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Posted: 10 May 2006, 08:16
by Forboding Angel
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...
TBH, somewhere in the versions urc got really really hard to play. Ever since the spring update they have seemed underpowered to me.

Posted: 10 May 2006, 10:39
by AF
XE8 in .154 seems to have shifted to URC overpowering GD now rather than .151 where GD overpowered URC....

Posted: 10 May 2006, 16:19
by TradeMark
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.

Posted: 10 May 2006, 17:01
by FizWizz
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.

Posted: 10 May 2006, 17:53
by Forboding Angel
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.
Hell no, hell no and hell no.

@AF:

Really? It migth just be a placebo effect then. Maybe I need to readjust my playing style with them in that case.

Posted: 10 May 2006, 18:16
by Drone_Fragger
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.

Posted: 10 May 2006, 18:23
by krogothe
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.
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:
-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.

Posted: 10 May 2006, 18:31
by j5mello
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.

Posted: 10 May 2006, 20:27
by TradeMark
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.
W.T.F.? How con unit energy production is relative to metal making????
Forboding Angel wrote:Hell no, hell no and hell no.
You forgetted to say why not, why not and why not?!?

Nobody said any arguments about mines cloak cost, so why not?
Or cloaked scout units either, so WHY NOT?

Posted: 10 May 2006, 20:47
by Pxtl
krogothe wrote:
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.
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:
-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.
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.

Posted: 10 May 2006, 20:47
by AF
NTai XE8 is working very well with EE now

Image
Image

Posted: 10 May 2006, 20:53
by Forboding Angel
Fuck me! that is teh hawt sex!

Gimmie the dam ai already. Stop teasing me!

Posted: 10 May 2006, 20:54
by krogothe
hmm +128 metal in just 20 mins, i gotta see that ^_^

Posted: 10 May 2006, 21:07
by FizWizz
TradeMark wrote:
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.
W.T.F.? How con unit energy production is relative to metal making????
[edit]mistake on my part, I meant to say once con units produce "metal"...[/edit]

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...

Posted: 10 May 2006, 22:00
by Drone_Fragger
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?

Posted: 10 May 2006, 22:03
by Forboding Angel
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?
in ota I won once in a 3 way ffa after losing everything except a con plane.

Took me 3 hours to rebuild. Jammers are good.

Posted: 10 May 2006, 22:03
by krogothe
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?
Then please show me the replay to prove your enemies were not complete retards.
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.

Posted: 10 May 2006, 22:47
by Forboding Angel
krogothe wrote:
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?
Then please show me the replay to prove your enemies were not complete retards.
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.
no krog, I agree with you. I was just remembering a game I had about 6 years ago and was thinking out loud..

Posted: 10 May 2006, 23:25
by Fanger
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

Posted: 10 May 2006, 23:34
by SJ
If the commander isnt buildable somewhere I think it should have its cost reduced so that everything wont prioritize it for targetting quite so much.