Posted: 29 Jun 2006, 19:11
I demand its added, NOW.Cheesecan wrote:Epochs could upon reaching shore transform into krogoths.
*drool*
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
I demand its added, NOW.Cheesecan wrote:Epochs could upon reaching shore transform into krogoths.
*drool*
You obviosly havent tried it Kixxe, because if you had youd realise it works, ok so maybe 15 instead of 10 but either way that many jethros mixed in with other units are a nightmare to pick off with brawlers, not so much for bombers flakkers or l2 aa bots wont stop a few bombers dropping at least 2 payloads on you.Kixxe wrote:BigSteve wrote:"I am also against lvl2 AA bots, it might render air less usefull and promote kbotlab even more. (vehicles are sooo rarely seen :)"
I totally agree, lev2 aa kbots are totally unecessary, 10 jethros mixed with your attackers works wonders, on most maps you can put a LR missile tower near your frontlines to help cover your attacking forces, this plus a good chunk of jethros makes it very difficult for brawlers or bombers to intercept attacking forces
err. how about no?
Jethros as level 2 air defence is not the best of ideas...Agsint level 1, sure but level 2? nah uh.
Besides, that would be what's called a "bandaid solution". Instead of making vechiles attractive because their acully GOOD at something (eg they should be higer damage/hp per cost vs K-bots but slower and clumpsier, so that k-bots are built as support or on hilly maps...) we say that "Oh hey, if you want level 2 mobile AA, you gotta build an vechile factory! Then everyone will build one and use the "useless" units to!"
Jethros are a bitch to pick off with Brawlers because they're small and mobile and the Brawler weapon is about as accurate as a spitball fired from a slingshot.BigSteve wrote:You obviosly havent tried it Kixxe, because if you had youd realise it works, ok so maybe 15 instead of 10 but either way that many jethros mixed in with other units are a nightmare to pick off with brawlers, not so much for bombers flakkers or l2 aa bots wont stop a few bombers dropping at least 2 payloads on you.
that wouldn't fit ARM imoDrone_Fragger wrote:Heh, I have an idea, Why not Add in the demolisher as arms "Sumo" styled unit. High damage, Short range, and slow.
Can i have some of whatever youre taking?neddiedrow wrote:I personally find some of L3 too useful, and some completely not viable. The Krog/Orcone is in the former category.
Hm. Actually, that's kind of a good point. Having the mobile L2 vehicle AA gives you a reason to get vehicles. KBots already have a lot of good reasons to get them - more mobile units, spies, decoy comms, farks/freakers, L3...BigSteve wrote:I think the stronger l2 aa bots, whilst obviously not as useful as mobile flakkers, might make kbots too attractive and we'll see less and less players using vehicles (as ginekolog already said)
Going to have to agree with krogothe here. The Krog/Orc are bloody useless in most games because they're a great big expensive slow target. It's almost always better to get the lighter mechs right now - Catapult, Razorback, Karganeth, Vanguard. Though the Bantha's very handy.krogothe wrote:Can i have some of whatever youre taking?
This is a big point - remember in OTA, especially pre-CC, L2 kbots were primarily special purpose units. OTA L2 kbots were freaks. Point-blank-ranged zeuses, sluggish cans, ineffective fidos, etc. Very few units actually seemed to be useful as a stand-up assault unit. This made L2 tanks very, very appealing, just so you could get a good reliable tank that will smash your opponents to bits. AA makes the freakshow a little more functional - Zeus's have a useful firing range, Cans can move a little faster, the Arm has the Fatboy to round out their unitspread, etc. As a result, getting a good, solid, tank is less of a reason to bring out the L2 vehicles. Remember that spiders were originally vehicles too.Egarwaen wrote:Hm. Actually, that's kind of a good point. Having the mobile L2 vehicle AA gives you a reason to get vehicles. KBots already have a lot of good reasons to get them - more mobile units, spies, decoy comms, farks/freakers, L3...BigSteve wrote:I think the stronger l2 aa bots, whilst obviously not as useful as mobile flakkers, might make kbots too attractive and we'll see less and less players using vehicles (as ginekolog already said)
Going to have to agree with krogothe here. The Krog/Orc are bloody useless in most games because they're a great big expensive slow target. It's almost always better to get the lighter mechs right now - Catapult, Razorback, Karganeth, Vanguard. Though the Bantha's very handy.krogothe wrote:Can i have some of whatever youre taking?
So you're suggesting the Core get a "Fark Vehicle" basically? A mobile nanotower, really. That could be fun - give it a tank's armour instead of a Fark's speed and then you can use it to do wreckage reclamation in the middle of an ative bombardment field.nivek wrote:far and away the most lacking thing in AA is a Core lvl 2 helper vehicle. the other con vehicles are so slow and clumsy, plus the nanolather taking forever to come out, they are worthless as helpers.
the way it is now, vehicles are way worse than kbots for building stuff, despite being cheaper and having better build rates. The solution is the helper con vehicles, but only arm has one. if i have any intention of building vehicles on a map, i have to go arm
Dominators are absurdly short-ranged. They have only a hair more range than Morties, and much less than Diplomats. I think they're for firing at targets high up on hills, but don't quote me on that.Kixxe wrote:Could someone tell me why the FUCK pitbulls have as long range as dominators?!?!? Where the hell is the logic in that? >.<