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Spy Kbots
Posted: 05 Jan 2010, 07:40
by babbles
The oh so never used Spy kbots.
Anyway, Arm costs less then Core in everything (metal/energy/buildtime).
Except to cloak, 200/210 when stationary, 400/420 when moving, Core/Arm.
However Arm costs 1000 to stealth, core a huge 1300.
Arm has higher line of sight, Core has more health.
But is the higher cost really justified by more health and lower cloaking? Espcially when you take into account higher LoS and big difference in cloaking energy.
Re: Spy Kbots
Posted: 05 Jan 2010, 09:09
by Gota
Oh man when i tried to use them I was amazed at that fact it costs around 1.5k to keep em clocked and stealthed...
Maybe reduce it substantially and increase the distance at which the spy declocks?
Re: Spy Kbots
Posted: 05 Jan 2010, 18:13
by AF
I wouldnt mind bundling them with swarms of units for los, btu theyre too expensive. Nobody will ever manage to sneak them into a base and effectively spy in the way people imagine (inside your base actually spying ) unless the xtaids stealth toggle is added.
I'd recommend, reduce their cost and cloak cost drastically, a nerf to their hp, a los boost, and re-purpose them as advanced scouts, while allowing the use of the stealth from xtaids for an obscene amount of energy.
This would make them actually useful, whereas the potential use case for them currently is soooo tiny...
Re: Spy Kbots
Posted: 05 Jan 2010, 18:25
by knorke
i never build them, i am not sure dont they have some emp on selfd or something?
scouting is important but i can not really see a use for these...
Re: Spy Kbots
Posted: 05 Jan 2010, 18:33
by babbles
they have cloak and stealth
Re: Spy Kbots
Posted: 05 Jan 2010, 19:09
by TheMightyOne
babbles wrote:they have cloak and stealth
and when they had just cloak ppl still managed to sneak them into enemy bases which isnt really that difficult.
Re: Spy Kbots
Posted: 05 Jan 2010, 19:52
by knorke
scout planes land in bases too all the time without people noticing
Re: Spy Kbots
Posted: 05 Jan 2010, 20:04
by Jools
TheMightyOne wrote:babbles wrote:they have cloak and stealth
and when they had just cloak ppl still managed to sneak them into enemy bases which isnt really that difficult.
Yes but that was before automatic radar targetting (without targetting facility)
Re: Spy Kbots
Posted: 05 Jan 2010, 23:29
by AF
They have stealth? I thought that was only in XTAids with about 15k energy usage?
Re: Spy Kbots
Posted: 06 Jan 2010, 00:29
by babbles
babbles wrote:However Arm costs 1000 to stealth, core a huge 1300.
Reading is fun!
Re: Spy Kbots
Posted: 06 Jan 2010, 00:53
by Noruas
I kindof like the self D paralyze although I would let the core one be a invisible version of the roach mwahahaha (obviously weaker morons)
Also i was thinking about taunting instead of singing, behaving in the same way for spy.
Line of sight could be increased, and its much cheaper if you use the enemies jammer in the base rather then E ur own so bases with jammers and hidden reactors will often yield you tons of benefits cause you will be able to spot the new stealthed cloakable fusions.
Re: Spy Kbots
Posted: 06 Jan 2010, 02:45
by Jools
That's probably the most brilliant idea since the invention of sliced bread: let spies spot stealthed objects in enemy base. So simple, so genious.
Re: Spy Kbots
Posted: 06 Jan 2010, 09:59
by BrainDamage
Jools wrote:That's probably the most brilliant idea since the invention of sliced bread: let spies spot stealthed objects in enemy base. So simple, so genious.
they do already, it's called line-of-sight
Re: Spy Kbots
Posted: 06 Jan 2010, 11:28
by TheMightyOne
Jools wrote:That's probably the most brilliant idea since the invention of sliced bread: let spies spot stealthed objects in enemy base. So simple, so genious.
i was thinking about that too... cloaked coms are just too powerful so maybe we should use StarCraft's idea. they have invisible units too so in order to spot them you need some kind of a speacial unit, a seer. so why not make spybot into a seer ? it would be the only unit that would be able to spot enemy cloaked + jammered coms and other spybots.
Re: Spy Kbots
Posted: 06 Jan 2010, 13:49
by babbles
nooooooooooooooooooooooooooooooooooooooooooooooooooooooo
makes krog d gunning basically impossible then? >_>
it also kinda makes cloaking and jammers completly useless and gives huge advantage to kbots over vehicles
also means spies themselves can no longer, erm spy really seeing as everyone will have one to stop people cloaking
means comm will be boardering on useless late game except for assisting builds
Re: Spy Kbots
Posted: 06 Jan 2010, 13:58
by JohannesH
Maybe just decrease the cloaking&stealth e cost, by a huge lot, at first?
Re: Spy Kbots
Posted: 06 Jan 2010, 15:35
by 1v0ry_k1ng
or just slow down the advance morphs' movespeeds, regen + dgun range ^_^
Re: Spy Kbots
Posted: 06 Jan 2010, 16:12
by babbles
1v0ry_k1ng wrote:or just slow down the advance morphs' movespeeds, regen + dgun range ^_^
quick! make the thread about comm morph!
Re: Spy Kbots
Posted: 06 Jan 2010, 16:35
by 1v0ry_k1ng
I know, why dont we save time and use this thread >_>
srsly though, dont think putting in hacky new spy mechanics to counter op coms is the optimal solution to a very simple problem
Re: Spy Kbots
Posted: 06 Jan 2010, 16:46
by knorke
makes krog d gunning basically impossible then? >_>
make a spy/seer thing on your own and kill the enemies.
might either be interessting or just annoying.