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Posted: 26 Apr 2006, 02:52
by MR.D
You guys can quote and call me a nub and porcer all you want, I like it and think its funny.
It still doesn't change the fact that Cruise missles are unbalenced.
Posted: 26 Apr 2006, 03:02
by Egarwaen
MR.D wrote:It still doesn't change the fact that Cruise missles are unbalenced.
So, what maps is this a problem on? Do you have replays demonstrating the alleged imbalance?
Posted: 26 Apr 2006, 03:50
by LOrDo
If an opponent is close enough to you to setup a base and build a cruise missle launcher with defense, then your screwed anyways.
Posted: 26 Apr 2006, 04:03
by Neddie
The problem with the cruise missile is nothing more than an issue with an inaccurate attack circle and possibly inflexible strategy.
The fact that you are unable to use it to it's full extent does not mean that we (a plurality if not an outright majority) should entertain a refuted argument and possibly invite another, future revision of the same unit when your proposed alterations render the game unbalanced.
Now, in light of the prior arguments presented by both sides... is there anything we should add for Caydr's consideration?
Posted: 26 Apr 2006, 07:53
by Zenka
LOrDo wrote:If an opponent is close enough to you to setup a base and build a cruise missle launcher with defense, then your screwed anyways.
So true, except on small maps that is

Posted: 26 Apr 2006, 11:52
by Bhaal
yeah on small maps it is not usefull to build them.....
never saw a cruise missile on small maps^^
Posted: 26 Apr 2006, 12:25
by Konane
On paper CMs may seem unbalanced, but in practice I cant remember any game that I lost/won because of their abuse. They build too slowly to be the end-of-all weapon IMO. They can be a pain in the ass though.
Posted: 26 Apr 2006, 14:39
by NOiZE
LOrDo wrote:If an opponent is close enough to you to setup a base and build a cruise missle launcher with defense, then your screwed anyways.
not true... What if both players have 50 % of the map....
Posted: 26 Apr 2006, 14:49
by Min3mat
rush Cruise missles = win game.
yep theres another noob in the building -.-*
oh and release 1.45 ffs Caydr

Posted: 26 Apr 2006, 17:24
by Zenka
Posted: 26 Apr 2006, 17:31
by krogothe
zenka, i want your babies
Posted: 26 Apr 2006, 17:45
by Kixxe
Why are the peewees wanting nerf of flash anyway? O.o
Posted: 26 Apr 2006, 17:48
by krogothe
They are jealous
Posted: 26 Apr 2006, 18:10
by Zenka
your opponent can be arm too...
(and I had the peewee model holding a sign laying around from the one I made for you Kixxe

)
Posted: 26 Apr 2006, 20:43
by Min3mat

go peeweefy Caydr my evil cousins!
Posted: 26 Apr 2006, 20:52
by Egarwaen
Wait, does this mean that AA players are Peewees?
Posted: 26 Apr 2006, 22:11
by Caydr
Some guy said something about AKs not aiming very well er something? Wassamatter there? First I've heard of it, I think, unless he's talking about the vs. fast units thing.
CHANGELOG
If you see a requested change is missing from this log, wait a few hours and see if it's been added. I'm going through the last 15 pages of the thread now.
Posted: 26 Apr 2006, 22:20
by Konane
He probably means that they aim too slow and get pwned by fast units driving past them.
Posted: 26 Apr 2006, 22:57
by 2pacalypse
Thanks for continuing your work on AA, Caydr! I look forwards to the new release, especially with the reintroduction of packos and beamers. They were actually my favorite units, believe it or not!
That being said, I did want to comment on the decrease in peewee effectiveness. Peewees are stronger than AKs, and that's a pretty well-known fact. I think that it's good to have a bit of unbalance like that to keep the difference between the sides interesting. The flash tanks definitely need nerfing, but I personally think that the peewees are fine as they are. Some Core Kbots seem to be noticiably stronger/easier to use than their Arm counterparts (cans, anyone?), so I think that overall having peewees stronger than AKs balances out.
I also wonder how you'll be balancing the level 2 AA kbots -- will they be about as powerful as their vehicle counterparts? IMO, they should be a good deal weaker to give players incentive to mix unit types up a bit. If the AA kbots are strong, then I probably wouldn't even bother with vehicles all that much since they max out at level 2. If Kbot AA is powerful, then I can't really see why you'd go vehicles except for the longer-ranged artillery. If you're in need of that, then you can always go lv3 and bring out the super robots. Increasing vehicle slope tolerance is a good idea, especially given the state of spring pathfinding, but I still think that AA tanks should be keep significantly stronger to keep their advantage.
Anyways, those're just my opinions! I'm admittedly not super-great at the game, but I enjoy your mod enough that I thought I'd leave some input.
Posted: 26 Apr 2006, 22:58
by Aun
Konane wrote:He probably means that they aim too slow and get pwned by fast units driving past them.
They have problems firing/aiming when moving.