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Posted: 28 Oct 2006, 17:01
by Caydr
http://www.caydr.com/

Whuddya think?

Posted: 28 Oct 2006, 17:08
by Min3mat
swwweeeeeeeeeeet.
Don't you worry your little head bout the unit guide though get some noob grunts or something to do it and do some GEM! :D

Posted: 28 Oct 2006, 17:13
by Helix
Caydr wrote:Does anyone have the slightest idea why that happens?
no idea, but that doesn't happen if they are units and not building. and single pads seem to be more "stable" ( at least they don't move around >.> )

Posted: 28 Oct 2006, 17:31
by Caydr
My head not little, my head big. Like football.

Posted: 28 Oct 2006, 19:57
by hawkki
im really looking forward to the day you finish those models and we can have a mod with units fitting todays requirements.

Posted: 28 Oct 2006, 21:10
by Lippy
Caydr wrote:http://www.caydr.com/

Whuddya think?
Nice!
Latest version is 2.24? Since when?? :p

I also like it how u say you've renamed it to abolition, but then carry on using AA later. :-)

BTW, you say you are replacing it with the tech trees with original content.... Do you mean completely original units or....?

Posted: 28 Oct 2006, 21:16
by 1v0ry_k1ng
if you remove the peewee the world will fall into darkness and sauron will find the ring1

Posted: 28 Oct 2006, 22:38
by raneti
When i reclaim something of my own i want the E too not just the M(i dont' mean wrecks). It used to be that way in TA.

Posted: 28 Oct 2006, 23:37
by Arco
raneti wrote:When i reclaim something of my own i want the E too not just the M(i dont' mean wrecks). It used to be that way in TA.
I mostly notice this when I cancel a unit in a factory (the M is refunded but not the E), but there's nothing "wrong" with the way it's done now. It implies a greater difference between metal and energy--you pretty much always lose the energy you use, but you can generate energy more easily. Metal is harder to get in the first place, but easier to recover. It's just another way of differentiating metal from energy, even on metal maps. In OTA-style gameplay, there was very little functional difference between energy and metal. (Non-building activities sometimes, but not always, required energy, and that's about it.)

With the further differentiation we have, you can allow for such things as metal-eating weapons without losing a functional distinction between energy and metal.

Posted: 29 Oct 2006, 07:20
by LordMatt
Energy was always lost forever in OTA.

Posted: 29 Oct 2006, 11:48
by tombom
The term abolition makes no sense in terms of blowing things up.
Wikipedia wrote: Abolition is the act of formally repealing an existing practice through legal means, either by making it illegal, or simply no longer allowing it to exist in any form.
answers.com dictionary wrote: ab├é┬Ào├é┬Àli├é┬Àtion (ăb'ə-lĭsh'ən) pronunciation
n.
1. The act of doing away with or the state of being done away with; annulment.
2. Abolishment of slavery.
I can't think of any better ideas at the moment though.

Posted: 29 Oct 2006, 12:23
by Foxomaniac
Pssst - Unit guide.

Technichal Unit Guide - Someone's going to be pissed if you ignore it completely.

Just gimme dem templates if you ever whoop any and I'll gladly maintain that.

>_>.

Posted: 29 Oct 2006, 15:09
by Caydr
Abolish. Abolitition. To abolish.
doing away with

Posted: 29 Oct 2006, 16:56
by LordMatt
Last night I won a game on Painted Desert, without building a single radar! For those who are familar with this map in OTA, that is insane--you would never do that. Currently in AA, however, to takes enough micro time place radars on the map and check that you have proper coverage that it is more worthwhile to use a lot of scouts instead. Please, Please, Please, revert radar back to OTA stats. If you need to increase advanced radar range and cost to compensate, do that.

Also, AA played at a high level has gone from gator spam to flash spam. Maybe both of these units need some kind of nerf so that other vehicles need to be built as well?

Posted: 29 Oct 2006, 22:32
by Peekaboom
To quite myself :
I really feel like there are too many rediculous anti-air units in the game. Personally, I think the best defense against bombers/gunships SHOULD be air-2-air fighters or stealth fighters. Gone are the days of using planes to guard your attack forces, since there are now adv. missile kbots (rediculously good), impossible to kill Flak trucks, and the AA ships are insane.

I just think that AA defenses should be generally weak to fend off lvl1 planes early on, and let the static flak guns handle point defense of critical sites. Plane patrols should constitute the major air defense.

In OTA (not that this is OTA) you needed both flak AND fighters to effectively protect you from an air raid of ANY size. Now, a few units smattered around the map effectively takes air out of the mid-game.
Better AA fighters, less static defenses, and a boost to the gunships is needed IMO

Posted: 30 Oct 2006, 01:06
by Min3mat
Also, AA played at a high level has gone from gator spam to flash spam. Maybe both of these units need some kind of nerf so that other vehicles need to be built as well?
I tried to bring this up and had quite a good discussion on whether they should be like cavalry. Got bogged down with the noobs saying things though. This post is a good example of such moronity :( i just want to discuss flash/gator balance ;.; is it so much to ask!!!

Posted: 30 Oct 2006, 03:09
by LordMatt
My post Min3mat? :shock:

Posted: 30 Oct 2006, 03:51
by Pxtl
Min3mat wrote:
Also, AA played at a high level has gone from gator spam to flash spam. Maybe both of these units need some kind of nerf so that other vehicles need to be built as well?
I tried to bring this up and had quite a good discussion on whether they should be like cavalry. Got bogged down with the noobs saying things though. This post is a good example of such moronity :( i just want to discuss flash/gator balance ;.; is it so much to ask!!!
Really, they should both be weak units. The heavy tanks should be the assault units - these are the "fast attack" vehicles that are used to probe for weak spots, explore, and punch in - in short, they should be left to maps where there are very wide, lightly defended borders to raid - you should rarely ever see them on chokepoint maps. Compare how much late-game usage you see from the Peewees/AKs - peewees are for quick demolitions, and AKs are the Core Zipper. Not mainstream combat units. Meanwhile, in vehicles, the Gator/Flash are the de-facto mainline combat vehicles, to the diminishment of other tank units - especially now that impact has been diminished that let you just scatter these light units to the wind.

Posted: 30 Oct 2006, 03:57
by Snipawolf
From what I have played with, I think both should support a ~25% health decrease, to enforce the fact they are supposed to be light raiders and scouts..

Posted: 30 Oct 2006, 04:08
by Caydr
I'll give them a 10% reduction to start with, 25% would be too big of a jump.