Gundam 1.1 - Page 4

Gundam 1.1

All game release threads should be posted here

Moderator: Moderators

User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

in the special ops building there are only 2 limited units.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

is that the two with vulcans? I looked for a mass producable vulcan troop but apparently that would be a little haxx
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

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.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

The gouf flighttype is a 'mass producable' vulcan. But it is crazy expensive, weaker than the gouf custom, needs to refuel, and is vulnerable to AA.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

but it does put the BIG hurt on the enemy
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Especially when used in larger groups. They can shield your base quite efficiently as well as raid enemy bases.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

do you think it is possibly over powered? I know it is pretty limited by it's fuel, cost and hp..
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

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?
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

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.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

The construction tank makes airbases.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

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.
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

your analizing those units being used in groups.. given the cost of units in gundam and time it takes to build them, it is always useful to build the teir 3 stuff, trust me if microed properly and used correctly it will rapidly make up its cost.. single units require micro...
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

Build an RX-78. Build 30 zaku2s. Micro the Gundam to keep it out of the zakus range.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

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.
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.
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.
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.

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
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?
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.

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.
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.
Do you feel they may be a bit expensive?




KDK_11, funny because I say pretty clearly in the release post what units are limited...
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.
This must be the third time I have said that.


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
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

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.
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

There is no good unit for assaulting commanders; they're super-powerful on purpose. However, if you can get a decent number of units under it, that does the job nicely.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Yes but some are probably more effective than others. I mean, some don't even shoot at commanders. In essence it needs a high DPS against air, right?
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Many of the units in gundam require very intense micro to use correctly, but the reward is pwnage ;p
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

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*
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.
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:
Image
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.
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.
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.

I know one really really brutal thing zeon can do is load troops on airtransports(dodai II) and fly circles around it's rear.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

That's funny, they do turn around for me (after a .give I have to give them a stop order before they do that, though). The magella can't hit stuff that's too close to it because its tiny fire arc no longer reaches high enough to include the center of the target.
Post Reply

Return to “Game Releases”