will there be lunar maps in the mod anytime in the future? i remember in 2.0 psi that there were lunar maps released for those interested in space battles
MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
#3121
Posted 15 March 2018 - 02:38 PM
#3122
Posted 15 March 2018 - 03:40 PM
Maybe an eager map-maker can make it. It would be an interesting "flavour of the month" map.
#3123
Posted 15 March 2018 - 05:26 PM
The client still can't remember my settings in skirmish. so I'm asking again: how can I save the changes (player speed, ALL!! spawning points, etc.)? Is there a file to it? Because it's still frustrating to configure in every launch...
Also can we do something with archer projectiles (if they have to shoot downward while garrisoned, the projectiles hit the cliffs)? I didn't get answer when I asked it a while ago.
- Divine likes this
#3125
Posted 15 March 2018 - 05:52 PM
The client still can't remember my settings in skirmish. so I'm asking again: how can I save the changes (player speed, ALL!! spawning points, etc.)? Is there a file to it? Because it's still frustrating to configure in every launch...
Also can we do something with archer projectiles (if they have to shoot downward while garrisoned, the projectiles hit the cliffs)? I didn't get answer when I asked it a while ago.
THIS. The mental pain it causes to see thousands $ worth of Archers not doing any damage because of this is just intense.
And yes, the client needs fixing too. If the player makes a sandbox game with no AI, then all settings are forgotten. Otherwise, the selected map, gamemode, and player roster are saved, as well as some of the spawn points, but most of the settings still reset to default every time the client is restarted. It is annyoing as hell tbh.
will there be lunar maps in the mod anytime in the future? i remember in 2.0 psi that there were lunar maps released for those interested in space battles
How about a battle on Mars. Lunar theme + red ambient light + the occasional random enviromental hazard like massive tornadoes and stuff.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#3126
Posted 15 March 2018 - 06:07 PM
The client doesn't remember the settings. The Archer projectile in garrisons will need to be fixed, haven't decided how yet.
But how can it remember to:
-5 game speed
-the first two positions
-'short game unchecked'
-superweapons on
-10000 starting money
-and the other options? Because THAT's what I want to change (especially the first and last ones I've mentioned) to be something else as default.
#3127
Posted 16 March 2018 - 08:48 AM
#3128
Posted 16 March 2018 - 10:22 AM
Damfoo, he's asking for a way to rewrite that particular file that the client read but doesn't rewrite. He already knows that the client doesn't save it.
Edited by Handepsilon, 16 March 2018 - 10:23 AM.
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#3129
Posted 16 March 2018 - 01:50 PM
I have a suggestion regarding countering Drillers and stealth units. When they're detected, map shows where, but it's impossible to constantly look at the map. So, how about recording one general EVA line for all factions or a text message that appears in upper left corner like "Subterrainian/stealth unit detected!"?
- NorthFireZ likes this
#3130
Posted 16 March 2018 - 03:12 PM
I have a suggestion regarding countering Drillers and stealth units. When they're detected, map shows where, but it's impossible to constantly look at the map. So, how about recording one general EVA line for all factions or a text message that appears in upper left corner like "Subterrainian/stealth unit detected!"?
The problem is that we can't find guys who can imitate Allied/Soviet/Epsilon EVA perfectly. (IMO that's also why all SW ready sounds are removed)
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#3131
Posted 16 March 2018 - 03:20 PM
I have a suggestion regarding countering Drillers and stealth units. When they're detected, map shows where, but it's impossible to constantly look at the map. So, how about recording one general EVA line for all factions or a text message that appears in upper left corner like "Subterrainian/stealth unit detected!"?
The problem is that we can't find guys who can imitate Allied/Soviet/Epsilon EVA perfectly. (IMO that's also why all SW ready sounds are removed)
How about text message then?
#3132
Posted 16 March 2018 - 03:51 PM
I have a suggestion regarding countering Drillers and stealth units. When they're detected, map shows where, but it's impossible to constantly look at the map. So, how about recording one general EVA line for all factions or a text message that appears in upper left corner like "Subterrainian/stealth unit detected!"?
The problem is that we can't find guys who can imitate Allied/Soviet/Epsilon EVA perfectly. (IMO that's also why all SW ready sounds are removed)
How about text message then?
Hmmm not bad. It's totally possible, however Ares must work a lot more to counter the potential message spam.
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#3133
Posted 16 March 2018 - 07:57 PM
Keep the current version of the Gehenna in the campaign, but make a differently, flying aircraft carrier to replace it when its buildable. Let me elaborate. Despite the buffs, the Gehenna remains, and will always remain the worst tier 3 AA, unless it is buffed absurdly, but that would mean butchering the concept of the unit anyway. The interceptor needs time to take off. The interceptor will then spend more time maneuvering around enemies than shooting them. Then the interceptor will run out of ammo, have to return to the platform, rearm, then take off again.... unless of course the enemy's own AA, which can very well be the aircraft that the Gehenna is targeting, shoots down said interceptor. Or unless the platform itself gets destroyed while the interceptor is playing a game of tag. The Gehenna has no hope to shoot down ballistic projectiles, and the Quetzal's drones make it go outright haywire. The Gehenna has no hope of eliminating enemy fighter jets before their suicide attack on PsiCorps' fragile but cruicial units, like elites and magnetrons -succeed. The Gehenna's interceptor has little to no splash damage. Yet the worst offender is the platform's abysmal mobility. When was the last time any of you have seen Gehenna Platforms being used at all? Everyone just spams Archers instead -the friggin tier 1 infantry! And for a damn good reason. I really see no other way to keep the Gehenna's concept with all of its inherent shortcomings but make it somewhat balanced is to make the platform all-terrain, and to add something to the PsiCorps arsenal to combat ballistic missiles, drones, and the likes. Before Foehn was added I'd have suggested scrapping the idea completely, and making the interceptor base a static defence while adding a completely new mobile tier 3 AA, but Shrike Nests got that concept covered.
