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 PostPosted: 26 May, 2012 
 
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So when can I get my grubby paws on it?

Looks good enough to kill thing with!

Oh, and seconds the: 'Cybrans are beams and missiles' thing... We totally are!

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 PostPosted: 26 May, 2012 
 

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Quote:
Technically it's not a tripod, it has 4 legs.


that was a suggestion to make it tripod ...

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Frankly then I think you have more of an issue with Aeon in geenral, because liek I said it fits in perfectly well with Aeon's design themes.


me problems with aeon desigh ???? UHHHH .... noooo .....

_________________________________________________________________

Quote:
That Hardly covers everything,

well that was a rough glance anyway ...
... my worry is simply to not throw too many different weapon/"typecolors into a faction that doesn´t actualy have them and alienate it ... for example ... uef goliath green beam ... doesn´t fit imo ..., inquisitor/satelite ... debateable ...
basilisk artillery and deathblow ... in it self awesome effect but ... ... gaaahhh i simply would have liked it more in a red /light purple tone ... but it´s ok ... it´s ok ....


Quote:
Speaking of the effects, frankly there is no reason they shouldn't be yellow

oh sure ... there is ...
faction astetics and ID

______________________________________________________
addendum: i realised late that i had a older version of your mod
thus saw only now that you changed the inquisitor ... which is fine now ... weaponcolor is still debateable ;)


there are yet a few issues with the cybran dreadnaught and the new uef airfortress
but i tell on that later since i don´t have much time ...
so later !


Last edited by MrTBSC on 26 May, 2012, edited 1 time in total.

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 PostPosted: 26 May, 2012 
 
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MrTBSC wrote:
Quote:
Technically it's not a tripod, it has 4 legs.


that was a suggestion to make it tripod ...

no

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 PostPosted: 26 May, 2012 
 
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@MrTBSC: Keep in mind on the weapon colors that sometimes we throw in the oddballs to spice things up or because the weapon effects we have in mind look better in that color. We don't pick a color scheme and then try to make sure all the weapon effects look good under that color scheme. That would be boring as heck.

Reminds me of the original nomads beta (I haven't seen it since FAF started working on it further) where pretty much every nomads weapon or effect was some from of black & gold mix. Got horribly boring by the time you got to T3 :P

Besides some colors on some of the effects are just downright hard to get to look correct reguardless of what you do. The SpecWep Disruptor Tank's beams took me 2 weeks to decide on something I liked & I knew what I wanted it to be from seeing the weapon in a different game.


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 PostPosted: 26 May, 2012 
 
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MrTBSC wrote:
Quote:
That Hardly covers everything,

well that was a rough glance anyway ...
... my worry is simply to not throw too many different weapon/"typecolors into a faction that doesn´t actualy have them and alienate it ... for example ... uef goliath green beam ... doesn´t fit imo ..., inquisitor/satelite ... debateable ...
basilisk artillery and deathblow ... in it self awesome effect but ... ... gaaahhh i simply would have liked it more in a red /light purple tone ... but it´s ok ... it´s ok ....

Quote:
Speaking of the effects, frankly there is no reason they shouldn't be yellow

oh sure ... there is ...
faction astetics and ID

It's not like we gave all the factions the same colors, frankly if you feel we should remove all the new weapons colors , does that mean we should also remove all our new units as well? Think about all the Lambda units we've added for teh seraphim(T4 PD, ACU, T3 bot, T2 Boat, maybe more I've forgotten) won't those units mess with Factional design and recognition just like weapon colors "do"?

To be frank, We're a unit Pack, we're going to add new stuff, and to be blunt, I feel we've put the most effort to maintaining Factional Diversity, while also expanding upon it(Lambda being a prime example of this), this means we add new stuff, be it weapon technology, tactics and more.

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 PostPosted: 27 May, 2012 
 
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You don't like the Goliath's green beam of doom?

Dude its a game-ender level experimental of course it has a unique gun!

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 PostPosted: 27 May, 2012 
 

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@knight:

Quote:
"It's not like we gave all the factions the same colors, frankly if you feel we should remove all the new weapons colors , does that mean we should also remove all our new units as well?"

man ... you`re pretty quick and radical with your assumtions aren´t you?
who ever said of removing models? all i ask for is changing details ... if i were THAT stubborn i probably wouldn´t install any mods at all ...
i also was very suprised that you guys droped the former airfortress model ... was it that imba?


