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Posted: 09 Jul 2006, 08:25
by LordMatt
I also find the range refreshing... it's not like you can just stop production in the other base. You can stem attacks, soften border defenses and support assaults, however.
Do you actually use them on a regular basis though?
Posted: 09 Jul 2006, 09:03
by Neddie
LordMatt wrote:
I also find the range refreshing... it's not like you can just stop production in the other base. You can stem attacks, soften border defenses and support assaults, however.
Do you actually use them on a regular basis though?
About one in three games. Depends on whether my side is sorely pressed or low on troops. If we are doing rough on the front, I usually build one instead of, say, an annihilator... a little further back with some troops supporting. If I can hold the position, I can turn the tide, even against L3.
Posted: 09 Jul 2006, 11:11
by Molloy
Just out of interest, whats the reasoning behind metal makers being so expensive to run? 100e to run one seems a bit much. I'm all for expansion but it'd be nice if it was easier to bulk up your income on small maps where you can't expand.
Posted: 09 Jul 2006, 12:16
by Min3mat
its a weird change but it really helped make AA slightly more dynamic, also it allows a pro do just have 1-2 soak up the excess on MMAI which is awesome
Posted: 09 Jul 2006, 12:24
by Drone_Fragger
Caydr, If metal makers are so expensive, can you make mohos give 5 times as much again?
Posted: 09 Jul 2006, 12:28
by Min3mat
<,<
Posted: 09 Jul 2006, 12:54
by Day
I think what swiftspear means is that the low traj is useless *compared*
to the high traj.. and tbh i agree.. i never had to use low traj (with the exeption of hitting boats) to take out enemy defenses. the high traj one is bound to hit something whereas the low traj must have actual view of units before it starts hitting maybe the low traj could fire a bit faster?
or something else?
Posted: 09 Jul 2006, 12:56
by Machiosabre
I don't see how that's a problem though, just use high traj most of the time and switch to low when you need it, they don't need to just as good or anything, you get both for the price of one!
Posted: 09 Jul 2006, 13:01
by Day
when do you need it? only when you fire at boats?
Posted: 09 Jul 2006, 13:05
by Machiosabre
read some earlier posts
basicly whenever enemies come close, comm running of, moving stuff, boats etc.
Posted: 09 Jul 2006, 13:07
by Day
in 3/4 of those thing it is better to put high traj
say 8 hammer come up to attack.. you go for low traj? while the high traj will alot more if you target the hammer closest to your guardian and spash them all around while the low traj has to shoot 2? times to kill a single hammer?
Posted: 09 Jul 2006, 13:11
by Machiosabre
not if they're still walking towards you, but say they're really close, or close to your defences, or if you're attacking with alot of light units and the enemy sends some units to meet them.
prettymuch any time that high traj could hurt your stuff more than the other guys.
Posted: 09 Jul 2006, 14:34
by det
Drone_Fragger wrote:Caydr, If metal makers are so expensive, can you make mohos give 5 times as much again?
I like this idea. Only problem is I am usually dead before I reach tier 2. How about making mohos tier 1? Hmm, maybe the commander could build them. I also think the commander should make +100M +1000E per tick. Right now I can only play SpeedMetal 'cause its impossible to get a gantry up on other maps.
Posted: 09 Jul 2006, 14:53
by Cabbage
I like this idea. Only problem is I am usually dead before I reach tier 2. How about making mohos tier 1? Hmm, maybe the commander could build them. I also think the commander should make +100M +1000E per tick. Right now I can only play SpeedMetal 'cause its impossible to get a gantry up on other maps.
^^
Posted: 09 Jul 2006, 15:04
by SwiftSpear
Hows the new version coming caydr? We need to make a new thread

Posted: 09 Jul 2006, 16:23
by Egarwaen
Day wrote:say 8 hammer come up to attack.. you go for low traj? while the high traj will alot more if you target the hammer closest to your guardian and spash them all around while the low traj has to shoot 2? times to kill a single hammer?
Except:
1) The low traj mode will fire twice in about the same amount of time.
2) The low traj mode won't hit any defences or combat units you've got in the area.
3) It's a lot harder for your enemy to micro them out of the way of the low traj shots.
Posted: 09 Jul 2006, 17:05
by Comp1337
Low traj has doublr RoF? And your'e practically always better off with high traj.
Posted: 09 Jul 2006, 17:42
by Egarwaen
Comp1337 wrote:Low traj has doublr RoF? And your'e practically always better off with high traj.
As of 1.46, 3.25 reload time VS 5.85. I think high traj has been slowed down since then.
As min3mat said, you're better off attacking buildings with high traj, and switching to low-traj when enemy units show up.
Posted: 09 Jul 2006, 18:23
by AF
http://aa.darkstars.co.uk now points to the same place as aaspring.tk since some people in the lobby complain about bad page errors when accessing urls in the .tk domain.
Posted: 09 Jul 2006, 19:21
by Erom
So this one time, I had some artillery on high trajectory, splattering an enemy defensive line. And the enemy pewee rushed me. Now, the hill was steep enough that the pewees could get out of my detection range by hiding at the base of it (meaning the arty wouldn't fire at them). I didn't even notice until 3 PW's ran up the hill and started shooting my arty at point blank range. I was really panicing, until I remembered low traj. I switched the artillery, it pointed it's barrel directly at the face of the first pewee, fired point blank, and blew all 3 PW's off the hill, killing them with fall damadge.
It was hilarious.