Page 42 of 59

Posted: 24 Jan 2006, 09:01
by SwiftSpear
AK/Peewee won't explode in chain reactions as often
Favorate change. Now they can go toe to toe with groups of thuds and rockys in some situations.

Posted: 24 Jan 2006, 09:07
by Caydr
You haven't even played it yet, don't get too excited.

BTW, the scripting trick used to allow dual weapons with only one firing at a time which can be found in the scripts for guardian, punisher, ambusher, and toaster is still experimental. It should work in almost all situations, but is still a work in progress. If it behaves strangely please post about it and the situation in which it was being used.

(since nobody's likely to look at the LAST page now, 1.42 is now available: http://prdownloads.sourceforge.net/ta-a ... p?download )

Fatboys, Mavericks, knockback

Posted: 24 Jan 2006, 10:37
by chiss
I gotta say Caydr, I really love the arm adv kbot plant units, expecially Fatboys. What makes them cool is that they occupy a totally different style and gameplay nitch, as do zueses, fidos, zippers, snipers, and crawling bombs. I love units that have wildly varying degrees of usefulness in different situations, and I hope you will try to increase that in the future. The reason Spring beats all other rts is because of the multitude of factors that allow for these varying strategies. Zueses become amazing in packs because they just need to get close, zippers suck until you build a million and weasel them into the enemy base, snipers get rocked unless you slowly approach with scouts, and fatboys will get owned by most other tier 2 units but they are perfect for disrupting large tier 1 groups. Another unit that's like that is the Leveler for core. It knocks light units back and disrupts them. My hope is that these elements could be even more exaggerated.

The fatboy looks like the sumo at first glance, but is a totally different animal in combat. I like that the fatboy is short range, I like that it is slow. I like the slow unit turn speed. I even like the relatively low damage output (vs sumo). What I think it needs more of is area effect, impulse factor, reload rate, and less damage per shot to compensate.

The unit that I wish was a thing is the Maverick. poor, poor maverick. What's his thing? Do you really need a unit that can deal damage but not take it? Only if it was more extreme. What if he had the same knock back power that the leveler has? That combined with his fast firing rate against tier 1 units might make him the ideal gunslinger, but no bonus v structures.

nice work.

Posted: 24 Jan 2006, 15:05
by kujeger
MY PRECIOUS TREMORS


MADE USELESS

Posted: 24 Jan 2006, 16:21
by Forboding Angel
oh please

tremors will never be useless. Try building 2 next time.

Posted: 24 Jan 2006, 17:30
by Min3mat
useless?
i got a n00b! stamp just asking to meet a forehead

Posted: 24 Jan 2006, 18:59
by sergey
A lot of mistakes/types in changelog. some of them are really hard to understand.

Moho exloter - i tryed to use them and firn out that they are unefficient vs aircrafts - it is like 0 effectivness vs bombers and browlers.

Why is so? is it was planed? So themn why you give them these rockets?

Posted: 24 Jan 2006, 19:11
by BigSteve
Thanks for the turn increase on fatboys thats awesome will try em out...
as for mavericks... they are expensive... nearly 650 metal?
I realise they do huge damage but, they are very slow and take very little punishment before going down, the fact that they dont out range anything kinda makes them almost useless considering their cost really - maybe they could do with a speed increase or something? or small range increase as for 650 metal they arent too great
Keep up the good work caydr!

Posted: 24 Jan 2006, 19:27
by Forboding Angel
SERGEY

The exploiters are for defense against grount units.

I know for a fact that exploiter 1 vs 1 pwns a sumo, and 1 vs 1 pwns a karganeth.

1 vs 1 the exploiter will normally win. It's when you have multiple units attacking it is when it starts to falter

Posted: 24 Jan 2006, 19:31
by Caydr
Forboding Angel wrote:SERGEY

The exploiters are for defense against grount units.

I know for a fact that exploiter 1 vs 1 pwns a sumo, and 1 vs 1 pwns a karganeth.

1 vs 1 the exploiter will normally win. It's when you have multiple units attacking it is when it starts to falter
Or just artillery of any kind.

