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Posted: 23 Apr 2006, 07:23
by Felix the Cat
Min3mat wrote:use the manual attack button. just press the attack button and fire on the ground where u know ur enemy is (from scouting or something)
Bombers will still bomb any enemies between where they start and where their target is, which is a problem for Liches.

Posted: 23 Apr 2006, 11:59
by krogothe
Felix the Cat wrote:
Min3mat wrote:use the manual attack button. just press the attack button and fire on the ground where u know ur enemy is (from scouting or something)
Bombers will still bomb any enemies between where they start and where their target is, which is a problem for Liches.
hold fire?

Posted: 23 Apr 2006, 19:29
by Egarwaen
Felix the Cat wrote:Bombers will still bomb any enemies between where they start and where their target is, which is a problem for Liches.
After having Fun With Shadows in a game today, I never noticed this, and I used them a lot. When I give them an attack order, they go execute it. This was using default orders - Maneuver/Fire-at-Will.

Posted: 23 Apr 2006, 23:43
by Cabbage
aye, i've never noticed my bombers attacking targets before they reach their destination. Used the malot recently too. When my bombers have a specific attack order, they dont seek out their own target until that one has been destroyed.

Posted: 24 Apr 2006, 00:22
by Decimator
The liche is not a bomber, it moves as a fighter.

Posted: 24 Apr 2006, 16:46
by NOiZE
Please make cruise missles counterable

It's insane right now...

also the cruise missles can be used to empty Anti's so you can launch nukes more effectively :-)

Posted: 24 Apr 2006, 16:48
by Zenka
I agree with NOiZE here. Cruize missles will still have a great value when they can be countred with anti-nukes.
Now they are just unstoppable.

(maybe the build time of the anti-nuke building should be reduced a little)

Posted: 24 Apr 2006, 16:54
by Egarwaen
NOiZE wrote:also the cruise missles can be used to empty Anti's so you can launch nukes more effectively :-)
The anti-nukes still fire at cruise missiles, even though they can't intercept them?

Posted: 24 Apr 2006, 16:56
by NOiZE
Egarwaen wrote:
NOiZE wrote:also the cruise missles can be used to empty Anti's so you can launch nukes more effectively :-)
The anti-nukes still fire at cruise missiles, even though they can't intercept them?
I mean, AFTER caydr made cruisemissles targetable by anti's. THEN you can use cruisemissles to empty AntiNuke Silo's

Posted: 24 Apr 2006, 17:05
by krogothe
just use it ON the anti, kill it and nuke them :D

Posted: 24 Apr 2006, 17:13
by ginekolog
i would leave cruise as they are. Sometimes they are the only way to open some heavy campers/porcers. They have short range so u still have to get preety close to enemy base.


Maybe only make them so that they bounce of deflectors ... but its not really needed imo.

Posted: 24 Apr 2006, 17:31
by Egarwaen
ginekolog wrote:its not really needed imo.
I'd agree... I've never really run into a problem with them. Unless you get bogged down, they're not really useful against mobile forces, as they seem to move out of the way too fast. They don't seem to be good for much besides porc-cracking.

Posted: 24 Apr 2006, 17:51
by Kixxe
Targeting facilty is useless right now. It's to costy for what it does. Anyone ever built one ingame?

Posted: 24 Apr 2006, 18:01
by Bhaal
cruise missiles are fine.
please don t change them.

i never build a targetting facility because it s useless ?!?^^

Posted: 24 Apr 2006, 18:14
by Egarwaen
Bhaal wrote:i never build a targetting facility because it s useless ?!?^^
It supposedly makes fire at radar dots more accurate. But by the time you can build one, there's usually jammers everywhere, so you're either going to be firing at stuff you can already see or blind-firing at ground locations or building ghosts.

Posted: 24 Apr 2006, 18:30
by NOiZE
ginekolog wrote:i would leave cruise as they are. Sometimes they are the only way to open some heavy campers/porcers. They have short range so u still have to get preety close to enemy base.
Well you can always use timmy's

Also their range isn't That bad... on most small maps 8x8 they can almost reach the otherside of the map!

