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Thud / Hammer lvl 1 arty kbots
Posted: 29 Oct 2005, 23:42
by tanelorn
Just wanted to say that these guys need better weapon performance to be worthwhile. Their range is shorter than the rocko rocket kbot.
Thuds cannons don't do alot of damage, so I don't think it's unreasonable to increase their range so they can actually be used for artillery. I'm not saying that they need luger range, but they should have pretty good range so they can hang behind the melee fighters and take advantage of their arc of fire.
If Hammers / THuds got an increase in range we would see lvl1 battle tactics change alot, in a good way. It's not imbalanced at all to do this. Thuds are the most expensive lvl1 kbot, and right now they don't bring anything new to the battle that rockos and peewees and lvl1 tanks can't cover.
THere are big disadvantages to arced slow moving shells vs rockets and lasers. So give them an advantage and a unique attack ability: ranged artillery attack. After all, they are labeled as artillery kbots.
Posted: 29 Oct 2005, 23:59
by NOiZE
XTA Balance thread.
Posted: 30 Oct 2005, 00:19
by Min3mat
erm they are a assault kbot atm really, high HP for their cost more of a damage TAKER than a damage GIVER
Posted: 30 Oct 2005, 01:38
by SwiftSpear
I have seen tired utterly decimate with these things on small devide. They are like tanks that can cross mountains. Thier name should probably be changed to account however, they aren't really artillery kbots, they are defenately more assault kbots.
Posted: 30 Oct 2005, 01:58
by Aun
They do a fair amount of damage, though they're really walking tanks. I think their range is fine.
Posted: 30 Oct 2005, 02:03
by GrOuNd_ZeRo
I personally believe they could use a range increase...perhaps a slight boost in damage as well.
They just don't measure up with Rocko's.
Posted: 30 Oct 2005, 02:30
by Lindir The Green
They wouldn't match up in a 1v1 fight, but rockos can't fire over each other or DT. Thuds/hammers can.
Posted: 30 Oct 2005, 03:55
by FireCrack
They can use the high trajectory thing, and thus can just hide behind other crap...
Posted: 31 Oct 2005, 05:25
by FizWizz
I'd like to see the description changed too. I thought that they were supposed to be artillery k-bots in XTA, but they disappointed me in that role.
Posted: 02 Nov 2005, 08:32
by tanelorn
Well I know that this will spur at least one "if you don't like it go play Uberhack" post, but I must say that in UH for non-spring TA, they gave the Thuds long range and they were great. You could park them beyond LLT range and do a decent level 1 base assault using THuds as lvl1 artillery. It was the difference that was needed to make level 1 kbots a useful force.
Personally I don't see the point of having three assault selections and no unique selections for combat. The only difference between the AK and the Rocko and the Thud is armor and damage, really. It was wise of Uberhack to give the Thuds a unique method of attack that allowed them to do more than simply assault.
Without that differentation, we have to wait for lvl2 in order to get some variety.
Posted: 02 Nov 2005, 09:13
by SwiftSpear
tanelorn wrote:Well I know that this will spur at least one "if you don't like it go play Uberhack" post, but I must say that in UH for non-spring TA, they gave the Thuds long range and they were great. You could park them beyond LLT range and do a decent level 1 base assault using THuds as lvl1 artillery. It was the difference that was needed to make level 1 kbots a useful force.
Personally I don't see the point of having three assault selections and no unique selections for combat. The only difference between the AK and the Rocko and the Thud is armor and damage, really. It was wise of Uberhack to give the Thuds a unique method of attack that allowed them to do more than simply assault.
Without that differentation, we have to wait for lvl2 in order to get some variety.
I think currently missle kbots outrange LLTs... but missle towers outrange them and they do so little damage it's pretty useless anyways. I have to agree with you tanelorn, I'd love to see a proper L1 mobile artillery unit that can at least outrange the traditional defence towers (obviously popups should still outrange it) there is just really no quality to the mobile artillery in XTA.
Posted: 02 Nov 2005, 17:12
by Min3mat
LOL! mobile arty and jammers pack a serious punch in xta. level 1 SHOULDN'T have arty as they are just supposed to be basic infantry, scout (zipper), assault (peewee), general (rocko), AA (jethro), heavy assault (hammer)
Posted: 02 Nov 2005, 17:14
by NOiZE
if you don't like it go play Uberhack

Posted: 02 Nov 2005, 18:07
by GrOuNd_ZeRo
Well, Artillery KBOTS will be no where CLOSE to mobile artillery like Lugers in damage, I think this is a reasonable suggestion they are NOT walking tanks, Rocko's fill that role..
Posted: 02 Nov 2005, 21:30
by mongus
NOiZE wrote:XTA Balance thread.
Posted: 02 Nov 2005, 21:51
by Min3mat
if you don't like it go play Uberhack
Razz
erm converting people to AA thread!

Posted: 02 Nov 2005, 21:54
by FireCrack
Min3mat wrote:LOL! mobile arty and jammers pack a serious punch in xta. level 1 SHOULDN'T have arty as they are just supposed to be basic infantry, scout (zipper), assault (peewee), general (rocko), AA (jethro), heavy assault (hammer)
and what of our faithful mortar men, infantry artillery...
Now i'm not saying hammers/thuds should have a huge range, mabye a tad less then jethros have now would work, but right now their range is pathetic, even for somthing that isn't artillery they have a short range.
Posted: 03 Nov 2005, 00:11
by Warlord Zsinj
I think a light artillery is certainly needed for any mod in the first tier units.
You are thinking in very Command & Conquer terms if you think that artillery should be a late level unit.
Posted: 03 Nov 2005, 00:15
by Zoombie
Yup. Artillery is a nessisary part of every attack force, as i have found many many times. Sure a swarm of units will defeat and undefended base, but i mean a barbarian hord defeated Rome. After Rome had fallen into decay, due to a myriad of resons that are too in depth to go into now. However if the Barbarians attacked when Rome was a well orginized, well defended superpower, they would of been massicard!
Same thing with TA. Well made Base + Hord= Very dead hord. Bad Made Base + Hord= Very dead Base.
Posted: 03 Nov 2005, 03:31
by Lindir The Green
well maybe thuds could be changed to fufill a different role, but they are currently really great in swarms because they can fire over each other.
Presenting: a game where thuds are used (by me

)
http://www.fileuniverse.com/?p=showitem&ID=1731