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What would you like to see in 3.0?


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#261 cerberus

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Posted 21 October 2010 - 03:09 AM

Right i think i get it but a question will the robot tank be replacing the defender unit.


Is the defender a spy detecting unit .


Just curious since not sure how to detect Yuri epsilon adept version of spy since you can't see it and dogs don't work on it either.


Just like shadow tanks can't see them not sure how to deal with that problem is there allies unit that works for that now.

#262 Speeder

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Posted 21 October 2010 - 06:38 AM

In 2.0psi units which detect stealth are Defender (or Robot Tank? I don't even remember if Defender is buildable), Shadow Tank, Infector Tank. Those units can detect Yuri's spies. In 3.0 dogs and heroes will be able to detect stealth as well.

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#263 Black Temple Gaurdian

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Posted 21 October 2010 - 06:41 AM

Will that be question to change? (what with Ares introducing new types of stealth)

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#264 Speeder

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Posted 21 October 2010 - 06:45 AM

If Ares does that then I'll seperate underwater stealth and psychic illusion stealth.

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#265 cerberus

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Posted 21 October 2010 - 08:48 AM

Hey just a question since i forgot to ask sorry but see kinda strange to me.


Then soviets cheat because if you try to spy them in there refinery and there is a sentry gun or Tesla coil there some how it will see your spy and kill it that needs to be checked.


Because i am not sure but can defenses see spies or will they be able to not sure but i don't think that is fair dogs hero and stealth detecting unit is enough is think but if pill box or something small could be OK.

#266 Zenothist

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Posted 21 October 2010 - 11:52 AM

Uhm, did you actually disguise the spy? Just checking.. ^^

No, defenses can not detect disguises. It was probably because you moved far too close to other enemy units or whatnot (almost standing in the same cell for example, if that's possible). Methinks it's an AI bug.

#267 cerberus

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Posted 22 October 2010 - 02:56 AM

Right i think you may be right might have been a unit that detects stealth close enough to see maybe just asking tho. ;)


But New question ---- I know you guys changed the gattling cannon for yuri to target air only but is it possible to give it like a deploy double clip option.---- That you can which it between air only or air and ground so that will fix the getting stuck on one target thing on the ground and give air defense also.


Just asking that would be a cool idea so it helps fix the trouble but also gives a little bit of extra ground anti troop gun power. ---- plus help with the air defense :good:


New question ----- The allies patriot missiles can they be able to travel at a fast speed when there fired out to catch aircraft like jets quicker so there not really chasing them down. :)


They have good strength i think could the missiles just be quicker so they hit faster. ----- like if there are jets coming toward one it should fire and hit them by the time there above or close to patriot should be quick and deadly to air. ;)


Plus not sure but the radius that the defenses have sometimes they won't fire and hit enemies that are right on the edge of that radius sorry just asking since i think you need all the range you can get.


Just one more Question not a request but a thought the soviet flak cannon is there a chance it can be modified like the flak track was to the half track . ---- Like it might get a few perk a extra cannon where there is two not one has a different look or something asking because some defense have gotten a nicer look or better skin and units so is that possible for that if there can't be new defenses can current ones be up graded some to be a little newer looking not as old looking and better. :dry:

Edited by cerberus, 22 October 2010 - 03:07 AM.


#268 Hecthor Doomhammer

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Posted 22 October 2010 - 10:31 AM

I personally do agree on a slightly faster speed for the Patriot Missles. The Patiot is the slowest of all AA, but I do believe that when it comes to hit, it does the most direct damage per shot. So probably it's slow for balance reasons

And also the edge of the defense structures range, that it can't fire there.
Also when I place a Prism Tower just 1 cell out of the range of another, it will still assist the other one.

The Gattling Cannon is good as it is, there's no need for a second option since now we have the Serraph. Just place a bunch of those within each other's reach.

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#269 Zenothist

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Posted 22 October 2010 - 12:27 PM

I agree with Doom on the Patriot. You might as well spam GGI's because they fire faster anyway. ;)

The radial indicator is kinda inaccurate like that. Espescially for AA defenses. And is it just me or does the Gatling Cannon have a slightly smaller radial indicator than the other AA's? Remember that elevation also affects the range of defenses.

Gatling does not need extra features. We have the Seraph and Railgun Tower for ground defense. :good:

#270 cerberus

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Posted 23 October 2010 - 04:27 AM

Just asking so does that mean there is no fixing for the patriots in the speed factor Alien55234 thought might be possible.


Will there be a newer skin for the demolisher artillery unit .


