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Re: Com (unit) napping

Posted: 08 Mar 2010, 21:39
by Tribulex
I think merely decreasing the health will fix it.

Re: Com (unit) napping

Posted: 09 Mar 2010, 01:30
by raaar
Tribulex wrote:I think merely decreasing the health will fix it.
The main role of a transport unit should be to transport units safer and/or faster than they would accomplish on their own, not kidnap enemy units.

Does it work well on its main purpose? I've been here for only month or so, and in some maps with both ground and sea, i mostly see people making hovers or amphibious units rather than transport normal ground units over water.

That points to a situation where transports are not performing their main function well enough to make them worth it as it is.

Giving them a general nerf because of a specific situation sounds like a bad idea, why not just fix the situation directly by preventing the kidnapping of enemies, or making them damage the transport over time a lot until they free themselves.

Re: Com (unit) napping

Posted: 09 Mar 2010, 05:59
by Tribulex
because its a feature. dgun it lol.

Re: Com (unit) napping

Posted: 09 Mar 2010, 06:48
by Noruas
I am totally for a fix for this... but it is beyond my abillity. Units being napped is nice, xta is all about flexibility... You only have anti air? shoot that sumo anyway. Vulcan can't really hit a plane? FIRE AT IT ANYWAY


So yeah if you can make land transports not pick up commanders and or have a nap limit of 1 per 10 seconds, and can only hold enemy commanders for 20 seconds and then dgun bursts from its belly as a babbles commander does a flip through the debree, then please, let me implement it.

Re: Com (unit) napping

Posted: 09 Mar 2010, 08:33
by manolo_
Noruas wrote:I am totally for a fix for this... but it is beyond my abillity. Units being napped is nice, xta is all about flexibility... You only have anti air? shoot that sumo anyway. Vulcan can't really hit a plane? FIRE AT IT ANYWAY


So yeah if you can make land transports not pick up commanders and or have a nap limit of 1 per 10 seconds, and can only hold enemy commanders for 20 seconds and then dgun bursts from its belly as a babbles commander does a flip through the debree, then please, let me implement it.
ask in #ca?

Re: Com (unit) napping

Posted: 09 Mar 2010, 15:47
by 1v0ry_k1ng
tbh

1) change the script so the loading arm has a lower speed and lower range

2) make the unit move slower

Re: Com (unit) napping

Posted: 09 Mar 2010, 16:32
by Tribulex
isfireplatform = 1

Re: Com (unit) napping

Posted: 09 Mar 2010, 20:00
by zwzsg
Noruas wrote:and can only hold enemy commanders for 20 seconds and then dgun bursts from its belly as a babbles commander does a flip through the debree

Re: Com (unit) napping

Posted: 09 Mar 2010, 21:22
by Gota
Jools wrote:I think all napping isn't wrong, and e.g. comnapping with atlas has been a viable strategy many a year. It's so easy to defend against, just build aa (and don't send com to wander without aa).

However, I think it's a good idea to give the transported unit full control. It has been this way before though, so there is probably a good reason for the change. One I can think of is the atlas bomb, which would be very op.
Actually in XTA It's extremly hard to capture a com,even without aa support,with an Atlas,IMO too hard if you consider the fact there is usually tons of AA everywhere as it is.
The land transport thing is kinda gay but an easy solution to it was already offered in a similar thread.
Make the loading arm slower.
You can even compensate the transport with more hp so it wont be any worse in transporting regular units.

Even in BA Com capture is hard and the com even has special high dmg versus atlas as oppose to other air units(people whined about atlas and gunships killing commanders so com got special,crazy high,dmg versus atlas and guinships got a huge dmg nerf versus commanders).

Re: Com (unit) napping

Posted: 09 Mar 2010, 22:17
by 1v0ry_k1ng
I really hope zwzsgs lua is the real thing ^_^

Re: Com (unit) napping

Posted: 09 Mar 2010, 22:28
by knorke
Make the loading arm slower.
yes.
it wont matter when loading friendly units takes some time, unload speed is more important there. (if you try to use it for attacks)

Re: Com (unit) napping

Posted: 09 Mar 2010, 23:20
by zwzsg
1v0ry_k1ng wrote:I really hope zwzsgs lua is the real thing ^_^
Image

Re: Com (unit) napping

Posted: 10 Mar 2010, 00:55
by babbles
That's awesome n stuff, (no really it is).

but I can still do the unload/load with repeat on trick...

Re: Com (unit) napping

Posted: 10 Mar 2010, 00:56
by zwzsg
Warnings:
  • Actual time: 20s
  • Other causes of transport death are not covered.
  • Side effects include commander immunity to acidic water and other weaponless damage.

Re: Com (unit) napping

Posted: 10 Mar 2010, 01:04
by Gota
Oh this is a gadget.I
thought this was some widget that makes to com move away form a tran or auto dgun it or something.

Re: Com (unit) napping

Posted: 10 Mar 2010, 01:05
by Gota
babbles wrote:That's awesome n stuff, (no really it is).

but I can still do the unload/load with repeat on trick...
You repackaged xta to test this?

Re: Com (unit) napping

Posted: 10 Mar 2010, 01:22
by Noruas
zwzsg wrote:Warnings:
  • Actual time: 20s
  • Other causes of transport death are not covered.
  • Side effects include commander immunity to acidic water and other weaponless damage.
If transport dies prematurely then nothing happens in the lua script right?
Actual time can be adjusted thats cool.

I noticed you made a seperate section in the lua script for the side effects of the commander being immune to certain things, would it not be easier to add a 5 or 10 second timer after the commander escapes and after the timer is fulfilled, that immunity is once again disabled?

Re: Com (unit) napping

Posted: 10 Mar 2010, 01:31
by Jools
Sounds like a nice fix. But only for hover or also for sea transports?

Is there even acid tileset in spring?

Re: Com (unit) napping

Posted: 10 Mar 2010, 02:31
by knorke
nice.
i still think it would be cool if you could free the commander by destroying the transport...
(allied units in transport should die of course because that would be op)
Side effects include commander immunity to acidic water and other weaponless damage.
ca has some jumping units and xta ninja commanders can jump too. they do not suffer fall damage but still die in lava i think?
maybe copy this.

Re: Com (unit) napping

Posted: 10 Mar 2010, 10:05
by zwzsg
Oh this is a gadget. I thought this was some widget that makes to com move away form a tran or auto dgun it or something.
Oh this is why so many people downloaded it without commenting about it. They thought it was a widget, and couldn't get it working!
i still think it would be cool if you could free the commander by destroying the transport...
So do I, but that'd require more code.
If transport dies prematurely then nothing happens in the lua script right?
Yes. In particular, you'll lose the comm if the transport self-D or is killed. I don't see how to fix that while still being a self contained gadget. The UnitDestroyed event of the transporter appears to be too late to free the comm.
But only for hover or also for sea transports?
Every transport, including Valkyrie.
I noticed you made a seperate section in the lua script for the side effects of the commander being immune to certain things, would it not be easier to add a 5 or 10 second timer after the commander escapes and after the timer is fulfilled, that immunity is once again disabled?
What kind of damage do you have in XTA that has no weapon and no attacker? Are you certain that no fall can take longer than 5 or 10 seconds? If wish there was a cleaner way to control fall damage though. :(
Is there even acid tileset in spring?
There are maps with water that does damage.
ca has some jumping units and xta ninja commanders can jump too. they do not suffer fall damage but still die in lava i think?
maybe copy this.
Go and find out how they do it!