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A new unit..
Posted: 21 Oct 2005, 17:31
by Gus
i know there are about 1000 new unit discussions about, but i think this one actually has merit -> a tank (or a kbot) that is reflective (if posisble in the game system) or heavily immune to lasers, but vunerable to plasma, this would give teams a chance to counter huge anni bases and give a good option to anti porcers yet not changing the balance too much -
these would be ideally level 2, move at a normal speed and have maybe a pop up cannon on top (or possibly a pyro heh)
ideas?
Posted: 21 Oct 2005, 17:49
by Torrasque
IIRC, there is one in Huber Hack

Posted: 21 Oct 2005, 17:51
by SinbadEV
it would be really cool if you had this tank and made the whole thing with like, 80%, reflectiveness (the spring engine supports it) and acctually tricked it out so that it would look like it was shooting the lazers back at an angle when it got hit.
Posted: 21 Oct 2005, 17:53
by SwiftSpear
This was basicly what I recommended to do jeffy/weasle/zippers... however the idea was more that they were supposed to be countered by light tanks then it was they were supposed to resistant to LLTs. In of there own light tanks could use some LLT resistance... its kindof lame when there is no L1 counter to L1 built structures. Ala HLT/LLT which both eat up all forms of L1 offence.
Maby give sumo and zues some major lazer reistance, give players something to keep thier opponents on thier toes even after they have walls of annihilators 5 thick. The current method of "throw everything you have on them" doesn't gel so well with the rock paper scissor mechanincs XTA does so well in other areas.
Bomber
Posted: 21 Oct 2005, 18:29
by Pxtl
This is why bombers need to not suck. They're what you're supposed to do against Annihilators, but they're not really usable.
Posted: 21 Oct 2005, 23:44
by Doomweaver
LLT's do not chew up lvl 1 offence, missile units can out-range them.
Posted: 21 Oct 2005, 23:52
by Vehementi
One of the big things I liked about TA was that units always did damage to other units - I hated how in like Age of Empires some particular unit was practically immune to some other particular unit because that unit was throwing spears instead of using swords or some bullshit like that. In TA, when you shot someone with a laser it did a bunch of damage. I don't want to see laser immune guys that you use to counter laser users, etc. as it's totally against the spirit of TA IMO.
Posted: 22 Oct 2005, 00:02
by Pxtl
Vehementi wrote:One of the big things I liked about TA was that units always did damage to other units - I hated how in like Age of Empires some particular unit was practically immune to some other particular unit because that unit was throwing spears instead of using swords or some bullshit like that. In TA, when you shot someone with a laser it did a bunch of damage. I don't want to see laser immune guys that you use to counter laser users, etc. as it's totally against the spirit of TA IMO.
Amen. Plus, TA units are underdocumented as is. Compare in StarCraft, where you can see how much damage a unit can do, how much armour it has, it's range, etc. in the unit's status info. TA units basically rely on the blurb for info - you can get their sight range and their radar info, but that's pretty much it. Abusing unit-specific damage only makes this worse - you could have unit X not doing damage to unit Y, and you'd never know about it because a TA battle is too intense to see such things.
Caydr does a lot of unit-specific damage, but he tends to do it in clear, consistent ways - all gunships are resistent to mortar fire, for example.
Although, StarCraft is also a game in which this is a good example of the problem - did you know that flame throwers are weak against large units in starcraft? It doesn't say so anywhere in the game, but apparently small units are vunlerable to anti-infantry, and large units to anti-armour. The terran bike-grenades, flame-throwers, and ghost-rifles are all anti-infantry.
Posted: 22 Oct 2005, 01:13
by Torrasque
Vehementi wrote:One of the big things I liked about TA was that units always did damage to other units - I hated how in like Age of Empires some particular unit was practically immune to some other particular unit because that unit was throwing spears instead of using swords or some bullshit like that. In TA, when you shot someone with a laser it did a bunch of damage. I don't want to see laser immune guys that you use to counter laser users, etc. as it's totally against the spirit of TA IMO.
I partially agree.
If you see your laser firing and no one of the ennemi tank exploding, and then say "WTF what shit have I build!" . Ok, don't do it.
But if you see your laser being reflectet against the tank armore (a bit like the plasma repusler) , why not? It could even cost you some energy, like an energy shield.
Posted: 22 Oct 2005, 01:29
by mongus
SwiftSpear wrote: its kindof lame when there is no L1 counter to L1 built structures. Ala HLT/LLT which both eat up all forms of L1 offence.
you can own llts/hlts, even popups with proper lvl1 unit handling.
it migth be somewhat expensive, but ive done it several times.
Posted: 22 Oct 2005, 01:55
by SwiftSpear
mongus wrote:SwiftSpear wrote: its kindof lame when there is no L1 counter to L1 built structures. Ala HLT/LLT which both eat up all forms of L1 offence.
you can own llts/hlts, even popups with proper lvl1 unit handling.
it migth be somewhat expensive, but ive done it several times.
1 popup, 1 radar, 1 HLT, 2 LLT... I've never seen a ground based L1 group punch through that. If your opponent goes air you don't really need any of that, just several missletowers/crashers/jethro