Posted: 25 Jan 2006, 10:30
by MR.D
Fast units can take them out fairly easy also, you just can't rush straight into it.

I've taken them out with 2 way attacks with thuds and ak's, I don't remember exact #'s of those units I used, but if you can hit it from more than 1 angle it usually works on almost any single defence.

Anything less than tanks is going to get smashed with those rockets alone
so you have to use your slower units up front to take the first volley, then rush with your faster units to surround it, then move in the slow units into range and pound it while its confused.

Defence isn't something that you can just leave to itself either, unless its a wall of 20 annihiators, you need to support it with units to really make them usefull.
If you can get close enough to and surround anything, its dead.. pure and simple.

Posted: 25 Jan 2006, 16:48
by Decimator
I like the artillery method. :)

Posted: 25 Jan 2006, 18:33
by BigSteve
what you talking about deci? you hate artillery.... :wink:

Posted: 26 Jan 2006, 13:11
by Zenka
Is it me, or does the radar jammer jams your opponents units as well as yours?

Posted: 26 Jan 2006, 14:49
by Forboding Angel
that would be the case.

Posted: 26 Jan 2006, 15:18
by Caydr
That was one of the more controversial things about Spring in the beginning; that, and radar being blocked the same as LoS. The latter, in my opinion, is a good thing, but not so sure about the former.

Posted: 26 Jan 2006, 15:25
by aspa
Caydr wrote:That was one of the more controversial things about Spring in the beginning; that, and radar being blocked the same as LoS. The latter, in my opinion, is a good thing, but not so sure about the former.
Would it be possible to have the lvl1 jammer only jam your own lvl1 radar, but not lvl2 radar? And lvl2 jammer jams lvl2 radar but not lvl3.

Or what about having jammers that don't completely block radar signatures, but drastically increase their uncertainness?

Posted: 26 Jan 2006, 16:36
by FizWizz
aspa wrote:
Caydr wrote:That was one of the more controversial things about Spring in the beginning; that, and radar being blocked the same as LoS. The latter, in my opinion, is a good thing, but not so sure about the former.
Would it be possible to have the lvl1 jammer only jam your own lvl1 radar, but not lvl2 radar? And lvl2 jammer jams lvl2 radar but not lvl3.

Or what about having jammers that don't completely block radar signatures, but drastically increase their uncertainness?
currently neither of those is remotely possible with the Spring engine. The first idea is (in my opinion, anyways) nonsense anyhow, but there's some merit to having jammers multiply the wobble on units.

Posted: 26 Jan 2006, 17:38
by Fanger
No the whole idea of increasing wobble is silly... that completely removes the strategic value of having a jammer... the point of jamming the enemy radar is so that he/she does not know you have anything there at all, If he/she can still tell you have units there just not exactly where they are your opponent can still take measures to defend against them. The point of the Jammer is to deny information not make it fuzzy... Id rather have a poor idea of where my enemies units are but how many, than no idea of where and numbers...

Posted: 26 Jan 2006, 20:57
by tanelorn
But this does open up the idea for a more elaborate sensor / jamming system.

WHat about radar ghost projectors? What about level 2 radar overcoming level 1 jamming? WHat about low power jammers causing high wobble but higher power jamming causing complete blackouts? ANd what about actually seeing the jamming blackout on your LOS overlay, as jammed radar signals would still be detectable as being jammed.

And then...

WHat about alternate sensors such as seismic (only detects mobile units, or if possible moving mobile units), or LIDAR (Does not detect cloaked units that light passes through).

What about a missile building that produces one-shot scout cruise missiles (difficult to shoot down, more useful if building ghosting is active)

What about a scout drone that is cabable of also building dragons eyes.

What about a cloakable scout crawling bot with visual sight only and is low profile enough to be radar invisible.

What about radar-seeking or jammer-seeking cruise missiles (shorter range non-ballistic missiles fired from a mobile platform)

How about a missile that temporarily disables jammers and radars, like an EMP bomb?

Lots of possibilities, all worth discussion.