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Posted: 11 May 2006, 18:48
by Forboding Angel
Drone_Fragger wrote: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.
It was a 45 minute game, And they weren't noobs. If a noob has a rank of Star or Experianced, I'm sure you'll understand when I call you one.
So? Fang said there wasn't gonna be any metal makers. I see a mobile unit, Running around, Without any form of metal extracter, Making Metal and energy. Odd huh?
but you only get one.
Posted: 11 May 2006, 18:51
by j5mello
hey guys take it down a notch. Drone ur gonna have to deal with the fact that fang is set in his ways. there won't be metal makers (either a straight building or cons makin resources), the com won't have a real useful weapon (dummy one might be a good idea, since pathing seems to be skewed as of late) and no uber-unit-of-doom. can we plz move the F*$K away from the same damn topics plz, and into more constructive stuff for f#&k's sake.
EDIT: jesus i nearly forgot what i actually wanted to type. Fang the ampib lvl 2 tanks didn't want to leave their factory when we played on ArticZone last nite. don't know if thats a map thing or a unit thing. just thought i would bring it up.
Posted: 11 May 2006, 23:24
by Drone_Fragger
j5mello wrote:hey guys take it down a notch. Drone ur gonna have to deal with the fact that fang is set in his ways. there won't be metal makers (either a straight building or cons makin resources), the com won't have a real useful weapon (dummy one might be a good idea, since pathing seems to be skewed as of late) and no uber-unit-of-doom. can we plz move the F*$K away from the same damn topics plz, and into more constructive stuff for f#&k's sake.
EDIT: jesus i nearly forgot what i actually wanted to type. Fang the ampib lvl 2 tanks didn't want to leave their factory when we played on ArticZone last nite. don't know if thats a map thing or a unit thing. just thought i would bring it up.
I never asked for an Uber units of dewm.
Posted: 11 May 2006, 23:25
by j5mello
just makin a point to repeat what Fang said two pages ago.
Posted: 11 May 2006, 23:30
by Fanger
How are the turret turn rates for units period lvl 1- lvl 2 - lvl 3...
Posted: 11 May 2006, 23:33
by Forboding Angel
Fanger wrote:How are the turret turn rates for units period lvl 1- lvl 2 - lvl 3...
For URC they seem to still be a bit sluggish. lv1 is fine I believe. It's just lv2 & lv3 urc. I havn't tried gd in the new version so I dunno about them.
Posted: 12 May 2006, 05:13
by Fanger
Ok so Ive been fiddling away and Id thought Id share with you what I intend to do with .155 to add some balance, this version will be dealing more with the water aspect of the mod and some other oversights I think are necessary to add in more tactical options.
Changes for V0.155
- Ant Queen Heavy All Terrain Transport, Hitpoints increased, carry capacity increased, given cloaking with expensive cloak cost, and movement class adjusted to make it truely all terrain, also given torpedo weapon to fend of submarines..
- lvl 1 jammer mech for URC to add early game stealth attack option
- Machine guns on non combat units adjusted to not be the Ural machine gun weapon
- GD will recieve a lvl 2 amphibious torpedo tank, and a lvl 2 amphibious AAA tank to support amphibious assaults
- URC will recieve a lvl 2 amphibious torpedo mech and a lvl 2 All terrain stealthed cloaked transport
- Both sides will recieve a tidal generation water energy building
- Naval units will have their hitpoints/damage/cost reviewed
- Superweapon costs will be readjusted so that the emplaced silos are more expensive than their mobile counterparts
- Build Menus will be rearanged to make construction easier
Any other stuff you think might be a useful addition..
Posted: 12 May 2006, 05:37
by j5mello
all u players who laugh now when u play against URC won't be once units start "appearing" in ur base :) .And anyone who plays against GD where water is involved better watch their shore from now on

Posted: 12 May 2006, 06:14
by Neddie
j5mello wrote:all u players who laugh now when u play against URC won't be once units start "appearing" in ur base :) .And anyone who plays against GD where water is involved better watch their shore from now on

I always watched for GD on the shores... of course, I always played on fairly shallow maps where GD could mobilize regardless of... yar.
Posted: 12 May 2006, 10:16
by Kixxe
Btw, could you raise the volume on the warning messages? It's to hard to hear when the exsplosions are raining around you...
Posted: 12 May 2006, 15:05
by Forboding Angel
spring bug, read the help and bugs forum.
Posted: 13 May 2006, 03:16
by Fanger
I have several new Ideas to throw at you..
1. I think I will remove the lvl 1 light laser turret for GD and replace it with a light rocket turret
2. I think I will add a light Ion Cannon Tank to GD to act as crowd control on tight maps
3. Since spring borked the Ion Tanks I will be fixing them via a rough work around that will not look as nice IMO..
Posted: 13 May 2006, 15:46
by Soulless1
Fanger wrote:3. Since spring borked the Ion Tanks I will be fixing them via a rough work around that will not look as nice IMO..
it did? How are they broken?

Posted: 13 May 2006, 15:58
by Decimator
Ion cannon tanks are supposed to fire through things, and they don't at the moment.
Posted: 13 May 2006, 17:24
by krogothe
Fanger wrote:I have several new Ideas to throw at you..
1. I think I will remove the lvl 1 light laser turret for GD and replace it with a light rocket turret
2. I think I will add a light Ion Cannon Tank to GD to act as crowd control on tight maps
3. Since spring borked the Ion Tanks I will be fixing them via a rough work around that will not look as nice IMO..
All get the krogothe official approval seal
Posted: 14 May 2006, 18:06
by Decimator
Expand and Exterminate .155 released!
http://www.fileuniverse.com/?p=showitem&ID=3180
Fang wrote:Lot of small changes:
-Fixes Ion cannons
-adds Gd light Ion tank
-adds Gd amphibious AAA, and torpedo tank
-adds Gd light rocket turret
-adds Gd tidal
-adds Urc lvl 2 All terrain transport
-adds Urc amphibous torpedo mech
-adds Urc cloaked SAM mech
-change C&C bot to light ECM mech with jamming
-adds Urc Tidal
-Cons built from shipyards now
-Reorganized build menus
-superweapon costs readjusted
Posted: 14 May 2006, 23:28
by raikitsune

**rejoices** yay. oh and good on ya refusing to put in metal makers the mod is much better for it!
Posted: 15 May 2006, 17:28
by Drone_Fragger
my thoughts:
Level 1 ion cannon tanks eat all level 1 units alive.
There should be a level 2 URC plasma/flamer combo mech
Some kind of auper mexx built from the tech 3 construction unit for both sides.
NI.
Posted: 15 May 2006, 20:11
by Foxomaniac
I don't know if it's just me or not - but flamers seem to be b0rked for me.
Only 1 fires at a time - i tried a stealth flamer attack using the ant worker today - it did work - but failed miserably as only 1 Out of 5 flamers attacked the structure - there was plenty of space to fire and no friendly units were in the way.
It happened again when some flamers attacked a heavy battle tank - only one fired - while there was one flamer that was right next to the ural that didn't fire.
I suppose a flamer/plasma combo mech or just a L2 flamer wouldn't hurt, I love flamers :).
Posted: 19 May 2006, 19:34
by Aun
I think the E&E wiki page could use a starters help section...