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Posted: 06 Jul 2006, 15:19
by det
Caydr wrote:So, just for kicks my computer crashed again. The new hard drive I got? S.M.A.R.T. errors and refuses to boot. Disabling S.M.A.R.T. gets me nowhere. So once again I'm confined to my laptop for the time being. I'm getting seriously disappointed in computers lately... Since my original hard drive is now "rescued", I'll install my OS onto it now instead and see if I can rescue my NEW hard drive with my OLD one. Ugh... Unbelievable. I'm wondering if maybe this recent rash of bad luck has been a result of my power supply not being strong enough. This new video card might be using up pretty much every amp, watt, volt, and coulomb I've got, so during peak activity my HDD isn't getting enough power and might be screwing something up.
With hard drives it is not a question of "will it crash?" but one of "when will it crash?" You should take advantage of their cheapness and put 2 or more in RAID array. If you can afford it, it is really nice to have an external backup drive as well. This covers cases of accidental deletion and file system errors.
Posted: 06 Jul 2006, 16:05
by TheRegisteredOne
chlue wrote:I have found two small glitches
1.
I postet this a week ago. After the first plane is repaired on an arm Airrepairpad, the repairpad seem to hover. I have seen this behavior on four different systems. It locks like the repairpad becomes a stucked unit and tries to move to another location.
2.
Nanotowers set on patrol sometimes try to repair/assist things a bit out of range, which results in the tower rotate to that direction and doing nothing. Is this a bug in the script or does it come frome the engine and is unavoidable? It is quite annoying to see an nanotower doing nothing while a defence stucture in his range is converted to dust by slow but steady emeny fire...
number 2 should be avoided by making the nano tower's los lower than its build distance. unless spring does it some other way. maybe it is the manuverleashlength
Posted: 06 Jul 2006, 16:09
by Acidd_UK
Good point Kixxe... maybe normal arty has considerably better area of effect - better for killing swarms maybe? But then tremors would be even better again...
Posted: 06 Jul 2006, 16:42
by Egarwaen
Normal artillery outranges MERLs/Diplomats but is more fragile. They also fire faster, so a missed shot is an inconvenience rather than a potential disaster.
Normal artillery's also more mobile, which lets it keep up with tanks better. And you can get around 7 for the cost of one Tremor, and the 7 regular artillery have about twice the damage output, possibly more since they're twice as accurate. Plus you get those units spread over a chunk of time and can build tanks in-between, while the Tremor takes up your L2 factory the entire time it's under construction.
What advantage does the Tremor have, other than spreading its fire over a massive area and doing very little damage to any hardened targets?
(By the 1.46 numbers. I don't recall any significant changes to the arty/Tremors since then, but I could be wrong.)
Posted: 06 Jul 2006, 17:34
by Min3mat
small concentrated firepower, much easier to protect 1 tremor than 7 + arty! (although as it is more concentrated firepower it is also easier to target)
Posted: 06 Jul 2006, 17:57
by Kixxe
Bingo, and your firepower quickly dies with artillery since their so fragile and 1 one dies you lose about 15% of your firepower.
Edit: Not to mention.. how to you MISS 7 artillery units?
Posted: 06 Jul 2006, 18:24
by Egarwaen
Right, the Battleship Effect in action. But you've still got over twice as much firepower to start with, so you can lose half your arty and still come out ahead. Plus, don't you usually have great, big tanks sitting in front of your arty and soaking up fire? And you can split up the arty and have (effectively) two Tremors for the price of one.
Posted: 06 Jul 2006, 18:37
by Min3mat
its just easier to micro and protect, trust me with pathing as it is getting stuff going on can be difficult to say the least.
Posted: 06 Jul 2006, 18:39
by Charlemagne
Less micromanagment with tremors, plus they look cool, and it's easier to repair one if it gets hurt then having to repair and possibly replace several artillery tanks. Also, as someone mentioned, if one artillery dies, you have less firepower, while the tremor gives you 100% firepower until the bitter end.
Posted: 06 Jul 2006, 19:13
by Kixxe
hmm, but the stats say that they are quite usefull still..
how about.. size decresment, much less buildtime and better speed/handling?
Edit: I think that enforcers are OP. They have fast handling for their size and cost, a long range gun, a deapthcharge that kills subs and other ships AND lasers. They only possible counter i can think of is corvettes, and Enforcers can turn around as soon as they see them and fire while running. They'll kill every corvette i send that way.
Also, subs are largely useless. The only thing they can attack now is like corvettes or floting HLT's without torpedo launcher support. this is prbly due to Enforcers being so good at killing em.
Noize had a crazy idea...
[22:59:35] <[WarC]NOiZE> depthcharges are too good
[22:59:40] <[WarC]NOiZE> they outrange subs
[22:59:44] <[WarC]NOiZE> and subs are slower!
[22:59:45] <[WarC]Kixxe> Subs are sposed to be counterd by?
