Universe at War Expanded Edition Official Discussion Thread
#41
Posted 14 May 2008 - 09:28 PM
Military Riflemen squad expanded 5 ->6
Humvees Pop cap is now 5
Jet's are now 6
Tanks are now 8.
#42
Posted 15 May 2008 - 01:00 PM
#43
Posted 15 May 2008 - 01:16 PM
The apache can easily take out a enemy hiearchy Gravational turret using the "special".
Also the science upgrade allowing the novus faction to build the Black Hole generator is not working.
So far thats the only odd thing i can find other than for the obvious, pop cap's 6 for infantry, 1 per tank etc; And the capture flag ability unable to be used, aswell as the FA-22 ability, which you have clearly fixed now.
More info coming up soon
And yay another test tommorow
Edited by Christanil, 15 May 2008 - 01:27 PM.
#44 Guest_Sidra_*
Posted 15 May 2008 - 02:35 PM
Also, will it be a thrown grenade, or like under-rifle grenade launcher things?
Just curious, and hoping that this makes marines ... not suck so much.
#45
Posted 15 May 2008 - 05:19 PM
just dont mind the novus black hole it's going for good.
#46
Posted 16 May 2008 - 10:29 AM
Edited by Christanil, 16 May 2008 - 01:46 PM.
#47
Posted 16 May 2008 - 05:35 PM
#48
Posted 17 May 2008 - 07:36 AM
Also i was playing the hiearchy against the military, when the novus built a military building(human one), it didnt show up on screen until it was destroyed?
P.S: How strong/Area of damage is the nuke?
Edited by Christanil, 17 May 2008 - 07:37 AM.
#49
Posted 17 May 2008 - 11:31 AM
#50
Posted 17 May 2008 - 12:54 PM
#51
Posted 17 May 2008 - 01:10 PM
I might be putting Medic's in groups of 3 into the mod i am still wondering if i want this to take place.
#52 Guest_Sidra_*
Posted 19 May 2008 - 08:47 AM
I mean, the rate that marines simply get disintegrated is quite fast.
Please,please,please make tanks stronger. If hummvees can take down a building faster than a tank can, there's little reason to build tanks.
Also, will novus be available in the next version of the mod?
http://www.petroglyp...php?showuser=54 - It seems like some guy managed to enable humans as a seperate faction...
#53
Posted 19 May 2008 - 08:36 PM
Tanks will become stronger than humvees
Medics only heal injured.
The public beta i released was infact suppose to be the last private beta so that is why there are so many inbalances.
#54
Posted 21 May 2008 - 07:03 PM
Riflemen are much stronger against the Grunt's although it takes a few squads to take one down easily (about 3 maybe 2).
Tanks are stronger and have more health.
Hummers have been tonned down every aspect.
Defilers have been debuffed.
There some more changes.
#55
Posted 24 May 2008 - 02:21 PM
Military turret, (that was based on the redirection turret) still redirects sometimes, making it extremely hard to destroy it. (I don't know why but it really takes bunch of tanks and missile launchers to destroy it, while I lost several tanks. It seems that even the bullet of rifleman squad can be redirected, it just spread to the back of turret.)
Military AI doesn't uses any military's infantry unit. I fought against novus infantry combined with military vehicle. Acutally, this isn't a problem. The real problem is that the AI builds a "invisible" infantry barrack. I just noticed that there was a barrack because my units attacked at something invisible.
Thinking about a medic you mentioned at Moddb, Military surely needs one. As the battle continues, the member of squad falls, which reduce the firepower but still occupying pop caps. I know you'll give the medic only the ability to heal the wounded, it will increase the infantry's surviving time much longer.
One minor problems : As I mentioned before, the icons of Motor pool and Infantry Barrack has been reversed. This might be due to the original game was wrong. (It functions just well, but it's picture is... reversed, motor pool has infantry barracks picture and vice versa.) I just checked the originals military mission and found that icon was reversed in the original too. Maybe you can fix it for somewhat perfect mod.
I really enjoy your mod. Keep up the good work!
Edited by ImperialGaurd, 24 May 2008 - 02:38 PM.
#56
Posted 24 May 2008 - 07:09 PM
Thank you very much for writing detailed.
Military have no AI.
#57
Posted 24 May 2008 - 07:17 PM
Military Riflemen are stronger and also are much more effective against the hierarchy specifically the grunts
Military Medics can heal there allies in a specific area.
Hummers are so much more weaker there damage has been reduced by 48%
Tanks are good against structures but can struggle against the grunt grenade.
I think it is much more balanced out now.
#58 Guest_sidra_*
Posted 25 May 2008 - 06:11 AM
Sure they're fast, but a fast unit that isn't effective in combat and dies to everything else would basically be useless.
I'm thinking, can they maybe carry 1 or 2 infantry squads into battle? As a sort of 'rapid transport', rather than an APC's armored kind of transport.
Or maybe something to that effect.
#59
Posted 25 May 2008 - 10:51 AM
Hummves are going to be able to transport 1 squad.
They are fast (to scout) and can do hit and runs.
That is what hummers are for
#60
Posted 26 May 2008 - 01:58 PM
Military Turret no longer does anything with redirection.
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