Changes to USA Laser General
#62 Guest_Guest_Morbid Jester_*_*
Posted 30 December 2010 - 02:29 AM
#63
Posted 30 December 2010 - 01:57 PM
With the upgrades to the satellite tree, is it too much to make another suggestion? I was thinking that they could possibly get a range increase on all units/defenses, OR maybe an increase (small) to both dmg and armor, since they'd know exactly what kind of forces they are expecting to encounter and whatnot. I doubt having all three would be an option because that could be WAY OP. I like the extended "viewing" of the selctable areas but feel like, unless you left something out, that Satellite could be kinda weak without some other kind of bonuses to more units.
Satellite is week in the early game, but it gives some great "utility" upgrades. Radar defenses and Radar vans both gain dramatic improvements in vision range and stealth detection. Laser Raptors now gain stealth detection as well, and this will likely be extended to a few other units, such as AA units.
It also grants the spy satellite power, which can be upgraded (with generals points) to reveal a quarter of the map with stealth detection, as well as to call attack's of opportunity. With 4 ranks invested it can keep a persistent view of the battlefield (it lasts as long as the recharge) and can call satellite strikes every 10 seconds.
At Tech 2 the Sky Eyes Mobile Relay and Relay Defense are unlocked (though not quite as powerful as in older versions), and at Tech 3 the Satellite Relay Station super weapon is unlocked. The Relay Station also offers upgrades to the satellite weapons to allow longer range (up to the current max range), faster focusing, and target tracking (for effectiveness vs mobile targets).
Satellite Tech isn't good for every battle, but vs Stealth General or Super weapon General it is a ball breaker. The combination of Satellite and Laser can be brutal vs AirF general as well. Long range stealth detection paired with high laser AA and missile defense is a nasty combo.
And as promised, some screens of the new units. These screens show them with tracks/wheels but all of them can receive the Grav Sleds upgrade.
Edited by Pendaelose, 30 December 2010 - 02:12 PM.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#64
Posted 30 December 2010 - 02:12 PM
("Sky eyes" satalite caller artillery less damage/range ? )
Edited by MasterZH, 30 December 2010 - 02:17 PM.
#65
Posted 30 December 2010 - 02:18 PM
Wow toobig guns like it great job... what about weapons range?
They pretty much have the ranges you would expect. Microwave is medium range, Plasma is short, Particle is long. One of them is a replacement for the Mithral with the same weapons pretty much.
The Sky Eyes will have less range when first built at Tech2. It will still be fantastic range, on par with the Nuke cannon and Long Arm launcher. It will have upgrades at T3 that will give it back the old range. It seemed kinder than making the Sky Eyes requires Tech3. It's worth note, that the upgraded Sky Eyes will be more effective than the current version.
Edited by Pendaelose, 30 December 2010 - 02:21 PM.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#66
Posted 30 December 2010 - 02:20 PM
#67
Posted 30 December 2010 - 02:22 PM
Yes... in my edited post you answer to quick
I edited my post to answer your edit. muhahaha!
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#68
Posted 30 December 2010 - 02:29 PM
Maybe its good this way.(without strategy center range bonus)
#69
Posted 30 December 2010 - 02:30 PM
In addition to the new units listed/shown above I've also added an Avenger version of the pitbull chassis, available at Tech1 after the Physics lab is built. It starts with basic lasers and upgrades with pulse lasers.
I've also added a scout variant that requires Satellite tech.
Edited by Pendaelose, 30 December 2010 - 04:33 PM.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#70
Posted 30 December 2010 - 07:34 PM
It will add a forward facing shield to your heavy tanks, and allow shield generator base defenses to be built. You cannot have Ion tech and shield tech at the same time.
An additional change... every time you purchase a new tech, the next tech choice will double in cost. They start at 2000 resources.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#71
Posted 30 December 2010 - 08:52 PM
Edited by SpardaSon21, 30 December 2010 - 08:53 PM.
#72
Posted 31 December 2010 - 03:23 PM
extremely high long range damage good against all target types.Er, what's so special about Ion technology that it can't be combined with shields?
I've placed a minimum escalation level for each tech with 2 becoming available at each escalation level. You can still mix and match at will, and you can even save up your tech purchases to get all late game techs, but Shield and Ion are the only two that require Escalation3, and I feel it would be a bit of over kill to allow both in game at the same time.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#73
Posted 31 December 2010 - 09:27 PM
I'll get pics online as soon as I can.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#74
Posted 31 December 2010 - 09:39 PM
#75
Posted 31 December 2010 - 10:44 PM
#76
Posted 27 January 2011 - 06:23 PM
After you build the Satellite Relay you unlock a 1 time tech choice to further specialize your satellite attacks. Like all tech trees these are mutually exclusive to each other. The benefit of each depends on the enemy you fighting and your own tactics.
Extended Spotting Range. Allows "Sky Eyes" to target enemies at incredible range. (The current range in public versions)
Target Tracking. Allows Satellite strikes to move while focusing. They will follow targets or seek out new targets if needed.
EMP Pulse. Satellite strikes include an EMP pulse. (This was a standard feature in the first Remix versions)
These techs are added an in testing.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#77
Posted 28 January 2011 - 07:44 PM
I've added new upgrades to the Satellite tech tree.
After you build the Satellite Relay you unlock a 1 time tech choice to further specialize your satellite attacks. Like all tech trees these are mutually exclusive to each other. The benefit of each depends on the enemy you fighting and your own tactics.
Extended Spotting Range. Allows "Sky Eyes" to target enemies at incredible range. (The current range in public versions)
Target Tracking. Allows Satellite strikes to move while focusing. They will follow targets or seek out new targets if needed.
EMP Pulse. Satellite strikes include an EMP pulse. (This was a standard feature in the first Remix versions)
These techs are added an in testing.
Lol cant imagine any of those features in realgame. Great ideas!!
(i was in heaven when i get to part with "incredible range" anyway i am happy you keep "current" range)
#78
Posted 28 January 2011 - 08:57 PM
Lol cant imagine any of those features in realgame. Great ideas!!
(i was in heaven when i get to part with "incredible range" anyway i am happy you keep "current" range)
I've also enabled shield tech... Satellite tech and Shield tech is one of the nastiest combos EVER.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#79
Posted 28 January 2011 - 11:23 PM
I've also enabled shield tech... Satellite tech and Shield tech is one of the nastiest combos EVER.
Lol can you make 1 more tech to cloak army of satellites protected by mobile shield? Ultimate weapon
#80
Posted 04 February 2011 - 09:11 PM
Ion Tanks now benefit from the Ion Overcharge power, now Rank 3
Predator Tanks can be given a teleport ability with the Gravity Techtree and a Rank3 power
Base Shield, a new Rank 5 power, makes all buildings activate a personal shield, lasts 30 seconds, does not include defenses.
I have some icons to make, and text labels to fill in before there are screenshots, all this effort has been code only, but it's been a very productive day.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
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