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Posted: 04 May 2006, 15:31
by Kixxe
Hellspawn wrote: think lvl 1 artilary should have a bit smaller range then hlt (but not much) and yeah advance solar should have some kind of bost (maybe 20% more energy?).

Why? that's mostly their purpose... to take out early fortifications. Without it only rawpower can stop a HLT, and belive me, 1 HLT plus 2 LLT ain't easy to kill with level 1 units.

Posted: 04 May 2006, 16:00
by Min3mat
i think that to make the gameplay more dynamic all static defenses should cost 5-10% more buildtime. it's pretty porcy even in 1v1's atm.

Posted: 04 May 2006, 16:36
by Hellspawn
Kixxe wrote:
Hellspawn wrote: think lvl 1 artilary should have a bit smaller range then hlt (but not much) and yeah advance solar should have some kind of bost (maybe 20% more energy?).

Why? that's mostly their purpose... to take out early fortifications. Without it only rawpower can stop a HLT, and belive me, 1 HLT plus 2 LLT ain't easy to kill with level 1 units.
Defense must be more cost effective the units, nevertheless turrets have one big "weakness" they are static. HLT should IMO hold basic lvl 1 atack. If artilary had bigger range they would become OP units. They would be very hard to stop once you would have hlt/lt defence behind their back, imagine horde of guardians shooting at you. They would be nearly unstopable. Even single guardian can do a lot of damage, but 10 mobile guardians, it sounds very powerful to me.

On other hand if artilary would have a bit smaller range, they could still kill hlt with some casualties.

Posted: 04 May 2006, 16:37
by NOiZE
atm Level1 Arty gets owned by a HLT lol

Posted: 04 May 2006, 16:45
by Min3mat
Defense must be more cost effective the units, nevertheless turrets have one big "weakness" they are static. HLT should IMO hold basic lvl 1 atack. If artilary had bigger range they would become OP units. They would be very hard to stop once you would have hlt/lt defence behind their back, imagine horde of guardians shooting at you. They would be nearly unstopable. Even single guardian can do a lot of damage, but 10 mobile guardians, it sounds very powerful to me.

On other hand if artilary would have a bit smaller range, they could still kill hlt with some casualties.
-.-
really. try taking a HLT out with a tech 1 arty? tier 1 arty range is not exactly guardian range and nowhere near guardian power. if arty had smaller range then you would need to swarm the HLT as you couldn't outrange it...i mean why would u even bother with arty when u could have stumpies -.-

Posted: 04 May 2006, 16:47
by Hellspawn
NOiZE wrote:atm Level1 Arty gets owned by a HLT lol
Thats true, I do think they should be improved, just not with huge range unless you make their shooting weaker.

Posted: 04 May 2006, 16:54
by Soulless1
Just briefly to skip back to the commander debate - I have a very simple solution.

When playing comm ends (or possibly in either mode), decrease the cost of cloaking a STATIONARY commander to be much smaller than now (leave the move + cloak cost as it is) - which will make it a viable defence mid to late game.

That way, comm ends would still stop rushing, but if you wanted to hide your comm later (to make the game less prone to sudden deaths) it wouldn't cost you the earth unless you wanted to use it agressively at the same time.

Anyone got more thoughts on that?

Posted: 04 May 2006, 16:59
by aspa
At the moment the shellshocker and wolverine have slightly longer range than HLTs, right? But if they're set to Maneuver, they'll move on their own just inside the HLT range. But as far as I know, if they're set to Hold, they won't move on their own.

So as far as I can tell, the lvl 1 artillery vehicles are good for taking out HLTs but only as long as you keep proper control of them.

Posted: 04 May 2006, 17:00
by Pxtl
Soulless1 wrote:Just briefly to skip back to the commander debate - I have a very simple solution.

When playing comm ends (or possibly in either mode), decrease the cost of cloaking a STATIONARY commander to be much smaller than now (leave the move + cloak cost as it is) - which will make it a viable defence mid to late game.

That way, comm ends would still stop rushing, but if you wanted to hide your comm later (to make the game less prone to sudden deaths) it wouldn't cost you the earth unless you wanted to use it agressively at the same time.

Anyone got more thoughts on that?
Heh, that sounds good. Really, the "static-cloak" commander thing would even be good for continues, since it wouldn't make bombing any easier.

