Page 5 of 14

Re: Balanced Annihilation V6.96

Posted: 27 Jul 2009, 01:16
by YokoZar
hunterw wrote:random note...i like the gameplay implications of CA's above-water sea mex. the least expensive unit to raid underwater mex is the 500 metal submarine that moves at 2 mph.
Unless you have gimps, there's also no good way to raid a water player's mex spots unless you have your own sea lab.

I've literally had to resort to using construction hovers to build sonar and torpedo launchers in order to destroy mexes. This seems wrong somehow.

Maybe if there were some sort of weak weapon that could only shoot straight down under the water.

Re: Balanced Annihilation V6.96

Posted: 27 Jul 2009, 01:21
by JohannesH
YokoZar wrote:
hunterw wrote:random note...i like the gameplay implications of CA's above-water sea mex. the least expensive unit to raid underwater mex is the 500 metal submarine that moves at 2 mph.
Unless you have gimps, there's also no good way to raid a water player's mex spots unless you have your own sea lab.

I've literally had to resort to using construction hovers to build sonar and torpedo launchers in order to destroy mexes. This seems wrong somehow.

Maybe if there were some sort of weak weapon that could only shoot straight down under the water.
torpedo launchers is ridiculous overkill, just reclaim the mexes.

Re: Balanced Annihilation V6.96

Posted: 27 Jul 2009, 02:06
by hunterw
JohannesH wrote: torpedo launchers is ridiculous overkill, just reclaim the mexes.
you have to be able to see them to do that.

the point is still valid - uwmex are basically unraidable compared to land. this is one of the reasons water suxs.

Re: Balanced Annihilation V6.96

Posted: 27 Jul 2009, 03:02
by Pxtl
Sonars are cheap compared to torp launchers.

Re: Balanced Annihilation V6.96

Posted: 27 Jul 2009, 05:15
by YokoZar
JohannesH wrote:
YokoZar wrote:
hunterw wrote:random note...i like the gameplay implications of CA's above-water sea mex. the least expensive unit to raid underwater mex is the 500 metal submarine that moves at 2 mph.
Unless you have gimps, there's also no good way to raid a water player's mex spots unless you have your own sea lab.

I've literally had to resort to using construction hovers to build sonar and torpedo launchers in order to destroy mexes. This seems wrong somehow.

Maybe if there were some sort of weak weapon that could only shoot straight down under the water.
torpedo launchers is ridiculous overkill, just reclaim the mexes.
True, I figured out I should reclaim after a while. It's really unintuitive and silly, though.

Re: Balanced Annihilation V6.96

Posted: 27 Jul 2009, 09:54
by hunterw
Pxtl wrote:Sonars are cheap compared to torp launchers.
yea all it takes is a construction ship to move to enemy territory, construct a sonar, then reclaim the uwmex

compared to building a flea

Re: Balanced Annihilation V6.96

Posted: 27 Jul 2009, 12:51
by YokoZar
btw Arm land players have a good way of raiding sea as well: pelicans for all the floating units, and then a crawling bomb or two to hit the mexes.

The weirdness of this is that subs can still defend the mexes even after everything else gets killed by the pelicans

Re: Balanced Annihilation V6.96

Posted: 29 Jul 2009, 15:46
by Beherith
Two minor bugs:
core t2 radar kbot is still in vehicle moveclass.
crashers can only be built on perfectly flat terrain (by freaker)

Re: Balanced Annihilation V6.96

Posted: 29 Jul 2009, 16:59
by NOiZE
Not sure where to post this,

But with the new GUI, when you press F11, you can no longer see the widget description. And I have no idea what all the widgets do =)

Re: Balanced Annihilation V6.96

Posted: 29 Jul 2009, 17:31
by Jazcash
Ever noticed when you set orders for cons that are being built, that every now and then their orders will get cleared and when you requeue all the stuff, it clears again when they are finished being built. This is old and needs to be fixed.

