Gripes on mobile arty and HLTs

Gripes on mobile arty and HLTs

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tanelorn
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Joined: 20 Aug 2005, 09:55

Gripes on mobile arty and HLTs

Post by tanelorn »

You know, it's pretty lame that a laser tower has the visual distance of artillery vehicle's max range. The HLT has such massive range and visual distance that you can park mortys and arty tanks at max distance and be seen and fired upon by lasers.

These aren't ahnilators and they don't have superman vision. This is totally beyond what OTA or UH have done for HLTs.

I'd like to think that the advantage of artillery units is that they can fire on enemy positions while parked beyond their range, and especially beyond visual range. Isn't that what artillery is? Long range stuff with longer range than the normal typical direct fire weapons?

On top of that, wtf is up with the Hammer and Thud level 1 kbots? They are artillery kbots. But their range is so short that they will be within LLT range before they can even fire!!! UH had it right. They are lvl 1, meaning their firepower and hit points aren't so great. There's nothing wrong with letting them fire at a greater distance, since their firepower is relatively low.

If lvl 2 artillery kbots have long range, why should level 1 artillery kbots have the range of all the other level 1 kbots? They are ARTILLERY!

Long range artillery is always balanced by the need for radar scouting and the ability for radars to be jammed. Arty is an important part of the game. For level 1 laser towers to be able to see so far that artillery must move within their visual radius and their fire radius is silly.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

We need a XTA balance sub forum.
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

I agree... tehers so many complaints that it realy needs it.

On the actull subject at hand... HLT are tech level 2 not 1. hence they should mince level 1 arty. As for level 2 arty, well how would you feel if the enamy could just craw foward and smash you early deffences with just 1 lvl2 arty unit. It would be stupid. I personly think that the HTL is slightly underpowered. But hay thats just me (im a lazer luver... mmm lazers)

aGorm
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FizWizz
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Post by FizWizz »

I am of the opinion that lasers were short-changed in OTA, XTA has improved them. I think it's cool that LLTs have a large LoS, but it's practically the same range as the radar tower, I think, and that's a bit extreme. Sure, the laser turrets do have long range, but I don't think they seem to do a reasonable amount of damage as they are. Taking down HLTs isn't a terribly daunting task as they are right now.
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Kuroneko
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Post by Kuroneko »

Stereotypicaly speaking, stationary structure tend to be better than mobile units.
tanelorn
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Post by tanelorn »

You defeat enemy offensive mobile artillery using radar and stationary arty cannons like toasters and guardians, or with your own mobile arty, or with an assault force.

In any case, being able to visually see so far that you can actually see the artillery vehicles before they are within firing range is a serious problem.

Even if your units are radar jammed, you will be seen and fired upon by HLTs far before any of your units can see or attack them. This makes HLTs very unbalanced. A big part of the fun on TA is the variety of units and ways in which you can attack. By giving HLTs massive visual range, you destroy many options of your enemies to attack you. You also destroy the value of jammers.

So a single lv2 unit is able to ruin the value of artillery and jamming over a wide area. That's too much of an advantage, especially for an offensive unit that can kill other units easily on top of pointing out targets to your longer range guns.
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

just kill that laser tower with a few brawlers, tanelorn, if you think it is strong and unbalanced...
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

or just go and play a other mod which suits your needs ( and yes u must go host games than, and sometimes u must wait some time!!!)
tanelorn
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Joined: 20 Aug 2005, 09:55

Post by tanelorn »

There are two ways of approaching a problem. Running away or dealing with it. Saying "play another mod" to people discussing the problems of a current mod doesn't help. The idea is to discuss wether changes are in order.
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Min3mat
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Post by Min3mat »

christ tanelorn stop your damn whinging there is nothing wrong with HLT's i mean a small flash horde can take one down ffs mob artillery are supposed to own lvl1 defense/units and outrange them which they do and they are a fair match for lvl2 defenses when u have a radar and a jammer
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DavetheBrave
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Post by DavetheBrave »

The thing with mortys is that they need other units to go ahead of them. They can be very effective when used with pyros, sumos or even tanks. They are eaten up easy if u try to assault your enemy with them alone.

IMO, the real value of mortys is their accuracy and their ability to use high traj accuratly.

There is no way a lone morty can take on an hlt tho.
tanelorn
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Joined: 20 Aug 2005, 09:55

Post by tanelorn »

Min3mat wrote:christ tanelorn stop your damn whinging there is nothing wrong with HLT's i mean a small flash horde can take one down ffs mob artillery are supposed to own lvl1 defense/units and outrange them which they do and they are a fair match for lvl2 defenses when u have a radar and a jammer
The problem is not wether you can kill HLTs, it sthat they have exadgerrated visibility. No other units have nearly that visible range. It goes as far as a level 1 radar, and makes jamming pointless. They have too many advantages.

A big part of the game is radar ranges, line of sight, artillery, jamming, etc. When you have a common unit that has huge visibility and has a powerful laser, it's a problem.
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Min3mat
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Post by Min3mat »

USE ADV RADAR AND BB's OR ANNIHILATORS OR GUARDIANS THEN
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PauloMorfeo
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Post by PauloMorfeo »

- The HLT has a range of around 900.
- The mobile artileries have a range of around 1300.

- The greatest cannons known in real life fired around 1500 Kms. In WW2, the best battleship's cannons would fire at some 40 Kms.
- The lasers are used to reach the moon to calculate it's distance (which is slowly increasing, by the way). How many Kms is that?
- The telescopes can see the moon, Jupiter, youranus, every planet in the solar system. They can't see farther, in Earth, because of the Earth beeing round. Even a human can see a boat near the horizon (37? Kms).
tanelorn
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Joined: 20 Aug 2005, 09:55

Post by tanelorn »

In TA, there is a set architecture to how the weapons work.

If a laser is rapid fire, it shouldn't go as far as an artillery shot. Only the special mobile ahnillators and ahnillators and sniper kbots have this ability.

While the arty tanks have slightly more range than HLTs, the kbot arty does not.

It has always been a given that arty should be farther range than non arty rapid fire weapons.

If we're gonna make cheap, long range, rapid fire, powerful, long visual range, level 2 defense towers, then that is a severe balance flaw. Too many advantages.
IMSabbel
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Post by IMSabbel »

well, laser is shorter ranged than arty, as all stationary guntowers have a longer range...
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Gabba
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Post by Gabba »

I think Tanelorn is right. I always found that mobile artillery had ridiculously short range, even in OTA, and now this HLT problem makes it only more useless.
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Min3mat
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Post by Min3mat »

they do have greater range than HLTs! you just need SPOTTERS for your artillery (jeffies etc) or RADAR
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Pxtl
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Joined: 23 Oct 2004, 01:43

Hmm

Post by Pxtl »

Dunno about XTA, but in AA the radar plane has superlong sight range. I'm sure there's some sort of mobile-sight vehicle that can be used to even the sight imbalance.
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