[22:59:55] <[WarC]NOiZE> well what can subs kill then
[23:00:04] <[WarC]NOiZE> they cost nearly 700
[23:00:15] <[WarC]Kixxe> i mean your vision
[23:00:20] <[WarC]Kixxe> waht would YOU like subs to be
[23:00:33] <[WarC]Kixxe> and to be counterd by?
[23:00:50] <[WarC]NOiZE> Well subs are already pwned by torpedo launchers
[23:00:56] <[WarC]NOiZE> and atm also by destroyers
[23:01:05] <[WarC]NOiZE> but destroyers are anti everything
[23:01:14] <[WarC]NOiZE> maybe the corvette needs depthcharges
[23:01:21] <[WarC]NOiZE> and the enforcer does not
[23:01:41] <[WarC]NOiZE> even if the enforcer had low range depthcharges
[23:01:48] <[WarC]NOiZE> they could still kill subs, as subs are slower
[23:02:32] <[WarC]Kixxe> i love it!
[23:02:46] * [WarC]Kixxe goes to post in AA thread
Posted: 07 Jul 2006, 02:27
by Caydr
Min3mat wrote:artillery is perfect atm. DON'T do silly low traj things!
Aren't you the guy that asked for this change?

Posted: 07 Jul 2006, 02:33
by Pxtl
Caydr wrote:Min3mat wrote:artillery is perfect atm. DON'T do silly low traj things!
Aren't you the guy that asked for this change?

No, that was me. I'm the one who likes OTA style of play. Min3Mat is in the "don't change ANYTHING" school.
Posted: 07 Jul 2006, 02:37
by esteroth12
i may have found a bug...
the Bulldog (~1K cost) has a wreck of only ~350 M...
for comparison, the PitBull (~700 cost) has a wreck of 548 M...
these were both the best (most M) wrecks they have
Posted: 07 Jul 2006, 03:41
by Min3mat
No, that was me. I'm the one who likes OTA style of play. Min3Mat is in the "don't change ANYTHING" school.
lol
do you have ANY idea what a idiot that makes you sound like? love the extra capitilisation tho ;P
Posted: 07 Jul 2006, 08:09
by KlavoHunter
The Destroyer already sucks at hunting subs, because of its pathetically-ranged sonar. No need to nerf it more.
Posted: 07 Jul 2006, 10:01
by Neddie
Not another argument, boys.
Now... I don't think Destroyers need a nerf either.
Posted: 07 Jul 2006, 10:46
by NOiZE
Name: Enforcer
BuildCostMetal: 887
BuildCostEnergy: 4505
BuildTime: 13368
MaxDamage: 2835
Depthcharge range: 400
Reloadtime: 3.15
Damage: 275
DPS: 87.3
Name: Snake
BuildCostMetal: 699
BuildCostEnergy: 3902
BuildTime: 9729
MaxDamage: 738
Torpedo range: 450
Reloadtime: 2.7
Damage: 400
DPS: 148
The range differance is so small the enforcers speed makes up for it. The enforcer can dodge the torpedo's but dodging the depthcharges is way harder.
Well let's asume they both always hit.
The enforcer will kill the sub in 8.5 seconds (maxdamage/DPS)
The sub will kill a enforcer in 19.15 seconds (maxdamage/DPS)
So basicly as soon as Enforcers are on the water which only cost like 200 more metal, the subs are near useless!
IMO Enforcers are just way too good, they are nearly anti-everything!
Posted: 07 Jul 2006, 11:46
by Drone_Fragger
Advance torpedo launchers are rendered useless by snakes or Lurkers. The range on them is pityful, And they cost stupidly large amounts.
On a side note, FOR THE LOVE OF GOD DON'T TOUCH ARTILLERY. CAYDR, DO YOU REMEBER THE OTA DAYS WHERE ALL YOU HAD TO DO WAS SPAM ARTILLERY TO WIN, BECUASE THEY WERE SO STUPIDLY OVERPOWERED?
Posted: 07 Jul 2006, 14:31
by Pxtl
Drone_Fragger wrote:Advance torpedo launchers are rendered useless by snakes or Lurkers. The range on them is pityful, And they cost stupidly large amounts.
On a side note, FOR THE LOVE OF GOD DON'T TOUCH ARTILLERY. CAYDR, DO YOU REMEBER THE OTA DAYS WHERE ALL YOU HAD TO DO WAS SPAM ARTILLERY TO WIN, BECUASE THEY WERE SO STUPIDLY OVERPOWERED?
He already said the low-traj mode is gonna be like low-traj Guardians and Morties - weak, low-blast shots. The idea being that you can actually use them in anti-unit engagements, which was a fun OTA feature, although they were overpowered in OTA. Caydr will balance it nicely.
Posted: 07 Jul 2006, 14:37
by Kixxe
Drone_Fragger wrote:
On a side note, FOR THE LOVE OF GOD DON'T TOUCH ARTILLERY. CAYDR, DO YOU REMEBER THE OTA DAYS WHERE ALL YOU HAD TO DO WAS SPAM ARTILLERY TO WIN, BECUASE THEY WERE SO STUPIDLY OVERPOWERED?
So useless or OP are the only way they can be?