Posted: 13 Jan 2007, 21:12
what the hell, the do not turn around for me...
come in lobby with me.. maybe we are doing something different.
come in lobby with me.. maybe we are doing something different.
I've noticed the same some time ago... after being issued a stop order spawned units would engage each other even when the enemies weren't in their firearcs.KDR_11k wrote:(after a .give I have to give them a stop order before they do that, though).
okay, maybe I came across wrong, the gouf headrod boy, maybe because if what youve just mentioned, virtually never targets. you can charge into a group of enemy boys and only 2-3 goufs will fire because of their short range and glitchy targeting;my issue is atm they dont work as intended.
that is because spring does not truely support close combat. it is the best I could give you guys. Yep, I have been aware for almost a year now about all the bugs with spring and that close combat weapon. I used the best tricks that we have available to us but close combat(melee) doesn't exist as a weapon yet. if it existed you would see a lot of it in gundam.also, the zauk2 with the close combat gauntlemnt has loadsa trouble targeting its gauntlet... etc etc etc
Lol, nope. If there was I would have to constantly update it when I releaseis there a stats page anywhere for DPS, health, range, cost etc?
Right here!is there a stats page anywhere for DPS, health, range, cost etc?
And the t61 outranges them all...There are times where gelgoogs/rx79beams and snipers are next to untouchable because of their range.
Yes. Their erratic flight behaviour gives them poor survivability and makes them very hard to micro. Though even with a big HP buff, they would probably still stumble into the enemy all the time and get shot down. Its usually easier to just micro the gouf custom and kampfer.Do you feel (Gouf Flighttypes) may be a bit expensive?
This isnt so bad, just means more benefit from flanking and micro!The mechs in this picture will never turn around. before, in the earlier builds when the patch was first applied they would turn around and fire. Now, they stand there.
Saktoth wrote: The t61
Sorry, bad math on my part, the t61 isnt as strong as i thought in DPS-for-cost. However, it can still outrange static defenses, has a 360 degree firing arc and is faster than most mechs (These three, in combination, make it perfect for hit and run).
And the t61 outranges them all...There are times where gelgoogs/rx79beams and snipers are next to untouchable because of their range.
It is better then 100mm rocketlauncher or beam rifle mech.Saktoth wrote:The ranges are kinda confusing at the moment, especially given the descriptions of the units.
They are long range, for something that isn't artillery or a sniper. the way I was doing it was like this:Saktoth wrote:For example, the Xamel is called a 'Mobile Long range artillery unit' with 2500 range. The other Zeon units called 'Long Range' or 'Artillery' have less than 750 range (The Gelgoog and Gelgoog canon).
So to explain:Saktoth wrote:The fed guntank 'Medium Artillery mech' has 1500 range. On the other hand the fed guncannon 'Medium Artillery and Longrange mech' has 900 range, exactly the same as everything else built by the exp mech building. Their descriptions include 'Medium Artillery support mech' 'Heavy long range Assault Mech' 'Medium Ground artillery' and 'VERY Heavy Long Range unit'. Yet they all have 900 range. Whats the difference between longrange and artillery? Shouldnt 'Medium Artillery and longrange' have more range than 'Medium artillery'?
Considering the damage that 200 range can mean a lot. 200 range is a lot.Saktoth wrote: Even if the t61 is dropped down to 700 range, thats still only 200 difference between it and 'long range/artillery' units, not a great deal.
It may be a bit too obfuscated. Thing is I do not state how high the range on an artillery unit is because the descriptions are pretty long as it is. I cannot put a paragraph in there.Saktoth wrote: I think the ranges need to be adjusted. Why are most of the 'long range' and 'artillery' units not anywhere near the guntank or xamel, and only slightly more than some frontline assault units?
unit guide J5mello, Aun and I did not type this for nothing.. tell me you looked at it?Saktoth wrote:More than that i think the descriptions need to be standardized! A lot of the descriptions dont seem to mean anything consistent. This might help new players a lot more in figuring out what sort of roles the units are meant to play, and how best to use them (for my part, im still kinda confused)
Code: Select all
Range
HP
Speed
Reaction time
fire Arcs
metal and energy cost a second
how many you can have
------------------------------------Units------------------------------------
T61 tank
Hitpoints reduced from 1000 to 700
Movespeed reduced from 4 to 3
Rx78 remodeled
Fedcom
changed category to AIR from notair
hp increased 45000 from 40000
8 new units icons.
2 for the comms
2 for the hero units
1 for the rx78
1 for any radar blips
1 for the gunperry
1 for the dodai
Fixed a few teamcolors that were odly off..
fixed ez-8s firing while moving animation.
------------------------------------General------------------------------------
Added support for gradual reclaim
That is why I went with the obfuscated descriptions. It was the best way I could handle it in the text space I can use on the current gui. Does this explain my dilemma?Construction type Zaku
Your first and most basic builder. Other than the Com he is the only mech that can build defenses.
Zaku2 with machine gun
They die in the threes so build them in the fours" The Zaku 2 is one of the weakest mechs in the game but in return for that you get a unit you can build droves of.
Zaku with machine gun
Cheapest (and weakest) thing the Zeon can build, yes, starcraft player these are zerglings... if zerglings could shoot down aircraft and blast the hell out of the enemy.
Zaku2 with rocket launcher
Similar to the Zaku2 but trades up for a rocket launcher. Makes good anti air and has decent stopping power against mechs
Recon Zaku
This unarmed Zaku variant has powerful radar, los and a decent jamming radius. One or two always help out an attack force
Gouf
This mech is designed for close assault. Its heat rod weapon can paralyze any unit, even the powerful Alex, in one shot
Zaku2 Plus
This Zaku2 adds a spiked gauntlet to its arsenal, perfect for close combat.
Zaku2 R
An experimental zaku2 with thrusters it uses to gain higher mobility. This guy can hover over land and water allowing him to attack from many angles. Combine them with DOMs to cover your Xamels
Zaku2rl Plus
This rocket Zaku2 has twin rocket launchers attached to its shins. The rockets have a very limited fire arc but deal medium damage. Line these up and send them at your enemy.