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Posted: 01 Oct 2005, 00:10
by Min3mat
that was the funniest thing i have ever seen btw :) i thought it was going to kill the row of buot 7 annihilators but they really are crap!

Posted: 01 Oct 2005, 02:06
by Aun
Haha, yeah, my resources would have been beter spent on gunships :roll:

Posted: 01 Oct 2005, 14:43
by Gabba
Yeah, a good boost to bombers would be excellent. What I would like to see, in addition to making the existing ones stronger, is a large bomber with tracking cruise missiles.

Posted: 01 Oct 2005, 14:45
by IMSabbel
Well, my suggestion still stands.
Those bombs need AoE.
They are _bombs_, not just bullets flying down.
Right now its like those planes are dropping balls of steel. Drop on your head, a bit of damage, miss by 10cm and no harm is done....

Posted: 01 Oct 2005, 15:11
by Aun
IMSabbel wrote:Well, my suggestion still stands.
Those bombs need AoE.
They are _bombs_, not just bullets flying down.
Right now its like those planes are dropping balls of steel. Drop on your head, a bit of damage, miss by 10cm and no harm is done....
Yeah, thats the whole point of carpet bombers.

Posted: 01 Oct 2005, 15:44
by Zoombie
You know what TA needs? One of those giant machinegunns from TAFF. Thoise things where so awsome, cause they have really long range, rieally really fast ROF and are not so expencive that you cant build them enmass.

But they REALLY REALLY suck against anything larger then a fighter, and do diddly squat against ground units. So you send in some ground units, say a few Bulldogs, and then take out the cannons. Then the base will be open for an air assult.

See i KNOW theses will be effective against... pretty much every single fighter craft swarm ever conviced. Even if its fighters and bombers in a massive swarms, the machieguns work really well! The 'brawler' in TAFF was slightly cheaper, but less powerfull, but in larger swarms five or so machineguns took down... all of them. Really really fast.

And it looks really really cool!

Posted: 02 Oct 2005, 21:34
by CrowJuice
What if we gave planes 3 altitude settings?

Low altitude: Hugging the ground. Would make them able to hide behind terrain.

Med altitude: Umm... med altitude I guess hehe.

High altitude: High enough to be out of range from flak but within range of annihilators.

Now the unit maker decides which altitudes are available to the unit.

New unit idea: Long range missiles defences to take out incoming planes but with very high reload time.

Posted: 02 Oct 2005, 22:05
by Fritokane
Aun wrote:
IMSabbel wrote:Well, my suggestion still stands.
Those bombs need AoE.
They are _bombs_, not just bullets flying down.
Right now its like those planes are dropping balls of steel. Drop on your head, a bit of damage, miss by 10cm and no harm is done....
Yeah, thats the whole point of carpet bombers.
The thing is, there's no lateral spread. Sure you get a nice little line of 5-6 bombs, but there's no spread, so if it misses the first time, it freaks out and misses everything with their bombs.

Also, bombers in general are made useless on levels like Azure Rampart because of the terrain. A single bump on the ground, and the aircraft flips out, and starts pinwheeling in the sky.

Posted: 03 Oct 2005, 00:27
by FizWizz
CrowJuice wrote:What if we gave planes 3 altitude settings?

Low altitude: Hugging the ground. Would make them able to hide behind terrain.

Med altitude: Umm... med altitude I guess hehe.

High altitude: High enough to be out of range from flak but within range of annihilators.

Now the unit maker decides which altitudes are available to the unit.

New unit idea: Long range missiles defences to take out incoming planes but with very high reload time.
I think that the bombers should have a high "cruisealt=X;" tag... and if you want the long-range missile defense, look into TAS-AA or KuroTA for the Mercury and Screamer. They fire the TA equivalent to the AIM-54(?) Phoenix missile

Posted: 03 Oct 2005, 07:30
by tanelorn
I think TAAD, TAAMO, TA Power, something like that had a couple excellent show-firing long range heavy AA missile launchers that could take out aircraft a long ways out.

They weren't all that great against high numbers of enemy, but they did a good job of hurting tightly grouped swarms or single units. A good defensive tactic when these weapons were being used, was to set 3-5 scout planes / fighters to circle your bombers. THey would draw fire and get your bombing run closer to the enemy before you take serious casualties.

If we had the high altitude option for planes, weapons like this would be necessary. ANd cool.

Ooh found the pics, can't find the makers.
Image

Posted: 03 Oct 2005, 16:51
by FizWizz
those are the ones!

Posted: 03 Oct 2005, 19:26
by Pxtl
Those launchers are available in Absolute Annihilation, which is (imho) the best TA mod. It's a nie fusion of rebalance and adding new units... the rebalance is derived from Uberhack tho, so some of the unpopular Uberhack problems exist (like anti-air weaponry can't shoot land targets).

Caydr is working on porting AA to Spring, but it's not there yet. Still, I can't wait to see the Krogoth done properly (the AA Krogoth is sized so that it envokes the proper terror that such a machine deserves).

Posted: 05 Oct 2005, 21:51
by CrowJuice
What would be cool if planes could clime beyond the clouds ;)

Posted: 06 Oct 2005, 02:54
by SwiftSpear
CrowJuice wrote:What would be cool if planes could clime beyond the clouds ;)
in a "Damn, I have to totally change my veiw mode to select any of my planes out of the sky" type way...

Posted: 06 Oct 2005, 15:13
by Molloy
I suggest Spring should have OTA balance out of the box, XTA has a hell of a long way before I'd go adopting it as the standard. Goliaths are a joke.

Posted: 06 Oct 2005, 22:16
by tanelorn
Ditto. There's no reason why OTA shouldn't automatically come with Spring. We have to resort to a 3rd party to play with the units and balance that this game is based on!

Posted: 06 Oct 2005, 22:36
by Torrasque
tanelorn wrote:Ditto. There's no reason why OTA shouldn't automatically come with Spring. We have to resort to a 3rd party to play with the units and balance that this game is based on!
The SY want to make THEIR game, thus they thinked it was better to start with the integration of TA format.
It's their game and they make what they want.

It opensource , so you can make your version that include only the OTA mode if you want.

Posted: 07 Oct 2005, 00:57
by SwiftSpear
Goli are fine in XTA, counter them with brawlies and bulldogs like everone else does. The stupid things take a million years to build anyways. OTA isn't balanced well at all for the spring engine. Mods like UH do alot to improve that, but OTA standard really sucks on spring.

Posted: 08 Oct 2005, 21:35
by Min3mat
kixxe...or indeed ne1
have u EVER used a vulcan
WAS IT EFFECTIVE?
and if the answer to both is yes....u r probably BSing

Posted: 08 Oct 2005, 21:51
by Kixxe
*BUUUUMMPPP*


Anyway, i wanted to adress some issues.

The targeting facilty takes to long to build. I don't know if it's cost to much, but it takes FOREVER To build. Serously, i've only finished one once, and that was on a metal map.

The vulcan is a litthe to exspensive. Should be somewhat cheaper or have better acurety.

Can't think of anything more at the moment.