TBH, somewhere in the versions urc got really really hard to play. Ever since the spring update they have seemed underpowered to me.Corbeau wrote:Heh. That reminds me, the BBQ is done.
But anyway, for whatever reason I haven't seen much URC play even with the new patch. Or if URC does play, the game is over quickly one way or the other. Could just be lack of sufficient test samples though.
Oh, and did anyone check out the film? I wouldn't mind a few tips to improve my gameplay, even if there's nothing more to be gained from it...
Expand & Exterminate .155 Released!
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
My suggestions to next version:
- Mines CloakCost should be 1
- Cloaked 1lvl scout units should have only 20 health, and 2 times slower WorkerTime
- Constuction units should produce energy (5-10)
Reasons:
- Mines: If you have only one mine, you can stay alive as long as people dont find your mines in the map. -100E per 100 mines is not big deal, costs only one light reactor!! (+100E)
- Scout units: Too easy to scout, too hard to kill, too fast to build mines etc.
- Con units: Actually they should produce metal too, because if you have only one con unit, and nothing else, you cant do anything, but we dont want con spam, then we cant add metal production, but energy would be good, so it helps a bit to build things.
- Mines CloakCost should be 1
- Cloaked 1lvl scout units should have only 20 health, and 2 times slower WorkerTime
- Constuction units should produce energy (5-10)
Reasons:
- Mines: If you have only one mine, you can stay alive as long as people dont find your mines in the map. -100E per 100 mines is not big deal, costs only one light reactor!! (+100E)
- Scout units: Too easy to scout, too hard to kill, too fast to build mines etc.
- Con units: Actually they should produce metal too, because if you have only one con unit, and nothing else, you cant do anything, but we dont want con spam, then we cant add metal production, but energy would be good, so it helps a bit to build things.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Hell no, hell no and hell no.TradeMark wrote:My suggestions to next version:
- Mines CloakCost should be 1
- Cloaked 1lvl scout units should have only 20 health, and 2 times slower WorkerTime
- Constuction units should produce energy (5-10)
Reasons:
- Mines: If you have only one mine, you can stay alive as long as people dont find your mines in the map. -100E per 100 mines is not big deal, costs only one light reactor!! (+100E)
- Scout units: Too easy to scout, too hard to kill, too fast to build mines etc.
- Con units: Actually they should produce metal too, because if you have only one con unit, and nothing else, you cant do anything, but we dont want con spam, then we cant add metal production, but energy would be good, so it helps a bit to build things.
@AF:
Really? It migth just be a placebo effect then. Maybe I need to readjust my playing style with them in that case.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
Make con bots produce 5 E and 0.1 metal. That way it becomes stupid to build conbots to power your eco. For 100 conbots, Thats 10 metal per sec, And about 25,000 metal. Thats half the cost of an AA Krog.
And also, URC heavy and medium mech Torso turn speed needs increasing. If they move, Even a teensy bit, It takes them a good 2 or 3 seconds to reallign with the target. Thats enough for the same number or Heavy or Medium GD tanks to kill a quarter of them. 5 Jaguars were defeated by 7 Medium GD tanks, With 3 GD tanks remaining in one game i had.
And also, URC heavy and medium mech Torso turn speed needs increasing. If they move, Even a teensy bit, It takes them a good 2 or 3 seconds to reallign with the target. Thats enough for the same number or Heavy or Medium GD tanks to kill a quarter of them. 5 Jaguars were defeated by 7 Medium GD tanks, With 3 GD tanks remaining in one game i had.
Oh yeah great idea, so when your whole base does die and you want to build a mex with your last remaining con it will take 40 mins! no, no and NO. Plasma already got nerfed for no reason (cannons were already way superior) thanks to people filling fangs ears with poison. Takes roughly one and a half braincells to work this out:Drone_Fragger wrote:Make con bots produce 5 E and 0.1 metal. That way it becomes stupid to build conbots to power your eco. For 100 conbots, Thats 10 metal per sec, And about 25,000 metal. Thats half the cost of an AA Krog.
-if the cons arent good enough to power your econ they arent good enough to turn back a game where you lost all but them.
If youre down to a single con, you will die, and ill make sure of that, with or without resource production. This isnt nanoblobs, give it up.
i have some comments on drone's previous post:
On cons: see krogothe's post above
on turret speeds: i would have to agree with that if ur being overwhelmed and then try and retreat with lvl 2-3 mechs, the pursuers get at least 2-3 if not more free shots. an increase in the turret rotation speed is definetly a good idea.
mines and scouts are fine the way they are. if a scout gets spotted by anything other than scout tank itll die in a single shot. also mine spam isn't pretty. i saw a noob do it on Giant Hills and Valleys (before impulse mines were fixed
) no need to mess with them. also have a spider try and build a factory itll take ages.
On cons: see krogothe's post above
on turret speeds: i would have to agree with that if ur being overwhelmed and then try and retreat with lvl 2-3 mechs, the pursuers get at least 2-3 if not more free shots. an increase in the turret rotation speed is definetly a good idea.
mines and scouts are fine the way they are. if a scout gets spotted by anything other than scout tank itll die in a single shot. also mine spam isn't pretty. i saw a noob do it on Giant Hills and Valleys (before impulse mines were fixed

W.T.F.? How con unit energy production is relative to metal making????FizWizz wrote:Once con units produce energy, then E&E has metal makers. I'm so glad that Fang eliminated any and every sort of metal maker from this mod, it must not go back.
