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Posted: 11 Sep 2006, 17:12
by j5mello
NI walls are gonna be shield gens
Mex level 3
Posted: 11 Sep 2006, 18:37
by McLoud
First things first: NI yet don't have a "special" mex like GD and URC, URC can cloack, GD can produce energy or be armed, NI seems to have just normal mex or the normal can do something else? To URC and GD, again, don't need to put that much more metal extraction capacity (being equal do advanced would suffice):
GD: make it armed, maybe using a single level 3 laser like those in the laser banker (which has 4 i think) since that seems what GD is better at
URC: right now there isn't a level 2 cloacked, so one only build by level 3 would be interesting. Don't cloak other units, being just cloaked itself may give the opponent a large advantage since it could fill the map with these. Maybe instead of cloacked, make it self repair a bit faster so it stands a bit more chance against light units until reinforcement appears or the defences take care of the issue. That seems a lot more fairer. Another interesting approach would be to give a very large line of sight?
NI, seems that side will have something regarding shileds, maybe use that as a base to built on? But then, may appears too similar to URC, since it will be just harder to kill. I remember reading somewhere about mex helping the base to expand on. Maybe turn it into some kind of automatic nanolate tower? Helping everything on his line of sight except units build by factories?
Just throwing ideas, if this (the level 3 mex) is to be added, must be in a way to keep everything balanced as it is between URC and GD already.
Posted: 11 Sep 2006, 19:28
by FizWizz
I think that until Fang completes and releases it, all talk about NI should to be suspended. It isn't even done yet, he hasn't even added it in as a faction to play yet, Doesn't it seem a bit ridiculous any of you to debate what NI ought and ought not to have?
Posted: 11 Sep 2006, 21:36
by _YAN_
Hi.
It seems to me that arty is a weak point in ee cause its a very powerfull tool... that when defended by turrets becomes crucial and makes the game all about arty...
to me opinin either u make the gd/urc anti turret vehicles/walkers more powerful against turrets... or make each shot of arty cost a certain amount of metal.. a small one...
Posted: 11 Sep 2006, 22:01
by FizWizz
Artillery being overpowered is a very contestable point. There are a few EE players with much more seniority than you (no offense, it's an observation) that may very well jump down your throat for making such a claim. Do you have replays of games where artillery was used to dominate the game? It would be helpful.
Posted: 11 Sep 2006, 22:11
by Drone_Fragger
I've got one, Somewhere, but we won anyways after we airdropped them, And I built a factory on their side of the map and airspammed them.
Posted: 11 Sep 2006, 22:24
by Forboding Angel
_YAN_ wrote:Hi.
It seems to me that arty is a weak point in ee cause its a very powerfull tool... that when defended by turrets becomes crucial and makes the game all about arty...
to me opinin either u make the gd/urc anti turret vehicles/walkers more powerful against turrets... or make each shot of arty cost a certain amount of metal.. a small one...
Yan, I very rarely use artillary, and I generally win a heck of a lot more than I lose. Also, lv1 arty will no longer be able to fire while moving in the next version.
The way to kill arty is to charge it, not run away. Realize this: When your opponent is using arty he generally is relying mostly on it. If you remove his arty, he generally doesn't have a whole lot else going for him.
Posted: 11 Sep 2006, 22:34
by Neddie
I agree with Forboding here, artillery is a considerable investment and takes a certain amount of effort to use effectively. When I began incorporating it into my playing style it became rapidly apparent that effective use took more thought than my traditional "staggered rush" which served me well virtually everywhere else. That said, given the effort and forethought, artillery can be highly effective - as it should be.
Posted: 11 Sep 2006, 22:35
by Forboding Angel
I would like to point out after reading a bit that...
EE is great because of the simplicity of economics and complexity of troop movement.
So that said, one must be careful not to make it too complex.
For example, OTA and AA to a greater extent are quite complex on the economics side of things. In my experience the more complex economics are in an rts, the more gameplay suffers because of it.
Posted: 11 Sep 2006, 23:11
by Fanger
the artillery in EE is not overpowered.. it is fine.. the problem with you people is you are all used to games where artillery is underpowered and nigh useless and actual bombardment of any fixed position is unfeasible..
Im going to nerf the lvl 1 arty slightly but overall Im not reducing its effectiveness anymore it is fine..
Posted: 12 Sep 2006, 01:18
by Corbeau
I think that after stopping the artillery "monty-python" tactic of running away while firing, then it'll all be good.
Posted: 12 Sep 2006, 01:21
by MrSpontaneous
artillary don't run away very well in EE. . .
Posted: 12 Sep 2006, 01:25
by Decimator
Level one artillery can run away quite well in E&E. Hence, that is getting fixed.
Posted: 12 Sep 2006, 02:54
by _YAN_
forboding i dont need a class in e&e.... u have a couple of maps that are
frequently played that have choke points... which means than u can manage to build def buildings and arty... obviously turrets are a bit better than reg units allowing them to stop incoming attacks while they have the arty helping them... so when u charge... as u say.. u just waste metal..
only thing u can do is start a tranch war.. with arty on both sides bombarding..
but if ur gonna decrease speed of arty and not allow it to shoot during movment than i think the problem will be solved..
Posted: 12 Sep 2006, 03:09
by Das Bruce
_YAN_ wrote:forboding i dont need a class in e&e.... u have a couple of maps that are
frequently played that have choke points... which means than u can manage to build def buildings and arty... obviously turrets are a bit better than reg units allowing them to stop incoming attacks while they have the arty helping them... so when u charge... as u say.. u just waste metal..
only thing u can do is start a tranch war.. with arty on both sides bombarding..
but if ur gonna decrease speed of arty and not allow it to shoot during movment than i think the problem will be solved..
You clearly
DO need a class in E&E from that post.
Posted: 12 Sep 2006, 03:26
by Forboding Angel
_YAN_ wrote:forboding i dont need a class in e&e.... u have a couple of maps that are
frequently played that have choke points... which means than u can manage to build def buildings and arty... obviously turrets are a bit better than reg units allowing them to stop incoming attacks while they have the arty helping them... so when u charge... as u say.. u just waste metal..
only thing u can do is start a tranch war.. with arty on both sides bombarding..
but if ur gonna decrease speed of arty and not allow it to shoot during movment than i think the problem will be solved..
1 vs 1 me on hells pass. I'll happily lead you to the light in 15 minutes or less.
Posted: 12 Sep 2006, 03:26
by _YAN_
if u posted a reply just to tell me i suck in ee ur an idiot..
and if u say something like that write something to support ur argument..
Posted: 12 Sep 2006, 03:28
by Forboding Angel
It's your argument that needs supporting. Good god. Only ppl such as you could turn a very porc unfriendly mod into a porc fest.
Posted: 12 Sep 2006, 03:55
by Neddie
Look, 1v1 Decimator in Hell's Pass, if you're so set against Forboding. I'm sure he wants to eat another challenger...
Posted: 12 Sep 2006, 04:00
by _YAN_
i have no problems playing a 1v1 vcersus forboding.. but i need to know wich one of the smurfs is he