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Posted: 30 Jan 2007, 13:40
by Machiosabre
well yeah, if you assume that not fighting over mexes means never attacking, but thats obvious why even bother saying that.
Posted: 30 Jan 2007, 13:56
by Lolsquad_Steven
Machiosabre wrote:well yeah, if you assume that not fighting over mexes means never attacking, but thats obvious why even bother saying that.
It's obvious now when you arn't playing, but during the game alot people don't think about the cost of everything they do.
Posted: 30 Jan 2007, 14:06
by Lolsquad_Steven
I'm just saying the metal makers are fine at the moment, or finer than before.
Posted: 30 Jan 2007, 14:19
by Machiosabre
well let me rephrase the problem as I see it.
When you control the middle, you have more mexes which is an advantage obviously, with it comes the inevitable disadvantage of crappier defense.
And with the much metter mm economy the advantage of your mexes doesn't last very long, so you have to get hyperagressive, and yes, you'll probably win, but I think it really makes games less enjoyable when you're already taking the first move in advancing you have to work hard to press your advantage right away otherwise it's just lost and you're just left with the crap defense.
It should be the other way around, if one team takes the advantage, the other team should have to work to get it, or at least stop the other team from having it, they shouldn't just nullify it automatically with a bit of time.
The changed energy economy just doesn't motivate people to fight for the middle once it's taken.
in catchphrase form: "taking ground should provoke the enemy into action, not inaction"
Posted: 30 Jan 2007, 17:26
by DemO
Well if you expand to middle and realise theres nobody there (radar boys) keep moving forward until you reach a place where the enemy begins to resist you, then harass them and they wont be able to set up a MM economy, certainly they'll have to invest more in units at least to defend and wont have the 9x% econ investment that they would have if you leave them to it.
If you just leave people to do what they want it's your own fault for getting beat. Still, even then, with expansion you can tech and economise far quicker than a guy that try's to run his econ from metal makers from the start.
Posted: 30 Jan 2007, 19:17
by Klopper
The EMP silos seem to work fine now, but did you also check the targeting/range stuff for tactical nukes? I had one in an Altored Divide game yesterday and in the replay it seemed to go down a little too early (before reaching its actual target)...
Posted: 30 Jan 2007, 19:26
by NOiZE
Changelog wrote:Bugfixrelease:
4.6 --> 4.61
Fixed minelayer's Sweep weapon (hopefully)
Gunships/Transports/Some other planes are no longer near immune vs fighters.
Commado can no longer cloak
Improved Corvette's tracking it's like a LLT now.
Skeeter/Searcher HP nerfed
DOWNLOAD
Have Fun!
Klopper, yo bugreport just came too late...
About the Luger (arm), mobile arty (core). We are thinking about chaning these units a bit, so their range will be inbetween toaster/guardian range will have low accuracy but quite high damage/AoE/Reloadtime/costs. Because atm those are just like morties on wheels. So that you need diplomats/merls for accurte long range and lugers/marts for less accurate but more damage long range.
So how do you guys think about that.
Posted: 30 Jan 2007, 19:28
by tombom
I was in a game with a lot of tac nukes last night and they all worked fine.
Posted: 30 Jan 2007, 19:36
by hunterw
u nerfed my skeeters??!/1111
NOOOOOOOOOOOO
d/lin
Posted: 30 Jan 2007, 20:30
by Foxomaniac
May I ask why the tac nuke only has 3000 for range while the EMP missile has 6000?
Face it, skeets were OP =P.
also IMO, removing commando's stealth and keeping it's cloak is a better solution than removing their cloak but keeping their stealth - stealth is bloody useless.
This way, if you take out enemy's radar / have jammer coverage you can conduct sneak ops

.
Eh, they're still good as EMP units I suppose =P.
Posted: 30 Jan 2007, 20:43
by Pxtl
So lugers as inaccurate, mobile Guardians? Sounds fun.... although I can kinda guess how this pans out.
"damn, he's jammed - I'll use some spies to spot him".
"Yay, spies found some pop-ups! My lugers are firing!"
"Oh noooooez!!!!! my teh sp1ez!"
Not that said scenario doesn't happen already.
Posted: 30 Jan 2007, 21:16
by Machiosabre
I think it might be good to leave pillagers(since theres already tremors for inaccurate arty) and just make the lugers bigger and badder.
