Gundam 1.1
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- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
The goufb and kampfer are the two. They are listed in the first post of the thread. I am going to say this as nice as possible...
I did not TYPE THAT LONG POST FOR FUN. I typed it because all of that information was important. If you read the first post of this thread all of your questions about this would have been answered already.
I did not TYPE THAT LONG POST FOR FUN. I typed it because all of that information was important. If you read the first post of this thread all of your questions about this would have been answered already.
There is one unlimited minigunner unit. And I think some descriptions (especially those of Zeon units) don't mention the limit, it's always useful to have that at hand in the game.
Why do many units have a radar that's shorter than their vision? Does that do anything other than clutter the LOS view with green circles?
For the jamming generator I'd say there should be no particle effect, particle systems show up in the aerial LOS which makes them visible at larger range than normal and the difference between the aerial LOS and the radar range is really small on the radar units.
And doesn't the Zeon experimental facility have a somewhat tiny build list? I mean, two of the four units it builds are made by the aircraft hangar as well. Are the Gallop and Xamel so powerful that they need a factory of their own?
Why do many units have a radar that's shorter than their vision? Does that do anything other than clutter the LOS view with green circles?
For the jamming generator I'd say there should be no particle effect, particle systems show up in the aerial LOS which makes them visible at larger range than normal and the difference between the aerial LOS and the radar range is really small on the radar units.
And doesn't the Zeon experimental facility have a somewhat tiny build list? I mean, two of the four units it builds are made by the aircraft hangar as well. Are the Gallop and Xamel so powerful that they need a factory of their own?
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
yeah I thought the experimentals were a bit odd.. the flying transport owns mind. once you lose your command ship you cant build airports, as none of the const guys I found made them.
the gouf with the heatrod never seems to target, its pure chance that it does. it dosnt seem to like firing at mobile targets, maybe because of its short range. targets have to be stationary, and even then it wastes time twisting around. maybe its just me but they seem pretty redundant.
those federation little spammy tanks are jolly annoying.
the gouf with the heatrod never seems to target, its pure chance that it does. it dosnt seem to like firing at mobile targets, maybe because of its short range. targets have to be stationary, and even then it wastes time twisting around. maybe its just me but they seem pretty redundant.
those federation little spammy tanks are jolly annoying.
I second the thing about the spammy fed tanks. They are the best fed unit, by far, DPS-for-cost and the best unit HP-for-cost. They also have the best range of any tech1 unit (Outranging static defenses), and move twice as fast as most mechs. They can also shoot over eachother, meaning you dont need to worry about not being able to bring their firepower to bear at once (Which is what foils most DPS-for-cost analysis).
The zeon tank by comparison, sucks.
In fact, i think DPS-for-cost and hp-for-cost needs to have some attention paid to it in Gundam. Looking at the numbers, as units go up the scale, they become dramatically less and less cost effective. Is there something i am missing, perhaps armour values maybe?
I dont think Gouf Flightypes are overpowered. They cant raid bases as AA ripes them to shreds, they are hard to control because of their gunship movement, and they are not even in the slightest bit cost effective.
The zeon tank by comparison, sucks.
In fact, i think DPS-for-cost and hp-for-cost needs to have some attention paid to it in Gundam. Looking at the numbers, as units go up the scale, they become dramatically less and less cost effective. Is there something i am missing, perhaps armour values maybe?
I dont think Gouf Flightypes are overpowered. They cant raid bases as AA ripes them to shreds, they are hard to control because of their gunship movement, and they are not even in the slightest bit cost effective.
transports are built in the airfactory, available in the level2 con. The gouf with heatrod is the only paralyzer in the game. It has more hp then any other unit in the zeon l1 factory and when I watch you use him the other night on a transport(his range isn't that long) you were paralyzing your own ship. He is meant to stop things not damage them. when playing any side, I always hate when someone rolls in a with a gouf, they can paralyze anything but the comm.1v0ry_k1ng wrote:yeah I thought the experimental were a bit odd.. the flying transport owns mind. once you lose your command ship you cant build airports, as none of the const guys I found made them.
the gouf with the heatrod never seems to target, its pure chance that it does. it doesnt seem to like firing at mobile targets, maybe because of its short range. targets have to be stationary, and even then it wastes time twisting around. maybe its just me but they seem pretty redundant.
