Statistics Gathering, Page 4
#1
Posted 09 August 2010 - 11:55 AM
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.
#2
Posted 09 August 2010 - 12:33 PM
Infantry General for Artillery
Chem General i vote for I use both equally, or choose based my enemy.
and Tank General
Lightning Tech
ECM
Memory: 2 GB 607 Mhz
Graphics: Asus Radeon 5770 1 GB 4.8 Ghz memory clock
Mainboard: Gigabyte 880G
Monitor: HF237 23" Full HD
PSU: Hyperion 700w
#3
Posted 09 August 2010 - 01:02 PM
Toxins.. I am dissappointed. Those colours and clouds do look menacing but they pale in functionality copared to Acids, surprisingly even against Infantry Gen. Of course buildings shut-down is very powerfull but it feels the problem lies with the techs and upgrades not split properly among the Escalation levels. It is purely end-game fun and it doesn't have the tools to get there. Maybe good only for support.. 2 on 2 and such.
Tank.. Well, it's a beast. Lightning tech far surpasses everything else as it is now, two of his super units can PWN Leonidas too. The Heal Tank is completely over-the-top too but that's not Lightning tech-based.. Oh well.. Honestly, just go for Lightning and you won't even need any other tech. Maybe Missiles for the Nuke but only for the added comfort and the stronger mini SW vehicles.. To which, as things are now, I prefer the regular ones which happen to require NO tech. Massive tank drops are also very impressive and really, usefull. Just for comfort though. Lightning is the way to go.
Edited by Violence, 09 August 2010 - 01:05 PM.
#4
Posted 11 August 2010 - 02:47 AM
#5
Posted 20 October 2010 - 09:22 AM
i must say, if you have an Toxin-Friend (Or Brother )
the mix of BOTH is Rocking, but 1-1 Toxin is merely too weak,
the defence is mid to high against Infantry, but low against Tanks AND mid to low against Planes...
so perhaps, you should add some Anti-Tank-Toxin-Rockets or something, that he is better to compete against other gens then Infantry (who is hard enough too beat, course you nearly can't kill him at mid game... and its nearly Impossible at lategame..... Thx too the Moving-Fortress^^)
but with an Acid-Toxin defence, me and my Brother rock mostly anything.... so, perhaps you should enable some "Hybrid" Units and Techs, so, Acid has a mid Anti infantry (course, why does the infantry NEVER Melt in Acid? i mean, if I threw Acid too my opponent he were melted in a second... you shouldn't overpower both, but... at least after 5 secs. Acid, an Infantry unit schould die.... (Concentratet acid) in the clouds, 7-10 secs^^)
and Toxin some Anti tank..... or Nerve-Gas (Kills the Driver) course, it sucks when you play Toxin, your opponent sees that, and he just.... "Overdrives" you....
perhaps then, Toxin would kick some ass
Greetz: Flyingdeath
PS: Pend? what is the idea of Shutting down a building, when you have too shoot it for like 10 minutes? you definitly need something RPG stile^^
#6
Posted 20 October 2010 - 12:05 PM
Acids would indeed be a most terrible death for infantry however... though the nerve agents would still be much more effective because a even tiny does is potentialy lethal.
The building shut downs... at the mid-game toxin it does take a while to start shutting them down. It's not intended to be effective when fired from a single unit but rather if several units are firing at the same time. The T3 toxin with all it's upgrades is much better at shutting down buildings... somewhere in the 10X as strong. In this case it's practical for a single unit to stop a building, or a single rocket/shell to shut down multiple base defenses.
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.
#7
Posted 14 July 2011 - 08:08 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.
#8
Posted 23 July 2011 - 02:53 PM
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