Maybe they could even fire fatboy shells with a low rof
I suppose they could also find a use as anti boat units or something like that.
Posted: 30 Jan 2007, 21:19
by Klopper
Tombom did they also work well at nearly max range? My tacnuke MIGHT have exploded too early because something was in its trajectory...hard to tell by the replay, it was aimed at a T2 factory and had to fly over a moho exploiter in front of the lab...
So the Luger/Pillager would be something like the vanguard, but with high trajectory and bad accuracy? Sounds interesting indeed...
Skeeters nerfed? So no more rush 3 Skeeters = own all sea?

Posted: 30 Jan 2007, 21:54
by jellyman
Is it worth making Pillagers/Lugers more of an antispam unit? Innacurate, medium range and decent aoe. Level 1 spam is very popular at the moment - I myself love it lots and lots.
And does arm have any effective anti spam units at level 1? Or is the arm anti spam respose to try and outspam? I played a game where the opponent sent H-U-G-E hoardes of aks at me. I couldn't think of any units to specifically build in preparation for the next hoarde - except the double llts, which did do lots of damage, and fatboys, which I only built one, which was probably a waste as it chewed up a bunch of aks, but probably nowhere near its cost. Oh and a bunch of peewees as well.
Posted: 30 Jan 2007, 21:57
by Pxtl
One thing I'd definitily like to see if you're playign with arty: the Poison Arrow as an antinaval cannon. After all, having 5 different amphibious assault units that are functionally similar except for size seems pointless.... so make the Poison Arrow into an amphib artillery unit (possibly low-trajectory-only).
@jellyman: traditionally the Mav is supposed to be Arm antispam. Dunno how well it works, I generally play core and suck at L1 spam.
Posted: 30 Jan 2007, 22:06
by Foxomaniac
jellyman wrote:*snip*
I played a game where the opponent sent H-U-G-E hoards of aks at me. /*snip*
*cough cough*.
IMO you shoulda spammed mines that game =P.
The Poison arrow in that way could be interesting...
Another thought : Crocs cost 12k energy? O.o.
Posted: 30 Jan 2007, 22:21
by Machiosabre
Ecosts are generally very high for anything amphibious.
Posted: 30 Jan 2007, 22:35
by BigSteve
hmm, making the luger emp is still top of my wish list with regards to l2 arty
As for arm antispam, the mav and the fatty rule, at level 1 they dont have much except mines. The janus can do good damage against clumped units, but its rof sucks.
Also, maybe the lightning tank (not the panther) could make a return as a level2 spam busting vehicle for arm?
Posted: 30 Jan 2007, 23:11
by MR.D
Arm's LUGER needs the bigger boost, something to stand better against the tremor. Like an inbetween tremor and Pillager strengths.
Pillager needs a bit of improvement too, but given the option of building a Tremor, or building a few Lugers there is no choice.. Build a Tremor.
Maybe a good idea would be for Luger to have equal range of the Tremor, with high damage, Small AOE/Impulse, and good accuracy.
Pillager could be Medium Range (average range between Goliath and Tremor?) Medium damage, Medium AOE/Impulse, with less accuracy? (like using a large Leveler Tank?)
Being able to Toggle High/Low Arc of fire would also be a Plus!
Posted: 30 Jan 2007, 23:40
by Tired
BigSteve wrote:hmm, making the luger emp is still top of my wish list with regards to l2 arty
As for arm antispam, the mav and the fatty rule, at level 1 they dont have much except mines.
What, Warriors and their minigun LLTs aren't good enough for you anymore? ~~
You and your stinking EMP thingies can just take a hike, Stevie! Blow up a mex and everything nearby's stunned; send in a Karg and 2 cheapo spiders freeze it; build some nice, spread out defenses and ye olde wtfuberbombers come flying in outta nowhere and the whole base gets Time Stopped - I'm sick and tired of playing against you and having all of my shizzle turn blue!
Besides, I like my vehicular SuperMorties. If you really must have stunning artillery then make a luger clone new unit with blue trim where there wasn't any before and call it the STEVE. =)
Oh, and Mavs are LLT bait. They cost twice as much to build as a Zeus, yet a Zeus can kill two. Paper, scissors, wtf! ~~