There was a patch, that made units turn to fire if they had a limited fire arc. when that was around the zeon tank was just as good, if not better then the t61. However, the patch was bugged and the devs removed it for some reason. They have not restored it yet and I am the only one bugging them about it. ILMTitan wrote the patch... if you want to help ask him and the devs about it.Saktoth wrote:I second the thing about the spammy fed tanks. They are the best fed unit, by far, DPS-for-cost and the best unit HP-for-cost. They also have the best range of any tech1 unit (Outranging static defenses), and move twice as fast as most mechs. They can also shoot over eachother, meaning you dont need to worry about not being able to bring their firepower to bear at once (Which is what foils most DPS-for-cost analysis).
The zeon tank by comparison, sucks.
The t61 is pretty good to be sure, in the next release I am nerfing his hp and speed a bit. These are the changes in the change log:
Code: Select all
Hitpoints reduced from 1000 to 700
Movespeed reduced from 4 to 3
You are missing, reaction time, aoe, range, frontal arcs, sight range, extra weapons, extra hp and move speed. hitpoints and frontal arcs are pretty huge. Now, that being said, the highest damage over time goes to the zaku1 fyi, he has a reloadtime of 0.33 with damage of 350. However, his hitpoints are so low that he seldom makes it. defenses eat zakus.Saktoth wrote:In fact, i think DPS-for-cost and hp-for-cost needs to have some attention paid to it in Gundam. Looking at the numbers, as units go up the scale, they become dramatically less and less cost effective. Is there something i am missing, perhaps armour values maybe?
The rx78 is too expensive, but then again, I have not completed him. When I am done with him he will be more devastating then a kampfer. Even so, the gundam can take out TONS of units before it gets in close range. The problem I am seeing is that players throw their level3/2 units at defences. you need to use their range.
Try using the ez8 a bit better you will find he can be a monster... I'll mention this.. the ez8, rx78 and alex all have head vulcans. However the ez8 can usually take out one enemy(for example a goufb or a pesky dom or two) by charging straight at it. The ez8 may not have a lot of hp but it can seriously kill most things by charging straight at them. It is not very resilient though so expect to lose it if you are going to do that.
There are times where gelgoogs/rx79beams and snipers are next to untouchable because of their range. The t61 is effective because it's arc allows you to mass them together. They can fire all directions because they have a 360 fire arc.
Ivory king: you also had no aerial units and the t61 is impotent against air. 4 bombers would have taken aun out in your match. You also did not build much in the way of level2/3 units. What units limited units you did build you threw them right at auns mass of tanks instead of flanking him. None of the zeon limited units are frontal assault they are meant for skirting around and tearing things up, esp when you sneak them into an enemy base, saktoth can tell you about my constant assaults when I was showing him how to use Zeon. Zeon is meant for more experienced players who can micro.
Do you feel they may be a bit expensive?Saktoth wrote:I dont think Gouf Flightypes are overpowered. They cant raid bases as AA ripes them to shreds, they are hard to control because of their gunship movement, and they are not even in the slightest bit cost effective.
KDK_11, funny because I say pretty clearly in the release post what units are limited...
This must be the third time I have said that.smoth wrote:The goufb and kampfer are the two. They are listed in the first post of the thread. I am going to say this as nice as possible...
I did not TYPE THAT LONG POST FOR FUN. I typed it because all of that information was important. If you read the first post of this thread all of your questions about this would have been answered already.
Now outside of the radar issue, which may have been an oversight on my part, I'll look into it.
The generator will make particles. I am not going to entertain any further discussion about the particles of the jammer. I am representing the fact that the enemy can see you are hiding something they just do not know what. In the anime they can see that there are minovsky particles. In fact, the only player that I have met online that was a gundam fan was excited about the fact that someone actually represented this element from the show. It is pretty neat stuff. A crafty player would use this to their advantage like say dummy generators for decoy usage. They are cheap and small for a reason.