Anyhow, my problem with "game continues" is that, if the game uses a lot of stealth and submersibles, it can take an annoyingly long time to sweep up the last of the enemy units. Much nicer to end the game on a high-point, the Comm's heroic-last-stand.

What I'd like would be some way to "upgrade" the commander. Like an underground armoured bunker you could hide him in, or a way to build a nice Krogoth shell around his puny Commander body.

Posted: 04 May 2006, 17:01
by Egarwaen
ginekolog wrote:After all its the only RTS where single unit loss can kill u :)
Homeworld and the Mothership.
Hellspawn wrote: HLT should IMO hold basic lvl 1 atack. If artilary had bigger range they would become OP units.
It does hold off basic level 1 attacks. I'd hardly qualify a bunch of L1 artillery as "basic level 1". All that would really do is force you to have some mobile units of your own to respond to the artillery.

Posted: 04 May 2006, 17:19
by Min3mat
or a way to build a nice Krogoth shell around his puny Commander body.
<3 :lol:

Posted: 04 May 2006, 17:56
by Generuler
I agree that level 1 artillery needs a boost - they're pretty useless atm

Posted: 04 May 2006, 18:43
by Zenka
4
ginekolog wrote:After all its the only RTS where single unit loss can kill u :)
Construction yard from all Westwood games. (somethimes require to destroy the heavy factory as well to prevent any MCV)

Quite odd that I suddently see the use of mobile lvl 1 artiellery since 1.46.

commanders.

Posted: 04 May 2006, 19:38
by Pxtl
Peekaboom wrote:COMM BALANCING:
Obviously the biggest problem with the Comm is that he's a bomb. Imho, remove the bomb (which was created for "game ends" anyways) and he's fine. The only other frustration I hit is the unreliability of the dgun. It's painfully unreliable on rough terrain, and unusuable under water..

Consider, in "game ends" you can't use a commander to dgun another commander, any more than you can check a king with a king in chess. Dgunning a commander is suicidal because of the bomb.

Alternately, the Commbomb could do extra damage to commanders, but otherwise be weak against units. Then the "commbomb" effect is weak, but you still have that defense available for "game ends".

Posted: 04 May 2006, 20:22
by Hellspawn
Min3mat wrote:
Defense must be more cost effective the units, nevertheless turrets have one big "weakness" they are static. HLT should IMO hold basic lvl 1 atack. If artilary had bigger range they would become OP units. They would be very hard to stop once you would have hlt/lt defence behind their back, imagine horde of guardians shooting at you. They would be nearly unstopable. Even single guardian can do a lot of damage, but 10 mobile guardians, it sounds very powerful to me.

On other hand if artilary would have a bit smaller range, they could still kill hlt with some casualties.
-.-
really. try taking a HLT out with a tech 1 arty? tier 1 arty range is not exactly guardian range and nowhere near guardian power. if arty had smaller range then you would need to swarm the HLT as you couldn't outrange it...i mean why would u even bother with arty when u could have stumpies -.-
Never said artilary has guardian range.

I have another idea though, increase range to bigger then HLT but also nerf its aim capability. Artilary would be useful and not to strong this way.

Coments >_>.

Posted: 04 May 2006, 20:41
by Egarwaen
Hellspawn wrote:I have another idea though, increase range to bigger then HLT but also nerf its aim capability. Artilary would be useful and not to strong this way.
It's already got absolutely horrible accuracy, doesn't it? I know it's totally useless against mobile units. As long as they keep moving, it won't hit anywhere near them.

Posted: 04 May 2006, 21:33
by NOiZE
Also i think The radar jammer towers (level2 ones) should have a shorter range...

Posted: 04 May 2006, 21:52
by Zenka
NOiZE wrote:Also i think The radar jammer towers (level2 ones) should have a shorter range...
seconded

And the mobile artilery isn't suppose to hit moving targets, right?

Posted: 04 May 2006, 22:06
by Egarwaen
Zenka wrote:
NOiZE wrote:Also i think The radar jammer towers (level2 ones) should have a shorter range...
seconded
Signed. It'd also probably make Junos more useful as right now they just have to rebuild one tower to re-jam their base.
And the mobile artilery isn't suppose to hit moving targets, right?
In my experience, if you manage to, it's through sheer dumb luck.

Posted: 04 May 2006, 22:10
by Generuler
Also i think The radar jammer towers (level2 ones) should have a shorter range...
agr33d :-)