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cloakable Factory
Posted: 07 Oct 2007, 12:36
by mauritis
Playing BA, I made some considerations about cloakable units. I think that making a Factory (at T1 or T2 level), that produce only cloakable units, and a cloakable engineer, who can build cloakable buildings, could be a way to make order about this category of units.
Otherwise, I think that adding more cloakable units and buildings could let grow the strategies that you follow to play.
Do you want to build Flash, or cloakable Flash? cloakable jammers, anti air, guns, anti nuke, nuke, and so on...
You can choose between two parallel ways about all units and buildings (air and water too.
If you want many cloakable units, you have to upgrade the economy, but you could build a TOTAL cloakable base and combat units, or part of them.
What do you think about?
Posted: 07 Oct 2007, 12:43
by HeavyLancer
Play the URC in E&E. They would suit your playing style perfectly if you like stealth.
Also, it would disrupt balance unless you had good hard counters to them, such as cheap seismic detectors.
Posted: 07 Oct 2007, 17:04
by Felix the Cat
Not sure what the question is but the Soviets have a stealthy factory in S44.
If you want to see a change in a particular mod go post in that mod's thread.
URC is a good way to prawn t3h n00bz in EE and is one of the reasons why I don't play that mod. (Seems like every time I play Deci is playing URC on the other team, and at about the time I figure out how to build stuff he's got like 5000 stealth thingies in my baes killin my doodz. Not fun.)
Posted: 07 Oct 2007, 18:54
by Decimator
I hardly ever play URC though.
Also, moved to the mods forum.
Posted: 07 Oct 2007, 19:17
by Sleksa
Sleksa wrote:i have mah stealth flash
takin' down ur mexes
cloackin' away
uncloacking by your side
let the emg of love show the light to your dear commander
Posted: 07 Oct 2007, 21:47
by Neddie
I must note that URC is pretty well balanced against GD and cloaked units are not impossible to detect. It took Forb and Deci to teach me this, but there we go.
Posted: 08 Oct 2007, 01:42
by [Krogoth86]
My answer for this from the BA topic:
Well besides that such things won't make it into BA (as the only thing that will change are some balancing issues) I think this is a bad idea. The reason for this: What should I want to do with Stealth Flashes? They are fast close combat raid tanks so what good should be a stealth version which would have higher costs and for which I also have to spend loads of metal for a special lab. The same goes for pretty much any other unit - stealth won't add anything good to your units besides that the enemy maybe hasn't that much time to see your units coming. But even if that's the case if dozens of Flashes or some Bulldogs are close to you and ready to attack there isn't much he could do at all even if he would see them coming. Besides if you really want stealth you have Jammer Towers and Mobile Jammers so why would I want stealthed units or even stealthed AA-Towers, LLTs or whatsoever...
The recent are stealth effect is sufficent I think - extra units with extra Labs don't make sense because this feature is no use for them...
Posted: 08 Oct 2007, 06:27
by Saktoth
I think he means cloaked units, krogoth. Which would make a lot more sense.
Arm has cloakable fusions, jammers, MRPC's, tanks, snipers, spies, etc (used to have moho mexes too).
The options are mostly there already.
Posted: 08 Oct 2007, 06:40
by Felix the Cat
Cloakable Flash? Geez, as if Flash wasn't already strong enough in most *A mods...
Posted: 08 Oct 2007, 11:49
by [Krogoth86]
Saktoth wrote:I think he means cloaked units, krogoth. Which would make a lot more sense.
Ahhh - I see. Okay then...

Yes, I mean Cloaked, sorry for my english.
Posted: 08 Oct 2007, 13:39
by mauritis
Yes, I mean Cloaked, sorry for my english.
Posted: 08 Oct 2007, 13:47
by [Krogoth86]
Well I still don't like the idea. Cloaking is something special and shouldn't be broadly given to any unit. Besides the general idea behind this is that some units may have a cloaking device but then also are slow or have weak armor but have a surprise effect...
Besides if you want to have own labs for such units you might also think of an extra lab for Spider-All-Terrain-KBots (which someone really had done for OTA if I'm right). You can continue that list with pretty much any special case - this way you would end up with dozens of labs with only a small purpose each. I think that's no good as you should keep the number of labs low...
Posted: 08 Oct 2007, 15:55
by Forboding Angel
Felix the Cat wrote:Not sure what the question is but the Soviets have a stealthy factory in S44.
If you want to see a change in a particular mod go post in that mod's thread.
URC is a good way to prawn t3h n00bz in EE and is one of the reasons why I don't play that mod. (Seems like every time I play Deci is playing URC on the other team, and at about the time I figure out how to build stuff he's got like 5000 stealth thingies in my baes killin my doodz. Not fun.)
Recon poles. All scouts can build them and they cost the amazingly hefty price of 1 metal and take .5 seconds to build.
URC is obviously the best at information warfare, but GD Excels at killing. Also, in EE, your ratio of x units is very important. Generally, you will do rather well if you build equal numbers of cannon, rocket, and laser/flame units.
EE is surprisingly complex in many areas.
Posted: 08 Oct 2007, 16:08
by TradeMark
Felix the Cat wrote:Cloakable Flash? Geez, as if Flash wasn't already strong enough in most *A mods...
Of course cloaking would take energy. Rethink.
Posted: 08 Oct 2007, 16:21
by Sleksa
TradeMark wrote:Felix the Cat wrote:Cloakable Flash? Geez, as if Flash wasn't already strong enough in most *A mods...
Of course cloaking would take energy. Rethink.
i thought i already answered the consequences of making cloacked flash in my poem
Posted: 08 Oct 2007, 17:10
by 1v0ry_k1ng
EEs approach to stealth was fucking ace. URC were not overpowered though, and GD armed mex's seriously reduce the usefulness of low level stealth attacks.
oh, and it wouldnt work with AA style mods.