____________________________________________________________________________________

Quote:
"Lambda units we've added for teh seraphim (T4 PD, ACU, T3 bot, T2 Boat, maybe more I've forgotten) won't those units mess with Factional design and recognition just like weapon colors "do"?"


not realy ... in fact they DO fit pretty well at the current state ... unless i totaly missed something ...
only thing i´m currently not happy with is the t2 minelauncher messing with the unit cap way too much ...

______________________________________________________________________________________


Quote:
"To be frank, We're a unit Pack, we're going to add new stuff, and to be blunt, I feel we've put the most effort to maintaining Factional Diversity, while also expanding upon it
(Lambda being a prime example of this), this means we add new stuff, be it weapon technology, tactics and more."


why explaining the painfully obvious?
aint this what pretty much every unit pack is there for?

_____________________________________________________________________________________


@ Achronus:

Quote:
"You don't like the Goliath's ("GREEN") beam of doom?"

*fixed*

Quote:
"Dude its a game-ender level experimental of course it has a unique gun!"

... you don´t say ...

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@macbeth:

Quote:
"Keep in mind on the weapon colors that sometimes we throw in the oddballs to spice things up or because the weapon effects we have in mind look better in that color.
We don't pick a color scheme and then try to make sure all the weapon effects look good under that color scheme. That would be boring as heck."

... acknoledged ... agreed and still ... personally i would try to give a race consistance ... the challege is simply how to do that without it getting boring ...

_________________________________________________________________________________________


Quote:
"Reminds me of the original nomads beta (I haven't seen it since FAF started working on it further) where pretty much every nomads weapon or effect was some from of black & gold mix.
Got horribly boring by the time you got to T3 :P"

... they seemed tryng toi give em a consistend look ... i liked to check that out ... can you give me a link to a funktional version of it?
i´m no modder ... yet have my own basic concept of a buglike race ( somewhat like tyranids/ klendathubugs/ ... ... ... zerg)
yet if i were able to do that i too would try to give the race a consistent naturelike look in model weapons and coloring (with some extras) and if neccecary compromise ...

____________________________________________________________________________________________


Quote:
"Besides some colors on some of the effects are just downright hard to get to look correct reguardless of what you do. The SpecWep Disruptor Tank's beams took me 2 weeks to decide on something
I liked & I knew what I wanted it to be from seeing the weapon in a different game."

i do understand pretty well how difficult and timeconsuming that stuff can be ... all i simply do is stating my opinions
what looks good, what could be different,what should be changed and what does´t fit ... and probably give some ideas ...


Last edited by MrTBSC on 27 May, 2012, edited 1 time in total.

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 PostPosted: 27 May, 2012 
 
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You keep using ellipses, I don't think they mean what you think they mean.

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 PostPosted: 27 May, 2012 
 

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Quote:
You keep using ellipses, I don't think they mean what you think they mean.

-
if you mean me with the lines ... i merely use them in order to prevent my posts becoming too unclear
putting them into segments depending on the size and how many guys i am posting to ...


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 PostPosted: 27 May, 2012 
 
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@MrTBSC- alright- so basically, all your complaints are for pure aesthetic reasons, you don't like the way something looks or whatnot, great. complaints noted, am i going to do anything about it? probably not(unless several other people agree with you and are able to convince me). i don't mean to sound like a jerk, but sometimes hearing the same thing over and over gets irritating.

Things like the Goliath beam- i didn't want to use the same color scheme that the novax or Neptune use because i felt that was boring(plus i really liked the look of the green beam).

The Artemis- original idea(and color for the weapon and weapon style) came from an anime i like, so i based it off that when i made the effects/colors(and TBH the Phason beam doesn't look all that great due to the transparency it sometimes gets)

Inquisitor- rather than remove the old inquisitor effects i recycled them and altered them slightly for the new version, we thought about making it a tripod but felt it was too WoTW so scrapped that idea.

Like exavier already stated, making these effects is hard, it isn't easy, and sometimes colors don't render in the way you would like so you have to try alternatives and compromises.

MrTBSC wrote:
not realy ... in fact they DO fit pretty well at the current state ... unless i totaly missed something ...
only thing i´m currently not happy with is the t2 minelauncher messing with the unit cap way too much ...

