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Posted: 13 Jul 2006, 04:43
by Snipawolf
NOT FAIR, My cannons were gunna be like that, a mediumish fire rate, bad aim, and a little explosive!
(JK)
Ah well, what can I say, keep it up and running Fang

Posted: 14 Jul 2006, 06:47
by Fanger
I will be going on vacation for about 2 weeks, and will be completely away from using a computer during this time.. so please whilst Im gone play EE and let me know when I get back any balance suggestions/things youd like to see.. as after I get back I will probably have another week till I go on vacation again...
Posted: 14 Jul 2006, 06:48
by Zoombie
Have fun in that vacation type thing.
Posted: 14 Jul 2006, 17:28
by Snipawolf
Sure thing if I ever stop trying to make my own mod

Posted: 15 Jul 2006, 00:56
by BvDorp
Have a nice vacation!
One thing that botters me about E&E: it's too slow. Make it, say, 1,2 times faster, that would really help. Just my 2 cents.. :)
Posted: 15 Jul 2006, 01:26
by Decimator
Too slow? o.O
Posted: 15 Jul 2006, 01:48
by Das Bruce
BvDorp wrote:Have a nice vacation!
One thing that botters me about E&E: it's too slow. Make it, say, 1,2 times faster, that would really help. Just my 2 cents.. :)
Oh go play speed metal noob!

Posted: 15 Jul 2006, 02:13
by Forboding Angel
BvDorp wrote:Have a nice vacation!
One thing that botters me about E&E: it's too slow. Make it, say, 1,2 times faster, that would really help. Just my 2 cents.. :)
Are you insane? Or just stupid?
Posted: 15 Jul 2006, 02:25
by Snipawolf
The only thing "CLASSIFIED" as slow is searching for URC's damn mexxes and cloaked units.... me and Chrispin fought 2v2 and it took so long to get em all we just quit....
Commander dies fixes that

Posted: 15 Jul 2006, 10:48
by Neddie
Snipawolf wrote:The only thing "CLASSIFIED" as slow is searching for URC's damn mexxes and cloaked units.... me and Chrispin fought 2v2 and it took so long to get em all we just quit....
Commander dies fixes that

On that note, I have a minor balance bone to pick with E&E.
Before anybody starts chewing me out, it has overtaken AA as my most played mod, making up maybe three in every four games I play in Spring these days.
It does not matter how much metal or how many constructors I have, I cannot come back after losing all of my energy producing structures and my Commander, because nothing else, including my constructors, generates energy.
I was literally in a situation with a well-designed base with three areas of slightly separated reactor clusters that were all taken down by different means while I was being double teamed. I broke the assault and began to force them back behind their forward lines when I ran out of energy. A massive army, over two hundred units, forty buildings, at least twenty constructors... and I could not come back from losing essentially 15% of my metal investment and my commander. No numerical way.
That just doesn't seem right to me at all... and that has happened to me a few times. Not overwhelmingly many, but a few.
I understand why constructors don't generate metal or energy, but this is ridiculous.
My quick fix proposal would be the ability to have constructors generate exactly 1.0 or 2.0 energy each. The amount is so minor that an economy couldn't be based off of it alone, but given excessive micro, you could come back from a complete energy fall.
Just a point to consider.
Posted: 15 Jul 2006, 11:29
by Journier
storage.
have enough energy to rebuild a few energy production buildings.
Posted: 15 Jul 2006, 11:59
by Sgt Doom
Put your reactors somewhere safe, put radar jammers, AA and every possible defence there.
Posted: 15 Jul 2006, 15:22
by Aun
Don't group reactors at all, even in small blocks. I tend to to leave 1.5-3x the footprint of the reactor between them and anything else.
Plus, if you were getting double-teamed and the enemy went directly for your energy, you should've lost.

Posted: 15 Jul 2006, 15:25
by Decimator
Don't lose your comm, he's one of the most valuable units you have. He's faster than lvl1 units and stronger than a ural, so there's really no excuse. Killing energy and the comm is how you break someone's back in E&E, so have a backup reactor hidden somewhere, or just don't lose your commander.