And what if the porcers builds them aswell, then there's notting you can do because you can't bomb them that easy!

And making anti's fire @ cruise missles isn't going to make cruise missles useless..

Now the cruise missiles are like a bit smaller range but high precision bertha's

Posted: 24 Apr 2006, 18:41
by Egarwaen
NOiZE wrote:Well you can always use timmy's

Also their range isn't That bad... on most small maps 8x8 they can almost reach the otherside of the map!

Now the cruise missiles are like a bit smaller range but high precision bertha's
Perhaps the solution is to reduce their range, then? Though is this observation based on the firing circle or actual use? As others have pointed out, their actual range appears to be shorter than their firing circle.
And what if the porcers builds them aswell, then there's notting you can do because you can't bomb them that easy!
Sure there's something you can do - attack and destroy them! Like I said, they seem to be great against stationary defences, but pretty bad against mobile units. So they're more effective against the porcer than against the things the porcer's going to be facing. You're also going to be able to build (and sustain) more launchers, as you'll have better map control and more resources.

Posted: 24 Apr 2006, 21:09
by Archangel of Death
The reason Caydr made them untargetable by anti's is because even when they were targetable, they just moved to fast to be shot down, so the anti-nuke just wasted a shot that did nothing.

And then people saw that their cruise missile's weren't targeted by anti-nukes in the changelog and thought "Hey! I can use these against people without them getting shot down!" when infact they already could, but with the added advantage of making their opponent waste an anti-nuke.

Posted: 25 Apr 2006, 02:34
by FizWizz
Egarwaen wrote:
Bhaal wrote:i never build a targetting facility because it s useless ?!?^^
It supposedly makes fire at radar dots more accurate. But by the time you can build one, there's usually jammers everywhere, so you're either going to be firing at stuff you can already see or blind-firing at ground locations or building ghosts.
If a game gets drawn out to that point, I usually do build a targetting facility. The wobble effect that the targetting facility reduces is the same handicap that weapons fire with once you break sight and radar with your target. Suppose you ran some scouts through the enemy base, and ran up a queue of targets for LRPC(s) to attack, the targetting facility will be beneficial. If a game gets to the point where you build targetting facilities, you may want to consider investing in a Juno while you're at it...

Posted: 25 Apr 2006, 04:44
by MR.D
You guys are soo wrong about cruise missles, they're not fine and unless they get changed to be either interceptable or shorter range and damage its going to keep ruining smaller games.

Concidering the scale of the maps that most people play, its just a guaranteed cheap win.

Take this as example, ALtored divide is currently one of the most popular team maps right now and its borders are 16x16, and like most maps it has some high altitude spots allowing for some extra reach on defence guns.

On Altored Divide, if you build a Cruise missle anywhere in the halfway point, you can shred not only the scraps of defence the other opponent has, but you can strike his main base and all of his resources without any threat of another advance.

You guys all say "Just attack it", well when a cruise is behind 1 or more annihilators and even light defences added in on that, it becomes quite clear that its just not going to happen when the enemy no longer has to build defences and can just focus on units.

If you try to advance, he can just cruise your units 1 time and destroy all of them or weaken them substancially so that his defences are 100% effective with no losses.

1 Cruise will decimate Hlt's, nearly destroy Annihilators, and takes 2-3 shots depending on HP(on experience gain) to kill a commander.

Its also the better alternative to using a nuke, because it can't be stopped by antimissles, and as long as you can advance just enough to stay out of enemy defence range, you can crush any defence line without oposition henceforth.

Building the Cruise Silo, and stocking the missles is super cheap to afford, and making 1 or more up front is easily sustainable with your economy.

Cruise missles are also High angle shots, so it can shoot anywhere, as oposed to the bertha which can be stopped by terrain deviations.

Its become a cheap way to win, and its ruining the smaller games.

If there isn't a good way to balence this, it should be removed untill it can be.