But seriously, please fix this trainwreck. It doesn't fit in PsiCorps' playstyle the slightest, and it's an all around POS.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
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#3134
Posted 16 March 2018 - 08:46 PM
Damfoo, he's asking for a way to rewrite that particular file that the client read but doesn't rewrite. He already knows that the client doesn't save it.
Exactly. I just don't know which file should I look for.
#3135
Posted 17 March 2018 - 12:22 AM
Despite the buffs, the Gehenna remains, and will always remain the worst tier 3 AA
I dare to disagree and claim that Gehenna is the top tier AA unit. It unusual mechanic is what makes it good - It's a move into interception range and forget type of AA, that does not need to endanger itself like other T3 AA units to deal damage. First of all, the range of interceptor is 18 - enough to stay in the second or even third line and poke the flying enemies. Next thing, you mention lack of splash - while forgetting that the only AA splash that matters in epsi army is under HQ's banner.
Ofc, its easy to make Gehenna launch it interceptor by using Quetzals etc, but are you just going to watch and observe how D-I will pursuit the drone or retarget manually Gehennas to attack Quetzals? This is not something that only Gehennas suffer from - every other AA can be fooled like that.
When was the last time any of you have seen Gehenna Platforms being used at all?
I usually add 4 no matter what faction my enemy have. Unless he plays a s something that depends on air units, like Coronia - then i add at least 3x more of those. You also mention that it's easier to just spam Archers - and yes, obviously its easier! It's also way easier to lose them to enemy units when they try to shut down enemy air. You might be surprised what some of units in small numbers can do with infantry blobs.
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#3136
Posted 17 March 2018 - 01:08 AM
Alstar I understand that you can make anything work but it does not change the fact that the Gehenna becomes obsolete in the moment the enemy uses their own AA to defend against the D-I's. Or that its speed, which rivals that of a dead slug put in a freezer, denies the PsiCorps strike force the mobility that it needs so much. I'd be content if one of these was fixed, and since I like the basic concept of the unit (even with all the inherent shortcomings I wrote about), I'd prefer the mobility.
Additional things, like the need to specifically micro against Quetzals while other, actually decent AA would blow the drones AND the Quetzal out of the sky on their own, is just the icing on the cake.
I've also brought up the Archers exactly because they are vulnerable, puny tier 1 infantry, and they are STILL more viable in most cases.
Edited by Divine, 17 March 2018 - 01:20 AM.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#3137
Posted 17 March 2018 - 09:14 AM
Will there be new types of Scavenger? I was thinking of some-sort of mobile Shrike Nest when stealing Gehenna Platform and Hailstorm (a gaping hole on the Scavenger where 2~3 drones flew out and auto-attack anything in range)
#3138
Posted 17 March 2018 - 11:05 AM
M.A.D.M.A.N. controlled by the A.I. now target buildings right? Well, there's a slight issue with that.
Idle M.A.D.M.A.N. found in their base will deploy as soon as a static defense support power (like Risen Inferno and Instant Shelter) is targeted at roughly the same location as the M.A.D.M.A.N.. Needless to say, the entire Haihead base is devastated. Done this twice in challenges, and it takes out one AI enemy from the battlefield with little effort.
#3139
Posted 17 March 2018 - 11:05 AM
Alstar I understand that you can make anything work but it does not change the fact that the Gehenna becomes obsolete in the moment the enemy uses their own AA to defend against the D-I's. Or that its speed, which rivals that of a dead slug put in a freezer, denies the PsiCorps strike force the mobility that it needs so much. I'd be content if one of these was fixed, and since I like the basic concept of the unit (even with all the inherent shortcomings I wrote about), I'd prefer the mobility.
Additional things, like the need to specifically micro against Quetzals while other, actually decent AA would blow the drones AND the Quetzal out of the sky on their own, is just the icing on the cake.
I've also brought up the Archers exactly because they are vulnerable, puny tier 1 infantry, and they are STILL more viable in most cases.
Since when is PsiCorps T3 all about speed?
Gehennas are slightly slower than your average Magnetron/Mastermind/Brute blob, which in my opinion is perfectly fine as they are after all a back up unit you dont want on the front line. Besides, every T3 AA needs to be micro'd properly to actually be efficient.
As far as I can see the sole reason you dumb down the Gehennas so much is because of their mobility, which in itself is compensated quite heavily by the range on their interceptor (Motherf*cking interceptors killing all my jets as soon they're about to land because interceptors chase throughout the entire map) and their rather absurd DPS for a unit that can strike down from a long range.
You could argue that the interceptor gets shot down easily, which is true if the enemy has invested way too much on AA just to keep your interceptors down, however that in itself can be exploited through other means, which PsiCorps has plenty of.
Cease or I will have to use D E A D L Y F O R C E
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