Also as asked doom hammer is the seraphs attack supposed to be fired from all four sides of it since there is a eye on each side.

That might be true doom hammer just think a little more speed would be nice . ----- yes seraphs are nice for defense just wondering are they supposed to fire from all sides since there are four eyes one on each side .

Edited by Speeder, 23 October 2010 - 11:01 AM.


#271 Darkstorm

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Posted 23 October 2010 - 04:44 AM

Well that have that red eye for firing but I think it should be the same on all sides with omnifire capabilities

#272 Zenothist

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Posted 23 October 2010 - 07:58 AM

I like the omni-fire thing. But a Seraph only has 4 sides, so it wouldn't make sense if the Seraph fired diagonally.

Also, cerberus, stop double posting. Edit your original post or Speeder will take action.

#273 cerberus

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Posted 23 October 2010 - 08:14 PM

I like the omni-fire thing. But a Seraph only has 4 sides, so it wouldn't make sense if the Seraph fired diagonally.



Right just thought would be cooler is all so if that is not possible i will take it that mostly for look and to confuse enemies.---- although it could keep it's spinning ability and just fire from main eye unless there are enemies on all sides and then release omni-shots to hit enemies and rotate to next enemies that is close to main eye and so on.


Just wondering something about Enforcer soldier there supposed to be anti-infantry and structural but they seem to not do much damage to troops even in groups of 5 seem to do more to buildings in damage wise .----- unlike soviet Desolater which is a lot strong in damage to soldiers and vehicles tanks etc.


Was thinking that maybe they should be able to do some stronger damage in attacks since they user the same light based laser looking weaponry that prism towers and prism tanks use that is strong on infantry.

Well that have that red eye for firing but I think it should be the same on all sides with omnifire capabilities




Right that is what i was saying but maybe it just to psych out enemies or something from the look.

Would be really cool tho if possible.

Edited by Speeder, 24 October 2010 - 12:13 AM.


#274 Black/Brunez

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Posted 23 October 2010 - 11:49 PM

About what I fell after what u did even after Alien´s comment can be explaned with only one Emoticon: :)

Anyway:
*Keep the Seraphs exctly how they are for now.
*Desolator is pure anti-infantry. The Siege Cadre (or the popular "Enforcer") is literaly siege, but still make a good damage on infantry. Don´t compare two units with totally different functions.
*Even more bout the S. Cadres: we don´t want to create a OP infantry that pwons about anything. They are already good as they are for now...

EDIT (about Speeder comment)

true, but put some gattling tanks and the Desolator will die fast :p

Edited by Brunez, 24 October 2010 - 01:07 PM.


#275 Speeder

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Posted 24 October 2010 - 12:13 AM

Reminder: Desolator is also a good anti-light armor unit. :)

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#276 JaVS_v2.5

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Posted 24 October 2010 - 09:19 AM

Please recolor the Iron Fist so that it matches the soviet scheme :)

...and yeah, one desolator is enough to defeat a group of mirage tanks

..if you deploy him.

#277 Speeder

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Posted 24 October 2010 - 12:00 PM

Iron Fist's unusual scheme has an explanation.

Spoiler
:)

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#278 Gamr973

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Posted 25 October 2010 - 04:50 AM

Battleships have been removed from skirmish.

Actually, I'd like to see the Tesla Coil be garrisonable for TT's, making it easier for them to power up a coil without all that hassle with getting a TT in the exact right position that'll power that specific coil. What I'm saying is; trying to get 6 Tesla Troopers to power up a cluster of 3 Tesla Coils is a real bitch.

Edit: Btw ztype, you don't have to put the stuff you're talking about in bold and in a huge font. We can read. ;)


^ This. I cannot express how much i would love to just garrison the damn things instead of putting them next to the tower by hand.
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#279 Zenothist

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Posted 25 October 2010 - 05:32 AM

Battleships have been removed from skirmish.

Actually, I'd like to see the Tesla Coil be garrisonable for TT's, making it easier for them to power up a coil without all that hassle with getting a TT in the exact right position that'll power that specific coil. What I'm saying is; trying to get 6 Tesla Troopers to power up a cluster of 3 Tesla Coils is a real bitch.

Edit: Btw ztype, you don't have to put the stuff you're talking about in bold and in a huge font. We can read. ;)


^ This. I cannot express how much i would love to just garrison the damn things instead of putting them next to the tower by hand.


Quoted for truth. ;)

#280 Speeder

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Posted 25 October 2010 - 09:59 AM

You indirectly quoted yourself. ;)

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