Re: Balanced Annihilation V6.96

Posted: 29 Jul 2009, 17:59
by TheFatController
JAZCASH wrote:Ever noticed when you set orders for cons that are being built, that every now and then their orders will get cleared and when you requeue all the stuff, it clears again when they are finished being built. This is old and needs to be fixed.
Sounds like you have a widget messing up the command on UnitFinished imo, or can you confirm how you can recreate this every time so that I can test?

Re: Balanced Annihilation V6.96

Posted: 29 Jul 2009, 18:29
by Jazcash
TheFatController wrote:
JAZCASH wrote:Ever noticed when you set orders for cons that are being built, that every now and then their orders will get cleared and when you requeue all the stuff, it clears again when they are finished being built. This is old and needs to be fixed.
Sounds like you have a widget messing up the command on UnitFinished imo, or can you confirm how you can recreate this every time so that I can test?
I'm very sure it's not a widget. I've had this problem since the start of playing BA. It's nothing serious but it happens every now and then (Pretty rarely) but annoys me when it does happen.

I just tried to recreate it and I did a few times but I'm still note exactly sure how I did it.

I'm pretty sure that it is something to do with setting and canceling orders though. Maybe also something to do with pathing.

I've uploaded the replay: http://replays.adune.nl/?1456

You'll see when it does happen the cons set a move order just behind the lab off to the right a bit and then when they get made, they cancel that order and just move straight out the lab...

Re: Balanced Annihilation V6.96

Posted: 29 Jul 2009, 21:25
by Jazcash
Also, could you make it so if you hold D, it activates Dgun mode where you then only have to left click in order to Dgun. Chaos is bitching to me about how the currently system of hitting D and left click every time you want to Dgun suxors.

Re: Balanced Annihilation V6.96

Posted: 29 Jul 2009, 22:03
by JohannesH
JAZCASH wrote:Also, could you make it so if you hold D, it activates Dgun mode where you then only have to left click in order to Dgun. Chaos is bitching to me about how the currently system of hitting D and left click every time you want to Dgun suxors.
Make a widget for that or something if you like, I do NOT want that shit. Pressing a key is no work at all and I dont want to accidentally dgun my own unit i meant to select or similar stuff.

Re: Balanced Annihilation V6.96

Posted: 29 Jul 2009, 23:23
by Jazcash
JohannesH wrote:
JAZCASH wrote:Also, could you make it so if you hold D, it activates Dgun mode where you then only have to left click in order to Dgun. Chaos is bitching to me about how the currently system of hitting D and left click every time you want to Dgun suxors.
Make a widget for that or something if you like, I do NOT want that shit. Pressing a key is no work at all and I dont want to accidentally dgun my own unit i meant to select or similar stuff.
Try reading. I said holding 'D' and left clicking. Not tapping just tapping 'D'...

Re: Balanced Annihilation V6.96

Posted: 29 Jul 2009, 23:47
by JohannesH
JAZCASH wrote:Try reading.
Nah

Re: Balanced Annihilation V6.96

Posted: 30 Jul 2009, 00:16
by Jazcash
JohannesH wrote:
JAZCASH wrote:Try reading.
Nah
I urinate on your garments.

Re: Balanced Annihilation V6.96

Posted: 30 Jul 2009, 04:47
by Niobium
Beherith wrote:Two minor bugs:
core t2 radar kbot is still in vehicle moveclass.
crashers can only be built on perfectly flat terrain (by freaker)
+1 to both.

The same need-perfectly-flat-ground applies to jethros built by consuls as well, while other units such as cans/raiders/pyros etc don't have any issues.

Re: Balanced Annihilation V6.96

Posted: 30 Jul 2009, 09:43
by el_matarife
Is this an engine bug? It seems like you should be able to build units on any terrain they can walk on once they're built.

Re: Balanced Annihilation V6.96

Posted: 30 Jul 2009, 10:16
by Tobi
No it's mod bug, the units need to have the tag that specifies how steep the ground under them may be when they are being built. (maxSlope?)

(For movement this data comes from the movetype the unit uses, so both [max slope on which unit may be build and max slope on which it may move once built] are separately configurable.)