Air drops are NOT fail.
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Re: Air drops are NOT fail.
lol @ arguing about technology in science fiction.
Re: Air drops are NOT fail.
It's called science fiction for a reason...
Re: Air drops are NOT fail.
Like "Hay guys I'm your CO I got this HUGE bomb on my back and - What are you doing with that Atlas?"
Re: Air drops are NOT fail.
I think it makes reasonable sense. Look at the size of a normal energy and metal storage. Look at the com. Think about the huge advantages when using a galactic gate to send that com over to build an outpost. And don't tell me you'd rather have a com with only that puny laser, and no D-gun.
Re: Air drops are NOT fail.
Well I think that putted that anti-matter bomb on the commy cause they were thinking about combombing once he became expendable... or maybe they were just stupid :)
Science fiction is based on the idea of more advanced tech than we can understand, but I think that independent of how advanced your tech is it will be better to make your colony into something instead of into nothingness... like, if they could build that gigant thing on space, why they didnt made it on the moon on mars, where they could use the natural resources for the colonys growth?
Science fiction is based on the idea of more advanced tech than we can understand, but I think that independent of how advanced your tech is it will be better to make your colony into something instead of into nothingness... like, if they could build that gigant thing on space, why they didnt made it on the moon on mars, where they could use the natural resources for the colonys growth?
Re: Air drops are NOT fail.
The reason for the huge explosion is balance, yes, but I would say the main reason for antimatter is the disintegrator.
- MightySheep
- Posts: 243
- Joined: 11 Nov 2007, 02:17
Re: Air drops are NOT fail.
Nothing on a moon but cheese.manored wrote: why they didnt made it on the moon, where they could use the natural resources for the colonys growth?
- HeavyLancer
- Posts: 421
- Joined: 19 May 2007, 09:28
Re: Air drops are NOT fail.
I think it's because putting colonies on the lagrangian points makes them closer too earth, and hence reduces costs of space travel and places it closer to the van allen belts, at least giving it a little bit more protection from radiation.
Also, IIRC in MSG the moon was colonised, and is the headquarters of Anaheim Electronics.
Also, IIRC in MSG the moon was colonised, and is the headquarters of Anaheim Electronics.
Re: Air drops are NOT fail.
Yeah but in the middle of space there is nothing to harvest (beside energy from the sun, but you cant build a colony with energy) and thus the colony would always have to depend on earth to survive instead of being independent. The radiation problem would probally have already been solved by that point :)HeavyLancer wrote:I think it's because putting colonies on the lagrangian points makes them closer too earth, and hence reduces costs of space travel and places it closer to the van allen belts, at least giving it a little bit more protection from radiation.
Also, IIRC in MSG the moon was colonised, and is the headquarters of Anaheim Electronics.
Re: Air drops are NOT fail.
lol you people fail to understand gundam...
kdr +1..
everyone else... lol
kdr +1..
everyone else... lol
Re: Air drops are NOT fail.
I know nothing about Gundam except that it has gigant robots and japan anime drama...
Re: Air drops are NOT fail.
i think comnapping is just as good startegy as any.
It is a viable strategy which is very hard to do.
All the com needs to do is move or if he has a bit of aa around him or he can cloack.
Saying these tactics are invalid and these tactics are lame just makes mods become more boring because all sorts of options get blocked after many players start whinning cause in every 1/20 games they get their commander napped.
For example Xta players that dont want to play com ends because air can kill their commanders or because it makes the commander more volnurabel.
Instead of dealing with it by keeping him safe and risking him only on desperate situation they play com continues and than have the problem of a combombs and compushing(their commmander also does not have a wreckage so it doesnt matter if you lose it on enemy territory).
It is a viable strategy which is very hard to do.
All the com needs to do is move or if he has a bit of aa around him or he can cloack.
Saying these tactics are invalid and these tactics are lame just makes mods become more boring because all sorts of options get blocked after many players start whinning cause in every 1/20 games they get their commander napped.
For example Xta players that dont want to play com ends because air can kill their commanders or because it makes the commander more volnurabel.
Instead of dealing with it by keeping him safe and risking him only on desperate situation they play com continues and than have the problem of a combombs and compushing(their commmander also does not have a wreckage so it doesnt matter if you lose it on enemy territory).
Re: Air drops are NOT fail.
Where the hell are my airdrops.


Re: Air drops are NOT fail.
In the TA mods, or at least BA, we are far to resorcefull in terms of attack for it to be possible to defend a unit against a determined attack... so there shouldnt be any vital unit, especially one with such lack of health as the BA commander :)
Re: Air drops are NOT fail.
In other words, the only way to defend your commander is to destroy his commander first.manored wrote:In the TA mods, or at least BA, we are far to resorcefull in terms of attack for it to be possible to defend a unit against a determined attack... so there shouldnt be any vital unit, especially one with such lack of health as the BA commander :)
Re: Air drops are NOT fail.
Gota wrote:i think comnapping is just as good startegy as any.
It is a viable strategy which is very hard to do.
All the com needs to do is move or if he has a bit of aa around him or he can cloack.
Saying these tactics are invalid and these tactics are lame just makes mods become more boring because all sorts of options get blocked after many players start whinning cause in every 1/20 games they get their commander napped.
For example Xta players that dont want to play com ends because air can kill their commanders or because it makes the commander more volnurabel.
Instead of dealing with it by keeping him safe and risking him only on desperate situation they play com continues and than have the problem of a combombs and compushing(their commmander also does not have a wreckage so it doesnt matter if you lose it on enemy territory).
Troll mods someplace else please Yan, we generally dont play com ends because it ruins team games.
Re: Air drops are NOT fail.
Yep, And I find that boring. Having to aim for a single unit to win kills a lot of other strategys you could use...KDR_11k wrote:In other words, the only way to defend your commander is to destroy his commander first.manored wrote:In the TA mods, or at least BA, we are far to resorcefull in terms of attack for it to be possible to defend a unit against a determined attack... so there shouldnt be any vital unit, especially one with such lack of health as the BA commander :)
Re: Air drops are NOT fail.
Maybe there's a need for "team only dies if all its coms are gone" gadget...
Re: Air drops are NOT fail.
That would be awesome, worth me posting over in feature requests about it?KDR_11k wrote:Maybe there's a need for "team only dies if all its coms are gone" gadget...
Re: Air drops are NOT fail.
Yes.pintle wrote:That would be awesome, worth me posting over in feature requests about it?KDR_11k wrote:Maybe there's a need for "team only dies if all its coms are gone" gadget...