAM, ARMSMART_TORPEDO weapons fixed
Mercury/Screamer missiles now fire on an angle to help them clear other
structures and/or landscape features

Posted: 08 Jun 2006, 02:27
by Soulless1
Caydr wrote:1.49 changelog:
Hurricane anti-air missile removed, turret piece hidden, metal cost
increased 50 units
Moho Exploiter HP reduced by 500 (the effect will be much larger when
armoured)
Exploiter turret height increased, buildtime increased 500 units
Atlantis anti-air missile replaced with Chainsaw missile
Zulu metal cost increased 1500 units
Holy buckets, Batman! Is it just me, or did Core get brutally sodomised with the nerfbat this time? :P

(I tried to only leave out the ones that affected both heh - and also the arm kbot buffs as well)

isn't that a *little* much at once? I mean, most of them seem reasonable on their own, but the nerfing combined with the cost increases seems somewhat harsh... :?

Posted: 08 Jun 2006, 02:54
by Neddie
Interesting...

One thing that comes to my mind when I read the planned changes is... well, the constant sub depth issue. Too many damn times has a sub stuck in and filled a Construction Yard!

We need to either code a surfacing procedure for the submarines to allow temporary ship status and shallow water transversal (Possibly without the use of weapons while on the surface) or a method for AA to calculate optimal sub depth per map and construct at that. A flat value will not suffice.

Posted: 08 Jun 2006, 03:05
by Soulless1
actually, one small thing I was going to ask as far as the exploiters go:

Now that they're both getting nerfed (lots of HP - effectively - for one and buildtime for the other) would you consider letting them generate the same output as a normal mex of their type? :-)
That way, you'd just be paying a bigger one-off cost for the tougher mex, rather than paying for it for the rest of the game through lost resources... :?

Posted: 08 Jun 2006, 03:29
by det
Egarwaen wrote:Wait a minute, back up. Why, exactly, are we using Flak guns as a primary AA defence against Bombers? Flak guns are good against gunships
I find that LRMT (mercury/screamer) are best against gunships.

Posted: 08 Jun 2006, 05:46
by MrSpontaneous
If you want to keep the pitbull's stealth nature, you could just change them to immobile units, like the dragons claw and maw.

Posted: 08 Jun 2006, 07:06
by NOiZE
Commander cloaking cost when stationary is now 250e, when moving 500e


It's still too much, you can't afford that middle game

Posted: 08 Jun 2006, 07:56
by wizard8873
just got done playing a game and noticed that the scarabs dont fire at nukes anymore.