What do you mean the T2 mine-launcher is messing with the unit cap? i shouldn't be, if the mines are taking up unit cap then that is a bug(they should only be taking up 1 point of unit pop per 10 mines)

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 PostPosted: 27 May, 2012 
 

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I think people like MrTBSC tend to forget is Hawkeye, Orange and other great modders like them do this PURELY for fun and to enhance the game. Don't forget these guys don't HAVE to do anything with these mods. So a$$holes like MrTBSC criticizing the mod when they don't code a line is BS and completely out of place.

I want to say thank you guys for everything you do and some of us do appreciate it.


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 PostPosted: 27 May, 2012 
 
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loskene wrote:
I think people like MrTBSC tend to forget is Hawkeye, Orange and other great modders like them do this PURELY for fun and to enhance the game. Don't forget these guys don't HAVE to do anything with these mods. So a$$holes like MrTBSC criticizing the mod when they don't code a line is BS and completely out of place.

I want to say thank you guys for everything you do and some of us do appreciate it.

+9000 to this! Kudos!


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 PostPosted: 27 May, 2012 
 

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Agreed 100% with loskene and brandon there are lots of people who appreciate your work and im still impatiently waiting for the updates :D

Kudos to the BO team


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 PostPosted: 28 May, 2012 
 

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@hawkeye:

Quote:
alright- so basically, all your complaints are for pure aesthetic reasons


most currently yes ... but not all ... there is an issue with the new airfortress f.e.
i can´t build or activate it´s special ability?/nuke?/bomb? etc for a reason ...
_______________________________________________________________________________________________

Quote:
i don't mean to sound like a jerk, but sometimes hearing the same thing over and over gets irritating.

sooo ... i´m NOT the only one but just a minority ? ... yeah i do totaly understand that. but that then means that there is something that people simply are not happy with or want to know why certain stuff is like it is ...

_________________________________________________________________________________________________

Quote:
am i going to do anything about it? probably not(unless several other people agree with you and are able to convince me)

that is for you to decide ... if you don´t want it ... so be it then ... i mean heck i´m not forcing you to do anything ...

__________________________________________________________________________________________________

Quote:
Things like the Goliath beam- i didn't want to use the same color scheme that the novax or Neptune use because i felt that was boring (plus i really liked the look of the green beam).


totaly fine ...
______________________________________________________________________________________________

Quote:
The Artemis- original idea(and color for the weapon and weapon style) came from an anime i like, so i based it off that when i made the effects/colors(and TBH the Phason beam doesn't look all that great due to the transparency it sometimes gets)


ah yeah i see ...

_______________________________________________________________________________________________

Quote:
Inquisitor- rather than remove the old inquisitor effects i recycled them and altered them slightly for the new version, we thought about making it a tripod but felt it was too WoTW so scrapped that idea.


ok ...



_______________________________________________________________________________________________

Quote:
Like exavier already stated, making these effects is hard, it isn't easy, and sometimes colors don't render in the way you would like so you have to try alternatives and compromises.


... which i totaly understand i gave my answer to macbeth as well

______________________________________________________________________________________________

Quote:
What do you mean the T2 mine-launcher is messing with the unit cap? i shouldn't be, if the mines are taking up unit cap then that is a bug(they should only be taking up 1 point of unit pop per 10 mines)


ok going to double check that then ...

_______________________________________________________________________________________________

@thea$$holethinkingtrio and possible others:

Quote:
I think people like MrTBSC tend to forget is Hawkeye, Orange and other great modders like them do this PURELY for fun and to enhance the game. Don't forget these guys don't HAVE to do anything with these mods. So a$$holes like MrTBSC criticizing the mod when they don't code a line is BS and completely out of place.

-
you kidding aren´t you? ... i mean REALY? ... are you THAT FRIGGIN DUMB? or just totaly ignorant?
-
I TRY TO HELP THIS GUYS !!!! YES I DO CRITISIZE ... IF THEY WANT FEEDBACK ... THEN I HAVE TOO !!!!
I MEAN **** IM A HUGE FAN OF THE GAME AND THIS MOD HAS A LOT POTENTIAL AND I FKN LOVE IT FOR THAT!!!
forgetting they doing that for fun? THEY ARE MODDERS NOT DEVELOPING EMPLOYES UNDER A TYRANIC LEAD DESIGNER GODDAMNED OF CURSE THEY DO !!!! ...
... and YOU thinkin ME being an a$$hole ... simply shows you are just tards that all can just say ... "oh this is so great and awesome and bla" but don´t put any real feedback in in order to show the guys possible room for improvement ...
this is just straight up sad ... acting like your everyday youtubetard ... it´s sadening and infuriating ...
OH YEAH THAT GUY HAS A DIFFERENT OPINION LET`S KILL-MAIM-BURN HIM RIGHTAWAY !!!! ... jeeez ...

