You will be able to control the Paradox Engine eventually, that was always the plan.
which update will this be in and when will that be?
also cant wait to use it
Posted 11 July 2017 - 03:49 PM
You will be able to control the Paradox Engine eventually, that was always the plan.
which update will this be in and when will that be?
also cant wait to use it
Posted 11 July 2017 - 05:45 PM
You will be able to control the Paradox Engine eventually, that was always the plan.
which update will this be in and when will that be?
also cant wait to use it
psssst, don't spoil it :>
Posted 11 July 2017 - 07:07 PM
Since every Super Weapon has its own special touch it to (Nuke leaves residual radiation / Lighting Storm kills radar / Dominator mind controls) I was thinking that the Great Tempest should do extra anti-air damage. This way, when you use it against an Irkalla, for example, it'll do massive damage to it instead of the messily damage it does to it now.
An idea for Zorb Trotters I had is that when they lift units upward, the units stay where they are horizontally (they don't get brought to the zorbs) and levitate there for about 3 seconds.
Reason being is to allow anti-air more time to shoot at the levitated unit(s) and if they stayed in the air a tad longer too, it will give the player more time to react to falling units so nothing gets crushed as easily.
This will also make it so Zorbs can't dunk units into the water when they're over a pond.
Edited by BlackAbsence, 11 July 2017 - 07:08 PM.
Infinitive absence.
Posted 11 July 2017 - 09:08 PM
Thx for the continuous development on this game speeder
Edited by JakeTehGamer, 11 July 2017 - 09:49 PM.
Posted 11 July 2017 - 09:47 PM
Wrong thread, bud.
Posted 11 July 2017 - 10:21 PM
Actually it's
Since every Super Weapon has its own special touch it to (Nuke leaves residual radiation / Lighting Storm kills radar / Dominator mind controls) I was thinking that the Great Tempest should do extra anti-air damage. This way, when you use it against an Irkalla, for example, it'll do massive damage to it instead of the messily damage it does to it now.
An idea for Zorb Trotters I had is that when they lift units upward, the units stay where they are horizontally (they don't get brought to the zorbs) and levitate there for about 3 seconds.
Reason being is to allow anti-air more time to shoot at the levitated unit(s) and if they stayed in the air a tad longer too, it will give the player more time to react to falling units so nothing gets crushed as easily.
This will also make it so Zorbs can't dunk units into the water when they're over a pond.
actually, the tempest blows infantry into the sky and (when it's nearly over) flips light vehicles
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
Posted 11 July 2017 - 10:27 PM
Posted 11 July 2017 - 10:37 PM
Actually regarding "no micro needed" part, its arguable. There still would be many zorbfloaters lifting the same object if not microed.
Posted 11 July 2017 - 10:39 PM
Well, beyond the ability to target multiple targets... no micro needed
Posted 11 July 2017 - 11:37 PM
I've used vultures a lot lately and I liked them a lot, however no matter how good you are with them they seem lacking in some departments, but I could suggest some buffs that fills some gaps with Latin Confederation's arsenal, now they mainly serve as a harassment tool that can be very annoying, much like Scropion Cell's tyrants. and with their current iteration they do fine in some aspects, but then they also have their guns (which is a literal sentry gun attached to a chopper BTW) don't really do much as they are just good at killing isolated infantry that aren't protected by AA at all, or chasing down Norio at best.
now they are getting a speed buff which is lovely, but what if they ALSO get a slight buff on their guns ? they are seriously useless and don't do anything right now, but with the speed buff and if they get a bit more damage, they can be an perfect tool for chasing and kiting jets away which is one of LC's main weaknesses (which isn't being balanced next patch either because the flak buff is only for heavy armored aircrafts).
there is also the problem of their flame deploy being buggy, now I know that's something the developers can't fix, but it's especially crucial when it comes to Foehn's cloud piercer and when it's even the T3 provider would there be any solution to that ? like reducing the height of the building somehow ? because they really need to fly high above it to be able to deploy on top of it, and most times I did that my choppers refused to do anything including the deploy command I sounded.
Edited by StolenTech, 12 July 2017 - 12:07 AM.
Posted 12 July 2017 - 09:21 PM
Maybe Vultures should just spit fire toward the structures (with a range of 1 or 0.5) via the attack command, rather than the deploy command, so they don't have to fly atop tall structures. If that proves too OP, you could always decrease the amount of flame residue / initial attack damage. The deploy command could still spit fire for area denial / retreat situations: Not saying you should change that completely.
