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Posted: 01 May 2006, 01:53
by Caydr
Do they launch and miss, or just not launch at all? Pretty serious bug here. Need a quick reply and maybe I can get a fix out by tomorrow.
Posted: 01 May 2006, 02:00
by Leaderz0rz
I have never played a game of AA where someone used a nuke.. so i dunno
i'll do a test soonish and upload the replay
Posted: 01 May 2006, 02:44
by Neddie
Caydr wrote:Do they launch and miss, or just not launch at all? Pretty serious bug here. Need a quick reply and maybe I can get a fix out by tomorrow.
They seem to do both, sometimes.
I played against Dr.InfernO and my side had numerous loaded anti-nukes set up. They eventually nuked the entire area between the hills into a lake with land bridges.
A few times the anti-nukes fired, but they were ineffective. The rest of the time nukes came down past them without any show of defense. Indeed, my anti-nuke was open but had not fired in minutes when a nuke landed directly on it.
It could be any number of things, judging from the reply... lack of compensation for trajectory, inability to detect- to put it as well as I can, they just don't work... at all.
Oh, and the range circle for cruise missiles is still off by a margin.

Posted: 01 May 2006, 04:43
by Caydr
There will be a patch tomorrow, bringing the mod up to 1.46. Still no anti-air kbots, but anti-nukes are fixed, auto-repair values are fixed, and there's a good number of other adjustments.
Posted: 01 May 2006, 07:27
by MR.D
The nukes fly so high that it goes off the screen completely even at farthest away zoom, so I really couldn't tell you what happens to my Anti-missles after they launch to intercept.
If you have ammo for the Anti-nuke, it will fire, it just doesn't seem to hit the incoming nuke.
Besides that small issue, gameplay seems to be pretty good, just as it always was.
I do have 1 question though Caydr, the Amphibious Con vehicle, shouldn't they be able to build a LVL2 vehicle plant just like the normal Lvl1 con vehicle? It is nearly double of more the cost of a normal Lvl1 con vehicle, and it seems logical for it to have Tier2 acess.
Posted: 01 May 2006, 10:03
by Dr.InfernO
It seems the Anti missles are flying UNDER the nuke missles and cannot get them.
Posted: 01 May 2006, 10:04
by NOiZE
Level 1 Arty still sucks, they just want to drive into the HLT range
Posted: 01 May 2006, 10:59
by Dr.InfernO
rename the lvl 1 Art into lemmings
Posted: 01 May 2006, 11:02
by NOiZE
Also AK's need to run slower imo, that also fits the core setting more..
Posted: 01 May 2006, 11:40
by espylaub
Egarwaen wrote:Oh, so that's what happened. I won a Comm Ends game earlier today with a well-placed nuke. My opponent thought his Comms were under an anti-nuke. If they're not hitting, that makes sense.
Yup, that was me. I was absolutely certain my Comms were protected :/ Pity the game ended because of a bug, though. That was one of the coolest matches I've ever played.
Otherwise: great job, Caydr! The new turrets really filled a gap. Looking forward to 1.46!
Posted: 01 May 2006, 13:03
by Dr.InfernO
yeah this version is really good! The only real problem is the "instant" nuke I think.
Posted: 01 May 2006, 13:18
by Andreask
espylaub wrote:
Otherwise: great job, Caydr! The new turrets really filled a gap. Looking forward to 1.46!
New turrets.

Posted: 01 May 2006, 13:33
by Min3mat
teh AK is now a min-can. but fast, cheap spammable and fairly effective vs air...
if you don't catch my drift it is fucking RIDICOULOUS
Posted: 01 May 2006, 15:05
by MR.D
Ak's as antiair kbots... right....

ROFL
Posted: 01 May 2006, 16:00
by Pxtl
Min3mat wrote:teh AK is now a min-can. but fast, cheap spammable and fairly effective vs air...
if you don't catch my drift it is fucking RIDICOULOUS
Imho a lot of units that currently use beamlasers should be switched to pulse lasers. Otherwise they can do ad-hoc anti-air work.
Oh,
Posted: 01 May 2006, 16:08
by Pxtl
Since Core L2 air needs a boost: how about a super air-to-air-gunship for Core? Or something similar - a little faster than the Krow, armed with a turret with that anti-gunship missile that the one L2 Core tank has (forget the name). Kind of an "heavy anti-gunship plane" or a flying Can.
Posted: 01 May 2006, 16:34
by BigSteve
The Uber krow, Kick ass Rapier and the ultimate comm poppingmachine... the hurricane just not quite enough for you pxtl?
Posted: 01 May 2006, 17:04
by Machiosabre
well core air's got power, but it has room for something cool since they lost a plane
Posted: 01 May 2006, 17:04
by Min3mat
noone thinks the can errr i meant AK is OP??? :\
Posted: 01 May 2006, 17:19
by Cabbage
If you do a 1v1 with an A.K. and a peewee, both being well microed, the result should be the AK wins every time (even before 1.45) as the AK has a greater range than the peewee (other than is FPS, but that dosent count) and a faster movement speed, letting it stay out of harms way while the peewee slowly turns into a pile of molten slag.
On the whole however, i think A.K's and Peewee's are fairly even assuming you're not miticulously (i know, i can't spell to save my life :p ) microing them. Reduce the A.k's range to that the same of the peewee, and i think they'll be fine.
AK's dancing just out of your peewees range is a pain in the arse :p