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Posted: 09 Jan 2007, 09:54
by Saktoth
The capture kbot has EMP and all EMP needs to be microed (Because EMP weapons will keep shooting at one target until it dies, despite the fact they can never kill that target). They also have the capture abilitiy, which needs to be microed (You need to order it to capture every single target you want it to).
Add to that the fact it cannot fire and capture at the same time (It can only do one or the other, and it takes so long to capture that most things will become unstunned before he is done).
Using more than one capture kbot helps (One shoots, one stuns) but thats still a hell of a lot of micro. Is it worth it? Considering how often i see them (I dont) i doubt it.
Perhaps increasing the para time, or decreasing the capture time could make them more useful? Or should this remain a niche 'good if you have godly micro' sort of unit?
On wreckage, I cant tell you how many times i am delighted when my greedy enemy sucks up the wreckage- allowing me to flood right over his defenses unimpeded. Wreckage makes good improv DT's.
Ressing coms is certainly the best use of res bots. But it takes ages. Its usually easier to just suck it up and use the metal to tech.
EDIT: Oh on the topic of not being able to nanolathe/fire at the same time, the Core Com seems to have a bug where sometimes, when it is trying to fire at an enemy, it will stop nanolathing. Very annoying. The Arm com doesnt suffer from this.
Posted: 09 Jan 2007, 12:22
by Machiosabre
problem with commandos is that they're supposed to cloak so you can sneak in and stun/capture something, but since units don't uncloak with capturing there was no way to stop it, but making it uncloakable has left it useless.
Maybe it should just lose the stunning/ capturing and get cloaking and some weapons to make it sort of a super gremlin.
It'd have to be pretty expensive though.
Posted: 09 Jan 2007, 12:30
by Neddie
I didn't press Caydr to put the Commando in only to have it replaced by a kbot Gremlin.
What about removing the paralysis and giving it cloaking again? Then it can only really take units nobody is paying attention to, isn't useless, and remains the Commando.
Posted: 09 Jan 2007, 13:38
by Machiosabre
when it had cloaking it didn't need the emp in the 1st place, because that would uncloak it obviously.
The part that made the unit completely whack was that it could capture while cloaked and nothing would target it or give an under attack message.
Posted: 09 Jan 2007, 13:42
by Neddie
Ah, but that was never whack at all - indeed, that is how it should be. The real issue, if I recall, was the very small decloak radius which made it nearly impossible to find.
Posted: 09 Jan 2007, 16:24
by Machiosabre
I knew it! there's something screwed up with radar, take a sweet look at this
zero freaking sight.
arm treachery!
Posted: 09 Jan 2007, 16:52
by Pxtl
Machiosabre wrote:problem with commandos is that they're supposed to cloak so you can sneak in and stun/capture something, but since units don't uncloak with capturing there was no way to stop it, but making it uncloakable has left it useless.
Maybe it should just lose the stunning/ capturing and get cloaking and some weapons to make it sort of a super gremlin.
It'd have to be pretty expensive though.
Agreed. I never liked the stun/capture thing. I'd rather see them decked out with a short-ranged super-shotgun and a little speed, so they're used as sneak-assault units instead of anything clever. Basically, a cloakable Zeus.
Posted: 09 Jan 2007, 18:09
by LordMatt
Saktoth wrote:
On wreckage, I cant tell you how many times i am delighted when my greedy enemy sucks up the wreckage- allowing me to flood right over his defenses unimpeded. Wreckage makes good improv DT's.
PHAIL. If your enemy isn't a moron he's just turned all those wrecks into units, which he will attack with. Additionally you should keep mobile units infront of your defenses, as this makes them much more effective.
Posted: 09 Jan 2007, 20:42
by Acidd_UK
Machiosabre wrote:I knew it! there's something screwed up with radar...zero freaking sight....
Yeah I thought core radar's LOS had been nerfed, didn't twig that it had been removed totally! Fix pls!
Posted: 09 Jan 2007, 23:01
by ginekolog
Acidd_UK wrote:Machiosabre wrote:I knew it! there's something screwed up with radar...zero freaking sight....
Yeah I thought core radar's LOS had been nerfed, didn't twig that it had been removed totally! Fix pls!
yep and i keept building them closer to enemy like i was used too