___________________________________________________________________________________________________

Quote:
Don't forget these guys don't HAVE to do anything with these mods. So a$$holes like MrTBSC criticizing the mod when they don't code a line is BS and completely out of place.


*facepalm* ... ... ... ... ... i didn´t realy just read that ... did i?
... i mean realy ...

http://www.escapistmagazine.com/videos/view/the-escapist-presents/5650-Senior-Creative-Director-EA-BioWare-Keynote
( the clip is long start around 03:00 ... no need to watch the whole BS you also may take a look on the posts bellow ...)

... so you guys do agree to that guy?
ok ... i buyed a product ... tested it ... and find out i don´t like it or it totaly sucks ...
to that guys logic ... if i wanted to criticise his product i am not allowed to until i made the product myself? ...
WHAT THE F**K !!??? REALY ? WHAT THE F**K !!!!!!????

ok this mod is basicly free ...
i download a mod from someone who developed it and made it so customers/gamers are able to play it too
(who else? HUH? just he for himself? SERIOUSLY?)
so he wants to spread the game ...
but guess what the mod is bugged gameplay sucks is not good etc etc ...
i want to point things out ... give feedback ...
but the guy simply doesn´t care jack **** cause i´m no modder bla bla
but then gets suprised that pretty much no one plays the mod cause they do have the same issues
or worse and get rejected too .... or/and even rejects other modders advise too ... well he can then simply go fk himself and stick his mod were the sun doesn´t shine ...
-
now this mod here ain´t bad AT ALL!!! ... most stuff i was critisicing was of minor priority and more for aestetic reasons
... but what do you guys do? TURN IT INTO GIANT ELEPHANT WHO`S GOING TO RAMPAGEEEE! ...
and throw that **** on me ...
congratulations ... you not just make yourself like total idiots but also just succesfully damaged the reputation of those guys HEAVILY ... *applauds* ... KUDOS TO THAT ... KUDOS !!!
...

if you´re interested watch totalbiscuits mailbox the first question it refers to the video i put in above ....
http://www.youtube.com/watch?feature=iv&src_vid=I-qTyiZF7I0&annotation_id=_annotation_368579&v=pCJKgDbdDgk

... yeah my opinion alone may not matter ... but if hundreds or thousands do have the same issues YOU have a problem then
... so don´t give me that i do not code **** ...


Last edited by MrTBSC on 30 May, 2012, edited 1 time in total.

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 PostPosted: 28 May, 2012 
 
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MrTBSC, the problem is that your complain regarding the 4 units with new weapon colors ruining Factional Identity truely is shallow. Here are the 4 units;
Inquisitor - Yellow Orbital Artillery
Artemis - Yellow Nuke
Basilisk - Blue Plasma/Nuke
Goliath - Green Beam

And you are right, some of those colors can be found in weapons from the other factions, but that's just one tiny aspect of the weapon, the things is, you won't find the same kind of weapon on ANY other unit. The Goliath is the only unit out of all the Stock/BlackOps units to have a green beam. The Basilisk is the only unit to use the Plasma weapon, the Inquisitor and Artemis weapons, while similar(intentional so) that are still clearly different weapons. To say that Aeon should have yellow in any of thier weapons just because 2 of Cybrans Naval units already do is extremely superficial and nitpicky, it's an argument with nothing to back it up.

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 PostPosted: 28 May, 2012 
 

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Quote:
won't find the same kind of weapon on ANY other unit


i realised that already from playing the mod first time ...

_________________________________________________________________________________________________

Quote:
"any of thier weapons just because 2 of Cybrans Naval units already do is extremely superficial and nitpicky, it's an argument with nothing to back it up."

