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Jester22

Member Since 15 Jan 2008
Offline Last Active Mar 13 2012 12:19 PM

Posts I've Made

In Topic: Remix Escalation Suggestion

13 March 2012 - 11:59 AM

Been reading all the new posts for a while, haven't seen much that I felt needed my input... until now. I like Pends idea of defenses. I also see Apocolyps point. What if we reduced the range to EQUAL the range of the same tier of the artillary it was designed to counter. In that way the defenses would likely win out 1v1, but with a couple artillary shelling defenses and some tanks closing in the defenses would fail. In that way artillary would be able to hit the defenses, still stay fragile enough tanks would be a threat to them, but are still useful (other than their long range and heavy firepower). Sure you lose 1-2 to the defenses, but when did you ever expect to NOT lose a unit when fighting a war? The SAME range as the defenses of the same tier means artillary has a spot in your ground war, but requires you to mix up your units, like you're supposed to.

Granted some generals will have the increased ranged on their artillary defenses, but that's acceptable, is it not?

EDIT: May want to SLIGHTLY increase defense hp depending on how easy it is to abuse the "first target in range" issue. Sure they are hitting incoming artillary, but once the heavier tanks roll in untouched....

In Topic: Bug Reporting for Version 0.90

17 August 2011 - 08:00 AM

Not entirely sure what units should and should not benefit from Grav sleds, but I am fairly certain that some that do, don't show it. I don't have a comprehensive list, but I have noticed that some will be able to scale cliffs, but not have the graphics showing they can. Also, was the grav sled movement meant to be so... "sloppy"? Tanks and humvees (etc) move in a certain "pattern", and you can intuitively grasp how they move so you can control them in a manner to have them run over infantry, but it is MUCH harder to do if you select the Gravity tech tree.

In Topic: Bug Reporting for Version 0.90

12 August 2011 - 03:41 PM

Wasn't sure about the Toxin AA sites firing on ground targets, since, I don't believe, most of the other AA units/defenses won't fire on ground targets. Like the Hive missile tank, Super Wep SAM sites, etc will only fire on air. I know the Silicon won't have any effect on ground units, but figured I'd be as detailed as possible. :thumbsupsmiley:

In Topic: Bug Reporting for Version 0.90

11 August 2011 - 05:22 PM

Toxin General AA defense sites, and I believe the AA Scorpions as well, will fire on ground targets. However, if you have the silicon upgrade, it will not cloud the air if firing on ground targets, but will on air targets.

Is there a way to add target preferences to Defense sites? Like Missile will choose tanks, then infantry, or quad cannon/gatling will choose air, then infantry, THEN tanks and not just whatever popped into range first?

In Topic: Remix Escalation Suggestion

10 August 2011 - 01:46 AM

Using bullet based defenses against micro is easily the best choice, backed up with a couple flying units (every general has viable choices, especially the AF gen) to knock out the drone controllers. Even certain artillery can take care of the controllers. Against the AI you don't have to worry about building clustering nearly as much as in PvP, so a group of 4 bullet based sites will take care of ALL controller drone issues, then just focus on taking out Scythes and controllers.

As for an actual suggestion, is there a way to make the AWACS more durable? I understand it protects the hostile units that are able to mount an assault, but it gets mowed by bullet based attacks. I know I can pull them from the AO when the bulk of my assault has ended, but at the same time, I would like to leave them there because some of my units are already reloaded and coming back for round two and they are crashing and burning. I do have a preference for AF Gen, so I could be biased, but if you can give any reason at all for them being so squishy, I would greatly appreciate it.