EDIT: Regarding the Arsonist; I never really liked the idea of a spy being able to kill an entire base without being detected while doing so.
Which is why I think he should, at least, be vulnerable while doing so. I guess you can't make him noticeable for a bit when he plants bombs?
What you could do, is make it so the Arsonist plants a bomb under his feet that's noticeable for about 2 seconds so that enemies around would target the bomb he's standing on thereby killing the Arsonist whilst planting bombs. Now I know if the bomb is planted on the ground and not the structure, the flames won't be as concentrated on the structures, which is why he could just plant bombs more often as compensation for this fact. Him planting bombs more often (with this change) would also make him more susceptible. Considering that he would be more likely to die (with this change), he could cost less too.
Edited by BlackAbsence, 12 July 2017 - 10:12 PM.
Infinitive absence.
Posted 12 July 2017 - 11:01 PM
Or maybe you could add a dog/detector to your base defense. Arsonists punishes lack of awareness and you want to take that away.
Also both ideas (vulture getting second weapon alongside deploy/making disguisers reveal themselves for time being) are impossible by default.
Posted 13 July 2017 - 03:01 AM
How about planting some robots and dogs for prevention, and Engineer for bomb disarmings? I've rarely seen anybody not noticing spies trying to sneak lonely unless he's bad at scouting (or is Foehn), let alone arsonists.
Don't tell me you don't know about engineers being able to disarm Ivan and Arsonist bombs
Edited by Handepsilon, 13 July 2017 - 03:03 AM.
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
Posted 13 July 2017 - 08:13 PM
Posted 13 July 2017 - 10:38 PM
To me the harbinger is a great unit/support power (can we all get together and build one)so i was wondering if it could be made so when you select it, it talks to you.
Possible quotes:
When entering battlefield: "harbinger on approach"
When attacking: "kill em all" , "(hums hell march 2)". (Hell march 2 is my favorite song)
When shot down: "NOT AGAAAAIN!" (This sounded funny in my head)
Also can it be when it is selected you can choose where it attacks, I ke the spectre gunship from generals.
Being honest, I was wondering if the devs were planning to add voice lines to this support power unit similar to the Knightfall (how an operator in Coronia signals that drop pod reinforcements are ready). Don't get me wrong, the current one where the Foehn EVA telling us that the Harbinger is ready is adequate enough, but I it would feel more immersive if someone else, preferably in the Harbinger itself, was the one giving us the heads up. Something like "Harbinger entering airspace. Requesting targets if needed. " or "Harbinger has arrived. Standing by for orders." Then upon selecting the target area it will reply as "Target area confirmed. Danger close." or "All friendlies be advised, we are beginning our attack run." Then at the end of it's attack run "Bombardment sequence finished. Returning to high altitude." or "Attack over. High altitude diagnostics and repairs are active. Be back soon."
"I had normal life, till the day our thoughts got clouded in a dark shroud. My home was destroyed, then they found me, or rather, I found them.
Posted 14 July 2017 - 02:34 AM
Slightly unnecessary and sounds cluttered, really. Even Boidmachine doesn't do that much voice when firing.
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
Posted 14 July 2017 - 08:03 PM
Edited by UNSC THE CHILL OF WAR, 14 July 2017 - 08:04 PM.
Posted 16 July 2017 - 10:40 AM
Posted 16 July 2017 - 07:07 PM
Hi!
I don't know it is the right topic, but If I'm playing ultimate alliance on the newest version, and the tech level is set to 5 and an Epsilon AI is playing against me, they can build Antares batteries and Inferno towers (I only tried this at tech level 5). Also if the enemy is playing as soviet, or other faction (both unholy and ultimate), they stick to that faction's units, tanks and buildings. It's a feature, or a bug? Thanks for the answers!
Posted 16 July 2017 - 07:54 PM
Hi!
I don't know it is the right topic, but If I'm playing ultimate alliance on the newest version, and the tech level is set to 5 and an Epsilon AI is playing against me, they can build Antares batteries and Inferno towers (I only tried this at tech level 5). Also if the enemy is playing as soviet, or other faction (both unholy and ultimate), they stick to that faction's units, tanks and buildings. It's a feature, or a bug? Thanks for the answers!
Correction: Psychic tower instead of Inferno tower, and Neutralizer on foehn.
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