...
1. all cybran naval attack ships use yellow proton canons
battleship, destroyer, frigate, and cruiser .... just sayin .... so proton cannon is the main cybran naval attack weapon type
-
2. HOWEVER.... i didn´t say anything about the aeon beeing not allowed havin yellow weaponry for cybran reasons .... that would be some stupid bs ...
... what i did say though that the yellow color doesn´t fit imo based on their own weaponcolorshemes ...

_____________________________________________________________________________________________


and a correction:
Quote:
Quote:
imo aeon: green-lightpurple-lightblue


actualy it is
light blue includin most shipcannons bot tank and artilleri units
green to a minor extend including the 2 gunships but the baseshields too
white bombers and the arty bullets

-

ah and cybrans ... just to throw that out:
lasers red ... bots tanks turrets
emp red and/or purpelish (impact) ... bombers artys
even unguided rockets of SR and t2 gunship and rocket bot ... RED tails
purpleweapos t3 bots t3 gunship and Megalith beeing more redpurplelish (kinda pinkish?)
ML deathray red, cannons red ...
only yellow weapons are teh naval ship proton cannons ...


however since hawkeye stated that he don´t want to change the effecks any time soon
and also explained to me why he gave those units their respectiv effecks and models ( inquisitor ) ... and i was fine with the explenation
this doesn´t need to be further discussed ... unless you want to do so for aestetic reasons yourself ...

.... i personaly am done with it ... for now


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 PostPosted: 28 May, 2012 
 
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At this point it might be better just to agree to disagree... This arguing over a point of visuals is starting to annoy even me. Simply say WE decided to use those colors in OUR mods and WE like them. That being said the effects are not likely to change unless we decide to rework them again in the future.


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 PostPosted: 29 May, 2012 
 

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ouch my eyes, ive gone blind!

funny last page lol.

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 PostPosted: 29 May, 2012 
 

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some feedback and opinions:

anti teleport - all factions - same with cybran t3 cloakgen:
all those lack the AoE cycle the moment you want to build them ...
-
cybran tx dreadnaught:
how shall i explain ... if you want to attack a target in front of the ship
it starts shaking to the sides loading it´s main canons but never fires them then reloads again ...
the 2 main cannons could be a bit stronger ... aa a tad bit too? ...
-
uef airfortress:
good air to ground weopons but if you want to attack weaker buildings / defenses turrets nearby it does´t use them
efficently but simply hovers above those targets
aa seems op imo either dps could be decreased or probably fewer weapons?
hp could be decreased too imo ... but how bout adding a shield on the model but not as bubble ... ?
model is displaced on the buildinggrid ...
can not build rockets though buttons for the funktion are there ...
-
UEF stellar generator:
i don´t know ... but i realy think you should double the amount
of what it generates at base ... either that or add atleas 50% more mass and energy to it ... and then of course the risk of it´s deathblow ... i don´t think
anyone would risk to build more then one or two of those if he doesn´t have
enough space ... or is there something else i missed from the building?
cause all i see in it is a slidely better t3 gen with minyshield but paragonexplosion
and then the question how nessesary it is to defend that building based on where it is build? ... ....
-
... meh i think i have to take a closer look on it to compare it´s effinence to a T3 gen+ mex/mfab ...

-
checked t2 minelauncher again ... this time no problems with the unit cap ...
one launch shots 30 mines taking 3 from the UC ...


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 PostPosted: 30 May, 2012 
 

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@MrTBSC: I don't think the stellar generator has a "paragon explosion" at any rate the explosion is significantly smaller. And if I remember correctly, someone said before that the Stellar Gen is supposed to be used for maps with very little space.

P.S. And would you please stop posting walls of text? Pretty please?

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ruifung wrote:
@MrTBSC: I don't think the stellar generator has a "paragon explosion" at any rate the explosion is significantly smaller. And if I remember correctly, someone said before that the Stellar Gen is supposed to be used for maps with very little space.

P.S. And would you please stop posting walls of text? Pretty please?

I agree, Please stop with the huge walls of texts. Its annoying.


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 PostPosted: 31 May, 2012 
 
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brandon007 wrote:
ruifung wrote:
@MrTBSC: I don't think the stellar generator has a "paragon explosion" at any rate the explosion is significantly smaller. And if I remember correctly, someone said before that the Stellar Gen is supposed to be used for maps with very little space.

P.S. And would you please stop posting walls of text? Pretty please?

I agree, Please stop with the huge walls of texts. Its annoying.

