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Posted: 22 Oct 2006, 17:19
by Ishach
Lippy wrote: crossing_4_final

:roll:

Posted: 22 Oct 2006, 17:24
by NOiZE
Lippy wrote:
NOiZE wrote:well then the unit can be removed IMO, it's just utter useless then.
I just played a match on crossing_4_final where the match turned into a kind of stalemate where neither team could seem break through the other teams defense and so people started to resort to things like big berthas. I on the other hand started pumping out spy bots and cloakable tanks, so that i could spot for my allies' berthas and then take out key structures with my cloaked tanks. What they did was build two seismic detectors and made a fighter patrol, which basically made my cloaked units obsolete (should air units be able to see cloaked units so easily????)

So IMO in normal normal matches, yes I agree they are quite useless, but in some cases they do seem to be usefull. It's a bit like the Krogoth eh?

EDIT: So in conclusion i would either lose the unit, or make cloakable units harder to detect (especially from air: maybe if its possible, make scout planes detect cloakable units, but all other planes cant?)
like steatlh bots are going to get in the enemy base....

Posted: 22 Oct 2006, 18:44
by Cabbage
Just played a game and it seems bulldogs can't crush dragonsteeth anymore... is this supposed to happen? :cry:

Posted: 22 Oct 2006, 19:03
by Lippy
NOiZE wrote: like steatlh bots are going to get in the enemy base....
:shock:I may not have played as much as you, but i manage to get spy bots into enemy bases all the time, all it needs is a bit of micro. In fact I'm surpised that you even suggested that stealth bots cannot get into enemy bases..

Cabbage wrote:Just played a game and it seems bulldogs can't crush dragonsteeth anymore... is this supposed to happen?
Yep i realised this as well...very annoying! I think caydr did that as people were complaining the dragonsteeth were useless. However, IMO, a bulldog should be able to crush dragonsteeth (albeit be the only arm unit that can) and for core, only the goliath and maybe reapers should be able to do this!

Posted: 22 Oct 2006, 19:51
by Lippy
Ishach wrote:
Lippy wrote: crossing_4_final

:roll:
Hey at least it aint speedmetal! :-)

(Its actually not that bad a map; i found a lot of the games actually end in early T2)

Posted: 22 Oct 2006, 22:20
by Acidd_UK
I think it's a fun map :)

Oh and hey any response about air repair pads?

Posted: 22 Oct 2006, 23:31
by MR.D
While I actually enjoy seeing dt block bulldogs (especially when I'm late to tech2) its complete BS!!!

DT should not block off heavy tanks and units in or above that weight class.

Units that should easily pass LVL-1 DT on ARM are Triton, BullDogs, Penetrator, MERL, Fatboy, Scarab, and all LVL-3 Mech units.

Units that should easily pass LVL-1 DT on CORE are Reaper, Kraken, Banisher, Tremor, Diplomat, Goliath, HedgeHog, Sumo, and all LVL-3 Mech units.

Fort Walls should block all except Bantha, Krogoth, and Juggernaut.

There are a few other units which would likely be able to cross over a DT and the Fort walls dispite their weight, and thats the ATV units.

ARM's spiders, CORE's Termite spider, and the crawling bombs, IMO should be able to pass over DT and FORTwalls without destroying them or having to Crush them.
The question is if thats possible given how the engine handles these units.

Posted: 22 Oct 2006, 23:32
by Neddie
I don't really think the L2 Walls should block everything they do, to be honest.

Posted: 22 Oct 2006, 23:36
by MR.D
I also think its pretty sad if you guys can stalemate on Crossing_4_final.

Its much too wide open to easily stalemate, you're just not using the right tactics, start playing CORE, they're the ultimate PORC busters.

Posted: 23 Oct 2006, 00:26
by Min3mat
can we get back on topic?
flash/gator -> cav?

also maybe ~5% more Buildtime and maybe a 200 more e cost increase for the panther?

Posted: 23 Oct 2006, 00:31
by BigSteve
Flash needs a slight nerf imo, less armour or less firepower, not loads less but it seems very strong at the moment, Ive seen about 2 people play core in the last 20 games Ive played, stronger flash and weaker gator seems to be the reason.

Posted: 23 Oct 2006, 02:04
by Ishach
Crossing_4 is not wide open at all.


16x8, that means with 8 players (4 per team), each person only needs to fortify 2 vertical map units each.

Posted: 23 Oct 2006, 02:51
by am0kk
Just a quick question, I built some doomsday machines in AA2.23 and they wouldnt fire - had plenty of E and they were in the correct on/off state ->

To get them to shoot, I had to manually target each enemy unit :cry:

Has anyone else found this?

Posted: 23 Oct 2006, 03:29
by NightSky
I built some doomsday machines in AA2.23 and they wouldnt fire - had plenty of E and they were in the correct on/off state ->
I had this happen today with the arm Annihilator

Posted: 23 Oct 2006, 03:29
by Snipawolf
noautofire=1?

Posted: 23 Oct 2006, 05:11
by Pxtl
Ishach wrote:Crossing_4 is not wide open at all.


16x8, that means with 8 players (4 per team), each person only needs to fortify 2 vertical map units each.
Crossing_4 is indeed a chokepoint porcfest if played with individuals who aren't playing as teams - if each player plays alone, then they each take a thin strip of map, and as soon as one dies, they all fall as your onslaught hollows the others out. Which is why it's terrible for just hop-in-and-play games. But if you have some teamplay it becomes a much more open map - an allied assault can easily break the line.

Posted: 23 Oct 2006, 11:19
by MR.D
Ok Pxlt, name a single team oriented map where 1 player falls, but the others can survive and turn their noses at their fallen comrade.

If you say speedmetal I'm gonna smack you. :idea:

We need a damn Heart shape Emoticon ffs...

Posted: 23 Oct 2006, 16:39
by Hellspawn
BigSteve wrote:Flash needs a slight nerf imo, less armour or less firepower, not loads less but it seems very strong at the moment, Ive seen about 2 people play core in the last 20 games Ive played, stronger flash and weaker gator seems to be the reason.
No, balance is IMO perfect atm. Instigators own flashes in equal fight, but flashes are faster, so they are better for raiding (and worse for brute fighting).

Posted: 23 Oct 2006, 16:43
by Lippy
Hellspawn wrote:
BigSteve wrote:Flash needs a slight nerf imo, less armour or less firepower, not loads less but it seems very strong at the moment, Ive seen about 2 people play core in the last 20 games Ive played, stronger flash and weaker gator seems to be the reason.
No, balance is IMO perfect atm. Instigators own flashes in equal fight, but flashes are faster, so they are better for raiding (and worse for brute fighting).
+1

Posted: 23 Oct 2006, 17:09
by edrush
Lippy wrote:
Ishach wrote:
Lippy wrote: crossing_4_final

:roll:
Hey at least it aint speedmetal! :-)

(Its actually not that bad a map; i found a lot of the games actually end in early T2)
yeah by maverick rush :/ Anybody else thinking that maverick is abit overpowered? lately too many games have ended by getting my base razed by one or two mavericks :(( speed of maverick should be slowed down a bit?