Frankly the level 2 plant has better energy production for it's cost. However, people seem to think the level2 con unit makes good con assist, it doesn't. The level 2 con builds as fast as a level1 con. so use it to build more energy
I don't think the other players would appreciate it if I alt-tabbed out of spring to look at your thread starting post here :p. I figured units that don't have their limit listed in the ingame description are oversights. BTW, "exprimental" on the fed exp building is misspelled.
Units do turn to include the enemy in their firearc but only for weapon1. I'm pretty sure of that because it works flawlessly in Dozerz.
I saw Deci using loads of jammers to cover his base today but since the fed scout veh uses sight and seismic that revealed more than it hid.
What's a good unit for assaulting comms? I threw core boosters at it till it exploded but I'm sure there's a better way.
Units do turn to include the enemy in their firearc but only for weapon1. I'm pretty sure of that because it works flawlessly in Dozerz.
I saw Deci using loads of jammers to cover his base today but since the fed scout veh uses sight and seismic that revealed more than it hid.
What's a good unit for assaulting comms? I threw core boosters at it till it exploded but I'm sure there's a better way.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Did I not mention it on the unit description? Hmmm... I'll have to look into it it. most of them should have it... *edit* I must have missed the description, silly me. Oh well, fixed it now. */edit*

The mechs in this picture will never turn around. before, in the earlier builds when the patch was first applied they would turn around and fire. Now, they stand there.
The zeon tank has but one weapon. I still see units getting hit in the back of the head and doing nothing! I still see units stand idle as their target waltz behind them. no, it isn't there. If you do not believe me try it in spring. you will see the same thing.. zakus standing around.
When the patch was first applied, I updated my svn and built the thing to test it. Yeah, it had the units turn to fire correctly, I was exstatic! The zakus in that shot would have turned around and tore each other open. Not anymore though, now they stand around. Not just zakus, I don't not know of a single unit with limited fire arc that does turn around in gundam. Your mod seems to be the only one.
If you used the dish/luggun aircraft you would see his base pretty clearly on radar. His jamming keeps you from seeing him. Like I said I am pretty sure the radar thing may have been an oversight. Jamming is important as it can keep people from building a luggun and xamel, then eating your base.
I know one really really brutal thing zeon can do is load troops on airtransports(dodai II) and fly circles around it's rear.
With your one unit in dozers it does but you need to understand that there are many things about spring that can cause things to suddenly work strange or not at all. Case in point:Units do turn to include the enemy in their firearc but only for weapon1. I'm pretty sure of that because it works flawlessly in Dozerz.

The mechs in this picture will never turn around. before, in the earlier builds when the patch was first applied they would turn around and fire. Now, they stand there.
The zeon tank has but one weapon. I still see units getting hit in the back of the head and doing nothing! I still see units stand idle as their target waltz behind them. no, it isn't there. If you do not believe me try it in spring. you will see the same thing.. zakus standing around.
When the patch was first applied, I updated my svn and built the thing to test it. Yeah, it had the units turn to fire correctly, I was exstatic! The zakus in that shot would have turned around and tore each other open. Not anymore though, now they stand around. Not just zakus, I don't not know of a single unit with limited fire arc that does turn around in gundam. Your mod seems to be the only one.
I saw Deci using loads of jammers to cover his base today but since the fed scout veh uses sight and seismic that revealed more than it hid.
If you used the dish/luggun aircraft you would see his base pretty clearly on radar. His jamming keeps you from seeing him. Like I said I am pretty sure the radar thing may have been an oversight. Jamming is important as it can keep people from building a luggun and xamel, then eating your base.
There are lots of things but the best way is to get under it's rear and keep moving to stay there. Otherwise, SniperIIs, rx79beams, masses of troops, doms, goufh swarms. those are Good ones, I have seen people take it out with zakus, it really depends on if you can tie it up with something or sneak up on it.What's a good unit for assaulting comms? I threw core boosters at it till it exploded but I'm sure there's a better way.
I know one really really brutal thing zeon can do is load troops on airtransports(dodai II) and fly circles around it's rear.