F-22 in Robot Storm mod
#1 Guest_Ace22_*
Posted 14 June 2005 - 04:12 PM
If this seems overpowered, then it would be changed to a late-game unit, so the Allied Legion would not have a strike aircraft for the first parts of a game.
#2
Posted 14 June 2005 - 04:22 PM
\\//,DedmanWalkin
#3 Guest_Ace22_*
Posted 14 June 2005 - 04:49 PM
#4
Posted 14 June 2005 - 05:12 PM
only when from war fact coming out it could do as wanted but then it has no dependancy on airfields and its kinda odd then...comanches for example are useful for countering enemy air units.
as for can't post..thats odd..once again I gotta ask higher authority on that...
EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC
#5
Posted 14 June 2005 - 07:43 PM
#6
Posted 14 June 2005 - 07:55 PM
shortly you begin see how workful commanding them would be as constant clicking require so they stay in air when you want them to...sure u could pull siege chopper and allow it land by deploy but i dont see much benefit in that either.
so to recap...your plane landing on its own as it finished one target in middle of enemy base is really crap situation.
Edited by Apollo, 14 June 2005 - 07:57 PM.
EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC
#7
Posted 15 June 2005 - 11:36 AM
Simply put, station Comanches around. They are good AA units.
#8
Posted 19 June 2005 - 02:15 AM
This is how you would get F-22s.
If you build a certain high-end building, then every three minutes a huge aircarrier comes and drops off a team of three (VTOL)F-22s. You can then use these for quick strikes to take out, say, a team of Hades fighters, or Kirov Gunships.
The F-22s come in, kill all aircraft, and high-tail it out of there.
The problem with commanches, Comrade Jerkov, are that the enemy has time to launch its ordinance before being shot down
I like your mod and respect the effort you put into it.
Plus, they can pick up crates.
#9
Posted 19 June 2005 - 01:10 PM
the f-22s for example being made as jumpjets wouldnt automatically fly away from target after attack and actually rely on your guiding but I'm gonna do some experimental work but engine is limited so we'll see.
EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC
#10
Posted 19 June 2005 - 04:15 PM
Thank you for experimenting on the F-22
BTW I do blue because it is easier to read, in case you were curious.
#11
Posted 20 June 2005 - 07:12 AM
EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC
#12
Posted 20 June 2005 - 08:47 AM
2) The F-22 being used as an actual fighter isn't really viable...it can present a big imbalance. The Allied Legion are actually the most powerful side in the game, and it'd make them even more powerful to be able to smoke everything.
3) As Apollo said, the fighter wouldn't fly off after destroying things, and so would be sitting duck, or land and get pwned.
4) The Pulverizer is a VERY effective AA defence, and so is the Comanche. The idea is to position your Comanches far enough out to slash the enemy from the sky BEFORE they launch their ordinance. That's why you should always build an assload of Photon Batteries
5) The Allies already have a cratehunting advantage in their Chrono units. The last thing they need is an additional advantage.
6) I've never really liked the three units of the Allied air force. All three of them seem to cross over eachother's niches and role...the F-22 is too powerful a ground-attack fighter for the Aurora to really have a place. I think the F-22 should be made totally useless against vehicles (perhaps even not target, to give the allies a REAL deficiency?). This way it's primarily a target-softener unlike the Aurora which should be made crappier against buildings, and the Vortex Bomber which is a saturation-bomber and should be left just as it is
#13
Posted 21 June 2005 - 03:32 PM
To Comrade Jerkov:
1. Fine, I'll keep it to black.
2-5. You are absolutely correct.
6. I don't think that the F-22 should be made useless. I say that it should excell in the SEAD (Supression of Enemy Air Defences) role, taking out NEXUS Lasers and stuff like that. The Aurora should have four missiles and the price should be upped a bit. The Vortex bomber should be left unchanged.
#15
Posted 30 June 2005 - 02:54 AM
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