You forgetted to say why not, why not and why not?!?Forboding Angel wrote:Hell no, hell no and hell no.
Nobody said any arguments about mines cloak cost, so why not?
Or cloaked scout units either, so WHY NOT?
Why must mex's require metal to build? Make them energy-only constructs. Or just make cons have wicked metal storage and they're expected to reclaim something if they're on their own.krogothe wrote:Oh yeah great idea, so when your whole base does die and you want to build a mex with your last remaining con it will take 40 mins! no, no and NO. Plasma already got nerfed for no reason (cannons were already way superior) thanks to people filling fangs ears with poison. Takes roughly one and a half braincells to work this out:Drone_Fragger wrote:Make con bots produce 5 E and 0.1 metal. That way it becomes stupid to build conbots to power your eco. For 100 conbots, Thats 10 metal per sec, And about 25,000 metal. Thats half the cost of an AA Krog.
-if the cons arent good enough to power your econ they arent good enough to turn back a game where you lost all but them.
If youre down to a single con, you will die, and ill make sure of that, with or without resource production. This isnt nanoblobs, give it up.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
[edit]mistake on my part, I meant to say once con units produce "metal"...[/edit]TradeMark wrote:W.T.F.? How con unit energy production is relative to metal making????FizWizz wrote:Once con units produce energy, then E&E has metal makers. I'm so glad that Fang eliminated any and every sort of metal maker from this mod, it must not go back.
Metal that didn't come from a metal extractor was 'made' metal. the cost of that made metal was the con bot. Sure, it is not a "Metal Maker" a la AA/XTA, but it is still a metal maker nonetheless
oh, and remember that you said
TradeMark wrote: Con units: Actually they should produce metal too, because if you have only one con unit...
Last edited by FizWizz on 10 May 2006, 23:34, edited 1 time in total.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
in ota I won once in a 3 way ffa after losing everything except a con plane.Drone_Fragger wrote:And by the way, that "If you only have one con left anyway you are dead" is crap. In a 10 way FFA, I've won, After being reduced to a mobile jammer and a level 1 con bot.
And I guess the Commander shouldn't make Energy and MEtal too huh?
Took me 3 hours to rebuild. Jammers are good.
Then please show me the replay to prove your enemies were not complete retards.Drone_Fragger wrote:And by the way, that "If you only have one con left anyway you are dead" is crap. In a 10 way FFA, I've won, After being reduced to a mobile jammer and a level 1 con bot.
And I guess the Commander shouldn't make Energy and MEtal too huh?
Strangely enough i dont think you can spam comms.
If you guys enjoy 3 hour long games vs noobs, then sure, go ahead, i wont argue with a majority that knows what it wants.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
no krog, I agree with you. I was just remembering a game I had about 6 years ago and was thinking out loud..krogothe wrote:Then please show me the replay to prove your enemies were not complete retards.Drone_Fragger wrote:And by the way, that "If you only have one con left anyway you are dead" is crap. In a 10 way FFA, I've won, After being reduced to a mobile jammer and a level 1 con bot.
And I guess the Commander shouldn't make Energy and MEtal too huh?
Strangely enough i dont think you can spam comms.
If you guys enjoy 3 hour long games vs noobs, then sure, go ahead, i wont argue with a majority that knows what it wants.
im gonna go right down the line here and answer these things and make a couple of notes...
1. Mines they use 0 energy to cloak now so woops you missed the train on that one
2. I already increased the turn rate of the lvl 2 URC mechs to be in line with the lvl 2 GD tanks so yeah its still not spiffy but hey thats where its at so dont tell me its slow cause people complained the lvl 2 GD tanks had to fast a turret rate.
3. If you are reduced to 1 con bot, or only con bots, or such, game over! you lose! sucks to be you! do not pass go, do not collect 200 metal!.. ok end of story nuff said..
There are several things that are NEVER NEVER NEVER NEVER NEVER NEVER NEVER going to be introduced added readded modified or somehow put in my mod SO NEVER ASK FOR THEM they are as follows:
-The Commander will never have a weapon
-Con bots will not be able to make energy or metal (this was an initial oversight on my part
-There will not be metal makers
-There will not be a Krog unit
1. Mines they use 0 energy to cloak now so woops you missed the train on that one
2. I already increased the turn rate of the lvl 2 URC mechs to be in line with the lvl 2 GD tanks so yeah its still not spiffy but hey thats where its at so dont tell me its slow cause people complained the lvl 2 GD tanks had to fast a turret rate.
3. If you are reduced to 1 con bot, or only con bots, or such, game over! you lose! sucks to be you! do not pass go, do not collect 200 metal!.. ok end of story nuff said..
There are several things that are NEVER NEVER NEVER NEVER NEVER NEVER NEVER going to be introduced added readded modified or somehow put in my mod SO NEVER ASK FOR THEM they are as follows:
-The Commander will never have a weapon
-Con bots will not be able to make energy or metal (this was an initial oversight on my part
-There will not be metal makers
-There will not be a Krog unit