A question on most OTA-Based mods.
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A question on most OTA-Based mods.
Why are Nanoturrets buildable only by Tech 1 units? It would make sense for Tech 2 to also get this or have slightly better Nanoturrets, wouldn't it?
If this is in the wrong forum, please move it.
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People lie about there mods all the time. BA claims to be balanced, and CA claims to be complete. - Tired
If this is in the wrong forum, please move it.
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People lie about there mods all the time. BA claims to be balanced, and CA claims to be complete. - Tired
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Re: A question on most OTA-Based mods.
Because no one has made a T2 nanoturret model.
Also, nanoturret's usefulness is exponential, so there is no real need to create a larger exponent version.
Also, nanoturret's usefulness is exponential, so there is no real need to create a larger exponent version.
- clumsy_culhane
- Posts: 370
- Joined: 30 Jul 2007, 10:27
Re: A question on most OTA-Based mods.
i see no reason as to why nanoturrets should be moved/copied to t2. If you want it so badly, make a mutator or your own mod 

- Complicated
- Posts: 369
- Joined: 06 Jun 2007, 18:51
Re: A question on most OTA-Based mods.
I see no reason why people should build Nanoturrets.
Granted, they don't move and cause obstruction and have a long range nanospray and a slight increase in building. But that's the only advantage over construction units.
Disadvantages
10 Nanoturrets produce no metal or energy.
10 kbot cons produce 1 metal and and 120 energy (in most mods)
Easily destroyable as they can't move and they heavily damage neighboring nanoturrets upon destruction and are innevibally lost if you lose the factory and surrouding structures. Where kbots can evacuate the scenery and return and repair/reclaim and rebuild the base.
Granted, they don't move and cause obstruction and have a long range nanospray and a slight increase in building. But that's the only advantage over construction units.
Disadvantages
10 Nanoturrets produce no metal or energy.
10 kbot cons produce 1 metal and and 120 energy (in most mods)
Easily destroyable as they can't move and they heavily damage neighboring nanoturrets upon destruction and are innevibally lost if you lose the factory and surrouding structures. Where kbots can evacuate the scenery and return and repair/reclaim and rebuild the base.
Re: A question on most OTA-Based mods.
Nano turrets can be used as super efficient air repair pads, if you put them on patrol underneath an air patrol route they autorepair aircraft as they pass by, that way the aircraft don't need to land unless they need to refuel, they also repair passer by units.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Re: A question on most OTA-Based mods.
hey tired's quote, you misspelled their.
Re: A question on most OTA-Based mods.
I think that tech 2 builders should be able to make nanoturrets too as well. They not being able to is just needless complication. And altough nanoturrets do have disadvantages there is some point where to increase the build speed of something you need then cause builders cant reach it anymore... Except if you are air :) If you are air its better to not build nanoturrets cause altough an arm of builders has less build power it can be unlimited in size (aircraft can occup the same space while in flight) and move anywhere fast.
Re: A question on most OTA-Based mods.
Two advantages to nanoturrets:
A) They can be built by a single construction unit and so do not take up the manufacturing time of an expensive factory
B) Thanks to lua they don't need managing excessively and are great for automatically repairing stuff or for automatically helping out on tasks in a build-intensive area without having to micromanage them and tell them what to help with each time
I agree in principle though that a large amount of con units is better if you can organise them and spare the factory time. Might start experimenting with this tactic more in play.
A) They can be built by a single construction unit and so do not take up the manufacturing time of an expensive factory
B) Thanks to lua they don't need managing excessively and are great for automatically repairing stuff or for automatically helping out on tasks in a build-intensive area without having to micromanage them and tell them what to help with each time
I agree in principle though that a large amount of con units is better if you can organise them and spare the factory time. Might start experimenting with this tactic more in play.
Re: A question on most OTA-Based mods.
I wish BA core tech 2 vehicles factory had those "mobile nanoturres" arm has 

Re: A question on most OTA-Based mods.
You mean FARKs? Farks aren't actually the optimal support-unit - they're mostly just fast-moving. May as well just spam conbots. A core vehicle analogue (an imaginary unit I like to call HARV) would probably be a big slow tank with a weak nanolathe, but a long nanorange and tons of armor so you could use it to work in an active combat-zone.manored wrote:I wish BA core tech 2 vehicles factory had those "mobile nanoturres" arm has
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- Moderator
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Re: A question on most OTA-Based mods.
And don't forget cons can go reclaim things. Also bp is a valuable resource so if you can evacuate when you know a nukes coming it's very good.
The only time I would use nanos is to guard some defense (I haven't actually done this yet but because attacking usually works better but I can see how it's useful).
The only time I would use nanos is to guard some defense (I haven't actually done this yet but because attacking usually works better but I can see how it's useful).
Re: A question on most OTA-Based mods.
Contructors can go reclaim things, but if wreckage is under the nose of enemy defenses I often find it usefull to make a nanoturret at the very edge of his range and reclaim it all winhout risking a builder. I know builders are inexpensive but it takes some time for then to get back to the front, time where I might need em :)