Posted: 15 Jul 2006, 16:19
by j5mello
also Storage is FTW. In E&E their is a lot of excess when it comes to energy so building a some storage would help to solve that problem since with the stock piled e u have u cold have put up two or three reactors.
Also i would like to make a point of this topic. Whoever thinks energy is "useless" in E&E this should give u an idea of why its not.
Posted: 16 Jul 2006, 03:23
by Neddie
Time to reply in reverse order!
j5mello: I always use storage, I think I've even mentioned storage against one of Drone's points...
Deci: Didn't you do this to me once? The issue with losing the comm does only occur in a really horrid case, which brings me to...
Aun: I hear you on the grouping, as I mean loosely grouped, with considerable space between. I still think if I'm tough enough to have a tremendous army after a double-team, the fact that they concentrated on my E while I pressed back shouldn't mean I'm screwed completely.
Sgt. Doom: I don't even need to answer that one. I've been playing E&E for a while, so don't assume I toss up reactors all over the place outside of my base.
Journier: I always use storage, I think I've even mentioned storage against one of Drone's points...
That was fun, so, I take it this currently is not of interest in terms of game mechanics. That makes sense... the reincarnate play is not as important as the main play. However, my suggestion may become more attractive as E&E's main components are completed and the player base mushrooms.
Posted: 16 Jul 2006, 07:27
by j5mello
Fang has explicitly stated numerous time that no cons will ever make resources even a tiny insignificant amount. We discussed this in the old thread when we were on the topics of MMs and its been beaten to death enough.
Posted: 16 Jul 2006, 09:02
by Neddie
I know, I've been here since near the beginning of the said thread, however, there was no logical support for anything to the contrary before, and now I've presented it.
In a small number of scenarios, the inability to produce energy can completely destroy the balance of the game, where otherwise a player could easily continue play.
You know, can Energy be mastered to wrecks along with Metal? You could logically have some units that happen to have a small Energy salvage rating due to their construction. This would undercut the minor issue I presented without flipping game balance or going against Fang's stated policy.
Posted: 16 Jul 2006, 12:07
by Forboding Angel
ok, let me put these in easy terms for everyone...
THe storage buildings are INSANELY cheap, you should have many of them. GD and URC have small cheap reactors, how could you not have enough energy in storage to produce even 1 of them.
BTW an alternate route to this is to have the wrecks that you reclaim give energy. I honestly think this would be best.
Posted: 16 Jul 2006, 14:26
by BvDorp
Forboding Angel wrote:BvDorp wrote:Have a nice vacation!
One thing that botters me about E&E: it's too slow. Make it, say, 1,2 times faster, that would really help. Just my 2 cents.. :)
Are you insane? Or just stupid?
Das Bruce wrote:Oh go play speed metal noob! Rolling Eyes
Guys, c'mon, where's the social skills?? Not every suggestion has to be flamed away immediately..
So, if you are willing to listen, read the following, otherwise, don't
Here's my point:
We've already got two (AA + XTA) 'advanced' and complex mods. This E&E thing is totally different. It allows for a whole other gameplay. Meh, I love it! Me and Jcnossen play it everytime we play TA. It's just this much nicer balanced, and escapes some of the difficulties AA and XTA face. I could play a nice game of E&E just after a few games! That rox, and is much better for newcomers.
One of the great advantages E&E has, is that it is less difficult to learn than other mods. But we forum users are used to complex and advanced tactics. Not every mod has to look like the other mods we've played! While E&E: Epic is here too, E&E 'normal' could be used to take some real advantage here. Allowing for faster playing and easier learning could really help new ppl out, and give us a whole different gameplay. I suggest faster playing to disable porcing and give more oppurtunities to raid and have a nice game with shifting borders. I myself never really got into playing AA, for it has far too many units, each of which I would have to get to know from scratch. E&E doens't have to look like other mods. Let this be a difference :)