Pre-release Suggestions Thread
#561
Posted 11 August 2011 - 03:41 AM
1. i agree either a build radius for tech structures or a MEP
2. mission dificultcy options even easy on 2.0 is hard just toneing easy down a bit
3. most importantly for me. mission loading times, when i die on a mission and i have to re load i end up sitting there for 4 mins at a time waiting for it to load the level, and my pc isnt slow lol
#562
Posted 11 August 2011 - 07:39 AM
#563
Posted 12 August 2011 - 11:14 AM
Kaamos is very vunerable to submarine, or maybe......... (I_I)Submarines can't attack land units. The Marauder is well capable of outrunning them or just sits at land.
Also, if I know the exact location of a sub (and torpedo's are CLEARLY visible), I will forcefire to surface it and then annihilate it.
It might be that 7 is too fast for an amphibious unit - at least if it can outrun torpedo's.
Boom! I'm back, babies!
#564
Posted 12 August 2011 - 05:06 PM
#565
Posted 12 August 2011 - 06:05 PM
IRC: #menthosogma (Rizon)
#566
Posted 12 August 2011 - 07:21 PM
#567
Posted 12 August 2011 - 07:27 PM
IRC: #menthosogma (Rizon)
#568
Posted 14 August 2011 - 03:13 AM
It looks like the Russians are at it again! It seems to blend iron curtain mk II tech and chronosphere tech, making it very stable. No wormholes, it can be used on infantry, and it can teleport troops anywhere. This is a target for the Russians to defend, or the epsilon to destroy, during single player missions. It could also be a tech building otherwise.
EDIT: It looks like this could be a victor factor. The soviets and allies will use it to take troops to Antarctica. If alive, they can attack the MO device, evading the epsilon navy. But if epsilon destroys it, they lose...
EDIT AGAIN: The epsilon campaign could have this. They must destroy the chronosphere after the Siege Crawler, or die...
Well, if ares allows it, add one more mission. If they destroyed it, skip it. If they failed, have one more mission to defend the MO device.
Edited by generalcamo, 14 August 2011 - 03:19 AM.
#569
Posted 14 August 2011 - 05:18 AM
EAI changeTone Easy down and make hard more difficult ^^. But the AI's in Skirmish are easy to break with siege weapons (but don't make them stronger defensively, but make them stronger OFFENSIVELY so the fight will be more brutal and won't draw out as easily).
1: Send 2 prism tank
2: Send 6 Grizzly(I think I handle with this)
3: AI no longer send infantry to garrison all building
4: AI never build 2 War factory
5: Soviet no longer send 2 Kirov, only send one
6: Soviet send only one apoc
7: Epsilon no longer spam brute and floating disc
8: All AI no longer spam attack dog
Boom! I'm back, babies!
#570
Posted 14 August 2011 - 07:33 AM
Easy should be only toned down on its defense ^^. If you can defend your base properly, you can easily hold the Easy AI off. The only problem form the Kirov Airships and only if you are Soviet, because the Soviets have nothing to counter them (but building Flak in HUGE numbers works too... kinda).EAI changeTone Easy down and make hard more difficult ^^. But the AI's in Skirmish are easy to break with siege weapons (but don't make them stronger defensively, but make them stronger OFFENSIVELY so the fight will be more brutal and won't draw out as easily).
1: Send 2 prism tank
2: Send 6 Grizzly(I think I handle with this)
3: AI no longer send infantry to garrison all building
4: AI never build 2 War factory
5: Soviet no longer send 2 Kirov, only send one
6: Soviet send only one apoc
7: Epsilon no longer spam brute and floating disc
8: All AI no longer spam attack dog
Oh, and never forget to build a Second Miner FIRST after you've built your War Factory!
Edited by Aasgier, 14 August 2011 - 07:35 AM.
#571
Posted 15 August 2011 - 04:07 AM
Uhh.... an RTS game has turning into Tower Defense gameEasy should be only toned down on its defense ^^. If you can defend your base properly, you can easily hold the Easy AI off. The only problem form the Kirov Airships and only if you are Soviet, because the Soviets have nothing to counter them (but building Flak in HUGE numbers works too... kinda).EAI changeTone Easy down and make hard more difficult ^^. But the AI's in Skirmish are easy to break with siege weapons (but don't make them stronger defensively, but make them stronger OFFENSIVELY so the fight will be more brutal and won't draw out as easily).
1: Send 2 prism tank
2: Send 6 Grizzly(I think I handle with this)
3: AI no longer send infantry to garrison all building
4: AI never build 2 War factory
5: Soviet no longer send 2 Kirov, only send one
6: Soviet send only one apoc
7: Epsilon no longer spam brute and floating disc
8: All AI no longer spam attack dog
Oh, and never forget to build a Second Miner FIRST after you've built your War Factory!
Boom! I'm back, babies!
#572
Posted 15 August 2011 - 06:54 AM
#573
Posted 15 August 2011 - 07:42 AM
One terror drone is suitable for dog rush, but many group can take out the tank rush.Building defense structures is quite cost-effective against the AI. But yeah, units can be used in the defense if you want, but you need to pick the right units!
MiG now belonged to china, I'll post more suggestion for USSR new aircraft.
Boom! I'm back, babies!
#574
Posted 18 August 2011 - 12:51 AM
#575
Posted 18 August 2011 - 08:29 AM
#576
Posted 18 August 2011 - 08:34 AM
#577
Posted 18 August 2011 - 05:14 PM
#578
Posted 18 August 2011 - 06:29 PM
#579
Posted 20 August 2011 - 10:34 PM
This is a new crate that can bring in a random unit from the past or future. Here are units that could be used:
Mammoth Tank
Mammoth Tank MK. II
Heavy Tank
Light Tank
Mobile Artillery
Stealth Tank
Tick Tank
Unlike a Unit crate, there is no guarantee that the unit you are getting is friendly. It could be allied to the enemy, Allied to you, or even neutral.
#580
Posted 26 August 2011 - 12:08 PM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users