Posted: 09 Jan 2007, 23:41
by MR.D
wtf...
and you ppl just noticed this now?
Balanced Annihilation....

lol
Posted: 10 Jan 2007, 00:46
by Ishach
Sorry if this has been discussed already. But it seems Golliaths can still not crush dragon teeth
The change to DTs imo was one of the most broken aspects of AA that Caydr introduced in 2.2* and why is it still included?
Posted: 10 Jan 2007, 01:39
by Saktoth
PHAIL. If your enemy isn't a moron he's just turned all those wrecks into units, which he will attack with. Additionally you should keep mobile units infront of your defenses, as this makes them much more effective.
The moment he sucks them up, i push through. He doesnt have time to do anything with the metal. That being said, if you ever get the opportunity it is naturally better to suck up the wreckage and replace it with
real DT's. If the enemy is constantly attacking you though, sucking up wreckage can be suicide.
On cloakable commados- isnt Arm meant to be the sneaky one?
Posted: 10 Jan 2007, 01:46
by LordMatt
Ishach wrote:Sorry if this has been discussed already. But it seems Golliaths can still not crush dragon teeth
Neither can the bulldog
Saktoth wrote:
The moment he sucks them up, i push through. He doesnt have time to do anything with the metal. That being said, if you ever get the opportunity it is naturally better to suck up the wreckage and replace it with real DT's. If the enemy is constantly attacking you though, sucking up wreckage can be suicide.
Nah I think a good player will do just fine sucking wrecks as fast as he can.

Posted: 10 Jan 2007, 02:08
by MR.D
Any Vehicle or Kbot that is in the BULLDOG or higher weight class should crush LVL-1 DT, and anything as heavy or heavier than Bantha should crush Fortwalls.
Posted: 10 Jan 2007, 03:59
by Pxtl
MR.D wrote:Any Vehicle or Kbot that is in the BULLDOG or higher weight class should crush LVL-1 DT, and anything as heavy or heavier than Bantha should crush Fortwalls.
I'd go so far as to let most of the larger L2 tanks (such as the Reaper and the amphitanks) crash through DTs.
Posted: 10 Jan 2007, 05:44
by zecrazyone
the fact that nothing can walk over walls really annoys me also. at least let mechs walk over units. the krogoth is powerful enough already; it shouldnt be the only one able to walk over walls. i think that heavy tanks, mechs, and sumos should all be able to walk over walls.
when it comes to lvl 2 walls, no unit except for heavy mechs (krogoth, bantha, and juggernaut) should be able to walk over lvl 2 walls.
right now when it comes to walls, the only way to kill them is to send an large group of con planes (usually fails), spy kbots (which take forever to get to the enemy base on larger maps), or bombarding the wall for 5 minutes. meanwhile, your enemy has a while to prepare defences for your attack.
rushing with lvl 2 units used to be much more effective than it is now, because of the near-indestructable walls. by the time you get lvl 2 units, the enemy has walls. getting through the walls gives your opponent a good amount of time to either 1. send his army to your attack force, or 2. build a wall behind the previous wall. this makes your attack pointless and a large waste of metal.
so in conclusion, either make walls much weaker(healthwise), or make heavy units be able to go over walls.
Posted: 10 Jan 2007, 06:26
by LordMatt
zecrazyone wrote:Stuff that clearly applies to 1v1s on non-chokepoint maps

Posted: 10 Jan 2007, 06:27
by Saktoth
On anything but a really porcy map, few players will be able to ring and defend their whole base. There should be -some- spot where you can sneak in a con.
In addition, scout hovers (At the least, perhaps weasels fleas and others too) can squeeze between DT's. It takes a while to jiggle them through but, really, it only slows them down a little.
So all those players who build long DT walls all along the shore to prevent hover rushes? It doesnt actually help that much.
Posted: 10 Jan 2007, 07:49
by LordMatt
As soon as I see a line of DTs I know exactly where their land forces will come out of...