Posted: 15 Jun 2006, 19:43
Apologies, the unit is actually called Firestorm.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
None here.Caydr wrote:No objections then to removing abel/caine/Firestorm?
You will build the guardian that should have been there ages ago or deploy your dominators/merls/lvl1 swarms or your bombers.Caydr wrote: And finally, what will an Annihilator do when faced with artillery behind a hill?
its in the AI forum, stfu pwnedEgarwaen wrote:I looked at it and decided I don't know enough about AA to even try to make one. Sorry.![]()
Not from me. Perhaps one day you could split the L2 ship lab into 2 labs, one for smaller ships and one for bigger ships (thus allowing "l2 river action" and "giant OMFG battleship ocean action" that so many players want) so that the Capital ships can be scaled up to true battleship size. Then having more variety in the bombardment boats would make sense - but right now there doesn't seem to be much point to the MRB boats.Caydr wrote:No objections then to removing abel/caine/inferno?
The main purpose of the closing units is to protect them from LRPC fire and aircraft. They can also be set to hold fire (and therefore, close) and last indefinitely if there's a lot of artillery targetting one. And finally, what will an Annihilator do when faced with artillery behind a hill?
Ahem:krogothe wrote:Erg, if you are such a good player and im such a noob that deserves patronizing like ive never played this game before then please post me a replay of you effectively using ambusers and getting them cruise missiled (which arent nukes btw) and surviving and such, you seem to be extremely skilled to be bold like that.
Ahem Mk 2:krogothe wrote:No i dont you lazy sod, go play some games and see for yourself?
1.46 to 1.48 changelog wrote:Core "Catalyst" reverted to tactical nuke weapon
And yes, I don't know enough about AA to make an optimal buildtree for AI play. I freely admit this - I'm nowhere near aware enough of what I do when I play to do this. There are a lot of players better than I am. That doesn't mean I'm not right. Pop-up guns will survive enough nuke strikes (including all nuclear weapons - full nukes, Catalyst tactical nukes, EMP bombs, and Liche atomic bombs) to kill an Annihilator. They're also immune to bomber raids, LRPC fire, and bombardment by any artillery that happens to exceed their range.cortron.fbi wrote:Description=Tactical Nuke Launcher ;
Erg was patronizing me, not you...Caydr wrote:I don't mean to be patronizing. I'm just giving examples of ways they are useful.
For perspective: supposing it took 5 bombers to destroy an ambusher, when closed it would require 50. For many other units, their attack is null since it repairs itself faster than they can deal it damage when closed.
You are misunderstanding me. I in now way am thinking that AA/TA should be EE, not even close. What bugs me is that it has gone away imo from what originally made TA great. EE is a completely seperate game from TA, however, I think that both can learn from each other, and other great RTS games, yes, even starcrap had some good things in it, not many, but some...Egarwaen wrote:Forboding, you really must understand... AA is not EE. Trying to make it EE is counterproductive.
Toasters/Ambushers do have a role - they're there to support other L2 defences. Like Pitbulls/Vipers, they'll survive a nuke strike, and can then support your other surviving defences.
Ewhm No?Forboding Angel wrote:
Metal makers, bad idea and a band aid in and of itself. I suggest taking them out and making energy buildings cheaper, also gives the ability to maybe raise the mex multiplier to something a bit higher, so that metal on low metal maps isn't really an issue.
Oh please, now your reading in to much to things. Okay, fine, you could say that it was a "tatical nuke launcher", but if i'm saying i got nuked in a game, NO ONE is gonna belive i got think i got hit by a cruise missile. Emp missile.Egarwaen wrote: Kixxe: Cruise Missiles in AA are also referred to as "Tactical Nukes". This means that they, like the "strategic" nukes, are also nuclear weapons. The EMP bombs are also presumably nuclear, as are the Liche's atomic bombs. Thus, a unit hit by a CM strike, Liche, or EMP missile has been "nuked".
There is also the colloquial use of "nuked", as in "a large explosion", which would also encompass L2 crawling bombs, strategic bomber strikes, and Commander explosions.
Actually, I was thinking that the metal generators should be left in. Metal makers cause problems in the fact that everything energy must be balanced around them. Removing them removes issues with energy costs etc.NOiZE wrote:Ewhm No?Forboding Angel wrote:
Metal makers, bad idea and a band aid in and of itself. I suggest taking them out and making energy buildings cheaper, also gives the ability to maybe raise the mex multiplier to something a bit higher, so that metal on low metal maps isn't really an issue.
Metal Makers are a good thing about TA, they make it so that you have to keep growing ALL game long...
I still think it's a bad idea, but you can always add is as a mutatorForboding Angel wrote:Actually, I was thinking that the metal generators should be left in. Metal makers cause problems in the fact that everything energy must be balanced around them. Removing them removes issues with energy costs etc.NOiZE wrote:...Forboding Angel wrote:
...
I say keep them.No objections then to removing abel/caine/inferno?
The main purpose of the closing units is to protect them from LRPC fire and aircraft. They can also be set to hold fire (and therefore, close) and last indefinitely if there's a lot of artillery targetting one. And finally, what will an Annihilator do when faced with artillery behind a hill?
....so...having players rely on free metal generators for their economies would be a good thing...how? Because they would - you wouldn't get people expending endless resources (read: units) to gain those central metal patches - you'd just get lines and lines of metal generators...woo. The only reason this doesn't happen now is that compared to metal makers, you have to build a tonne of generators and that takes a while to do.Forboding Angel wrote:Noize I understand your point, but I'm not sure that you are understanding completely what I'm getting at.
Everything as it is now is balanced energywise with metal makers in mind. FOr example adv solars and regular solars, even wind generators as well as geo's.
If metal makers were to dissappear, then the costs for enerfy structures could be lowered and the mex multiplier be raised. THat means that every mex you have would produce more metal. It would remove a lot of headaches for caydr and allow more flexability in balancing.
That said, you would still have the metal generator. Which is a Free metal maker. Removing metal makers (NOT GENERATORS) would in the end be an improvement. I'm not the only one that believes that metal makers ruined the core of TA's principles. At the time I was like (HELL YEAH) but now that I have analyzed the pro's and cons of having metal makers I realize that the cons far outweigh the pro's.