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Posted: 20 Jan 2006, 04:33
by Caydr
Um.. I suppose that's true... umm.... I'll think about that.

Posted: 20 Jan 2006, 05:01
by Doomweaver
Can the mod somehow be bundled with custom restrictions, which are specific to AA?

Posted: 20 Jan 2006, 05:09
by Aikida
I'm sure this was brought up some time, but how come hawks and vamps.
(Stealth fighters) Aren't radar invisible or are they?

Posted: 20 Jan 2006, 07:21
by Caydr
They've definitely got the stealth tag. If they're not radar-invisible, that's Spring's fault.

Posted: 20 Jan 2006, 21:08
by Drexion
I don't think they are radar invisible...That could be part of the reason hawks are not nearly as good in AA as they were in the original TA. Too bad too...Now they are just good as air-to-air units imo... Would be nice if they could last a little longer against ground-defenses...Maybe the radar thing would help with that. Also wish the flakker was a bit less useful against hawks, specially given the plethrora of missile anti-air that AA has.

-Drexion

Posted: 20 Jan 2006, 22:28
by Caydr
Hmm... That's a good point, flak shouldn't really be a do-all end-all solution for anti-air. I'll reduce flakker damage versus fighters.

Posted: 21 Jan 2006, 00:52
by FizWizz
advanced fighters are radar invisible, just checked.

Posted: 21 Jan 2006, 04:25
by tanelorn
I disagree with flak hurting fighters less. Fighters are lightly armored by nature and also their role gives them no business flying over enemy bases anyway.

I'd rather see a reduced turn radius in aa missiles, so fighters have a better chance of avoiding them. If we made it so the fighters were hard to shoot down with the long range aa missiles and the anti-bomber missles due to poor missile agility, then you would see your fighters living longer. Mission accomplished, and no unrealistic nerfing.

Perhaps another possibility would be to slow down the ground launched rockets. THat keeps the mobile aa defenses most effective against the slower ground attack aircraft. THis way, a fighter's worst enemy is another fighter, which is the way it should be.

Posted: 21 Jan 2006, 06:50
by MR.D
Flak being weaker or dealing less damage vs Fighters seems silly to me also..
Fighters are typically very light and fast aircraft, they're built for speed to intercept, not to hang around and get beat up, so if you throw them at an enemy's defences you should also expect to see all of them destroyed quickly.

People seem to use them as escourts to distract AA for bombing and gunship runs, which suits their purpose I guess, but if you have 20-40 fighters to just throw away into an enemy's defences just to bomb 1 target.. the map is giving you too much metal or you're just not using the right tactics and units.

IMO the biggest issue with any planes, including fighters, is that once they are destroyed there is a death/crash sequence that seems to have 5x the health of the origional aircraft.
All of your Antiair focuses on that first plane that comes in, and keeps tracking the corpse instead of switching to valid threats.

Posted: 21 Jan 2006, 08:06
by Forboding Angel
umm guys, fighters can't attack ground units any more I don't think. So, that said, I like the changes...

Posted: 21 Jan 2006, 08:34
by forbidin
In ota, hawks were able to "dance" and fired 2 volley of missles that did some decent damage to ground and did major damage to any air unit.

In spring, you can't dance the hawks like you could in ota.

Another note: Flak cannons in ota were too slow to track a hawk. Best way to kill a hawk was with your own hawks, or with a forest of MT. MT were very usefull for killing fast planes (but u needed a huge amt of them + your own fighters to kill huge hawk swarms)

In AA, the flak can track very fast and fire fast too. This also hurts the hawks.

Hawks are still great tho. They can eat up any air unit with ease. Their missles do a TON of damage to other air units.

I do like the idea of increasing the hawks manuverability. A smaller turning radius/loop would be good for the hawk.

I think they still fire on ground units if you manually do so.

Posted: 21 Jan 2006, 08:36
by forbidin
Forgot to mention....

Can you make the commander and perhaps even the decoy comms unreclaimable. I know commy's weren't reclaimable in ota. Reclaiming a commander, in my opinion, shouldn't be allowed.

Posted: 21 Jan 2006, 09:31
by MR.D
reclaiming or ressurecting a commander both should not be possible..
Commanders didn't leave corpses behind in OTA either though, that was why it never happened, antimatter matter backpack goes boom.. the corpse should be vaporised.

Posted: 21 Jan 2006, 12:50
by Aun
MR.D wrote:reclaiming or ressurecting a commander both should not be possible..
Commanders didn't leave corpses behind in OTA either though, that was why it never happened, antimatter matter backpack goes boom.. the corpse should be vaporised.
This was done to give a repercussion to comm bombing. Now you're giving the enemy a lot of metal or an extremely useful weapon.

Posted: 21 Jan 2006, 12:52
by Min3mat
but it adds to the gameplay!
eg. mofo bombs u midgame to try to get thru ur defense, he splodes, ur nemy damages ur base and gos tech3 faster than u. when his orcones etc come 2 cloaked commies await them!
or if u both lose ur com u can fight over the wreckage! my commies! mine! :D

Posted: 21 Jan 2006, 15:47
by Foxomaniac
It's sort of silly to have the comm corpse stay there, I find it just fine however.

That reminds me of a game in altored divide, white comm-bombed us then left.

It wasn't just a normal comm-bomb either, I had my comm repair the badly damaged dark blue comm...... both comms went Ka-bewm due to the white comm-bomb and they were fairly far from the explosion.

I was like.. NOOOOOOOOOOOOOO!

the corpses where already nothing but uh.. metal scrapes - metal scrapes that you can't resurrect =P.

It took ages as I reclaimed each comm - but it was worth it.

Posted: 21 Jan 2006, 16:22
by hawkki
whats this about postin a 1.42 changelog when you cannot download that version from anywhere? Overall i think the changes are going towards a better and better direction all the time. Especially the brawlers seem to be better balanced now than they were.

Posted: 21 Jan 2006, 17:15
by Aun
hawkki wrote:whats this about postin a 1.42 changelog when you cannot download that version from anywhere? Overall i think the changes are going towards a better and better direction all the time. Especially the brawlers seem to be better balanced now than they were.
Caydr always does that. I assume it's to give us an idea about the new version and discuss the changes.

Posted: 21 Jan 2006, 17:27
by mother
Looks like the (at least core) torpedo bombers won't 'shoot' at (at least attack) subs.

Was a horrible horrible surprise :wink:

Posted: 21 Jan 2006, 18:09
by forbidin
I like that the comm is ressurectable (sp) but I don't like the fact that you can send like 200 con planes to reclaim the commander.

Some may argue its a "tactic" but I don't think it is. Its just shoving someone in the dirt when they are already there. Its like adding insult to injury.

IMHO.....