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Posted: 03 Jan 2007, 14:02
by Machiosabre
Bhaal wrote:please make a mod without ta stuff that plays like BA !
so many people could work together to make the models and stuff.
...why?
Posted: 03 Jan 2007, 14:51
by Bhaal
because it would be free?!
Posted: 03 Jan 2007, 14:59
by Machiosabre
its already free :-, unless someone forgot to bill me.
Posted: 03 Jan 2007, 15:07
by jackalope
Yes machio you should been making monthly payments of $19.95. You are pretty much the only person who isn't doing it. contact me for paypal information bye bye.
Posted: 03 Jan 2007, 15:32
by Bhaal
it s not free, you have to own ta :)
Posted: 03 Jan 2007, 15:39
by TradeMark
If you remodel all TA models, then you dont need to own TA anymore...
But who the hell actually cares, TA is not sold in anywhere, so they cant get any payments...
... And how they can know do you own TA or not?
Its 10 years old game now, huh...
Posted: 03 Jan 2007, 18:32
by Quanto042
Bhaal wrote:it s not free, you have to own ta :)
Once again, Atari doesn't give a rats ass about what we are doing with a 10 year old game. Its pretty much abandonware by all meanings of the term. And on top of that, this is still a pretty rinky dink operation. I doubt they even notice.

Posted: 03 Jan 2007, 19:38
by tombom
It might be a good idea to increase the Fatboy's weapon velocity a bit. It's best at killing swarms of T1 units, which it currently has trouble doing because they are also fast and tend to be have moved before the projectile hits. Currently the weapon velocity is lower than the Bulldog, Tremor, Guardian and some other stuff.
Also I'd like to know what the use of a Banisher is that isn't done better/more cost-effectively by something else.
Posted: 03 Jan 2007, 20:09
by Machiosabre
they cost effectively kick ass and take names, any questions?
Posted: 03 Jan 2007, 20:20
by Pxtl
tombom wrote:Also I'd like to know what the use of a Banisher is that isn't done better/more cost-effectively by something else.
You're complaining about the banisher? Those things kick ass - you just need open ground and some spies to spot for them (and a jammer to hide them) and they'll tear an enemy force to shreds from long range. I tried to take out a team of banishers with a horde of pyros once (they were built for a zipper-style rushthrough), and the banishers made a fighting retreat that tore my pyros to shreds.
Posted: 04 Jan 2007, 00:35
by Lippy
MR.D wrote:Why even bother with Pillager, or Merl?
When a tremor does it all..
ginekolog wrote:Machiosabre wrote:depends on if you're in a hurry, or if you need a precision strike.
Tremor with its 600DPS is sooo much better than diplo or pill ... makes both totally obsolete.. But who cares, all other cor adv veh have good uses.
They serve different roles. Tremor, sucks at attacking moving targets. especially if they get close enough to make the tremor shoot at their own units. On the other hand, pillagers and lugers are reasonably good at hitting moving targets as long as you have LOS. Build 5 or 6, put em in a line with good LOS, and watch the metal heap grow.
As for banisher; dont forget it can shoot air too! (and extremely well too)
The sniper issue also needs to be sorted (see separate sniper thread0
Lastly, the moonwalking issue also needs to be sorted, as does the broken factory bug.
Posted: 04 Jan 2007, 07:31
by Quanto042
The banisher also does awesome impulse damage.
Or at least from what i remember.
Posted: 04 Jan 2007, 09:08
by ginekolog
banisher: against snipers, small units hordes, slow units, against gunships, against low range defenses, attack and retreat. I find it good mix 2 rapier + 1 banisher (+1 golie).
tremor outclases pilager and diplomat in 99% aspects. Moving units? NP i will just force fire in front of enemies (takes good feeling of shells fall time though)
Tremor is not OP but diplo is much too weak. How about some AOE increase or tracking missile?
Posted: 04 Jan 2007, 09:59
by Day
"Lastly, the moonwalking issue also needs to be sorted, as does the broken factory bug."
Ahem. dont throw spring stuff at us!
Posted: 04 Jan 2007, 10:23
by el_matarife
Didn't the banisher used to have extra damage against T3 units?
Posted: 04 Jan 2007, 13:21
by Machiosabre
Day wrote:"Lastly, the moonwalking issue also needs to be sorted, as does the broken factory bug."
Ahem. dont throw spring stuff at us!
according to
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8664
they're already fixed for next version anyway

Posted: 04 Jan 2007, 13:54
by Cabbage
i like merls /diplomats, they do a pretty huge amount of damage to a specific target :O
Posted: 04 Jan 2007, 13:54
by Lippy
Day wrote:"Lastly, the moonwalking issue also needs to be sorted, as does the broken factory bug."
Ahem. dont throw spring stuff at us!
Lol sorry, thought i deleted that statement.....
Oh and btw, even though i was opposed (heavily) towards the solar change (costing no e), I er.... don't mind it anymore

Posted: 04 Jan 2007, 15:35
by ginekolog
Cabbage wrote:i like merls /diplomats, they do a pretty huge amount of damage to a specific target :O
o RLYYYYYYYY???
diplo crapor:
range=1240;
reloadtime=20;
areaofeffect=72;
default=1300;
they do whooping (tum tum tum badum) 60 DPS. WOW. Tremor does 737,5 with 160 aoe... now u do your math - but dont overheat.
tbh even if diplo would deal 10x more damage (13000) i would still pick tremor because of its general hawoc ability.
Posted: 04 Jan 2007, 15:46
by Cabbage
yeah? and tell me what happens when you get two of those rockets landing on a target at the same time? You usually get a pile of wreckage.
Just becuase you dont use them yourself hardly makes it a shit unit, i use them often and to good effect.