Brandon, unless you are discussion BlackOps, please stop posting in here brandon, it's basically Spam and not helpful.....to anyone. Please keep this kind of garbage to your own threads. Ruifung, if you don't care for longer posts you need not read them at all, it has nothing to do with you.

PS: I'm about to post a big wall of text as a reply....
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MrTBSC wrote:
anti teleport - all factions - same with cybran t3 cloakgen:
all those lack the AoE cycle the moment you want to build them ...

cybran tx dreadnaught:
how shall i explain ... if you want to attack a target in front of the ship
it starts shaking to the sides loading it´s main canons but never fires them then reloads again ...
the 2 main cannons could be a bit stronger ... aa a tad bit too? ...

This is all code side so I can't really comment, I know for the Anti-Teleport fields it might be a bit odd to implement something like that because it's not a stock system, so there technically isn't a range ring color for that.....but again, it's all code side and I can't even make a proper Mod_units file! xD

MrTBSC wrote:
uef airfortress:
good air to ground weopons but if you want to attack weaker buildings / defenses turrets nearby it does´t use them
efficently but simply hovers above those targets
aa seems op imo either dps could be decreased or probably fewer weapons?
hp could be decreased too imo ... but how bout adding a shield on the model but not as bubble ... ?
model is displaced on the buildinggrid ...
can not build rockets though buttons for the funktion are there ...

The Citadel is something we have to devote a bit more testing and tweaking time towards, there are quite a few things we do want to look at, the Railgun turrets are one of those, along with some movement stuff as well.

As far as the Effectiveness of the AA, frankly that is kinda the point of the unit. It provides good AA, but poor Air to Ground. It can still be killed by ASFs, but you need a bunch and need them to attack all at once it is also vulnerable to ground based AA, so attacking a base is far from ideal and you have to watch out for roving T3 Mobile AA as well. It's main role is a defensive one, providing a safe haven for refuels/repairs at or away from your base. The "rocket functions" are some leftover code bits from the old version of the Citadel, they will be gone in the next version.

MrTBSC wrote:
UEF stellar generator:
i don´t know ... but i realy think you should double the amount
of what it generates at base ... either that or add atleas 50% more mass and energy to it ... and then of course the risk of it´s deathblow ... i don´t think
anyone would risk to build more then one or two of those if he doesn´t have
enough space ... or is there something else i missed from the building?
cause all i see in it is a slidely better t3 gen with minyshield but paragonexplosion
and then the question how nessesary it is to defend that building based on where it is build? meh i think i have to take a closer look on it to compare it´s effinence to a T3 gen+ mex/mfab ...

The Stellar Generator is one of Ex's units from Sepcial weapons, so I'll leave it to him for details, but food for thought. It generates +50 Mass(2 T3 Mexes+Storage) and +5000 Energy(2 T3 Pgens) so yeah, if you stioll have mexes you can build on or expand, it isn't as economical, but if all the Mass spots are taken, this provides a much better income overall compared to MassFabs. To match the Stellar Gen's Output, you'd need 4 T3 Mass Fabs and a Total of 8 T3 Pgens(6 to power the Mass Fabs, 2 to match the Stellar Gen output) nd as I'm sure you can quickly imagine, that all takes up quite a bit of space and is very volatile and easy to chain react. The Stellar Generator gives an alternate option, yes it has a death blast and if not properly protected and/or positioned it can give you a few headaches.

Sometimes FabFarms are better, the Stellar Gen is not meant to replace FabFarms, just provide a different Option if the circumstances allow it.

Also the Mini-Shield is a neat little thing Ex coded it, basically the shield protects the rest of the building from the high energy it produces(the core is basically a mini sun kind of thing I think Ex said) so if you use a bomber or something to pop the shield the whole thing shuts down for a bit and deals a bit of damage to itself and surround units, after a short it the Generator starts up again thought.

MrTBSC wrote:
checked t2 minelauncher again ... this time no problems with the unit cap ...
one launch shots 30 mines taking 3 from the UC ...

Good to know, glad it worked out in the end.

Mike

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 PostPosted: 31 May, 2012 
 
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Dangit I woulda beaten you all to a response if my ISP hadn't decided to turn off my internet half way through typing last night. They are in for an earful when they open this morning I can tell you that :evil:

Anti-Teleport doesn't have range rings because no one on the Blackops team is very good with the games UI code. Quite frankly I would rather rewrite the games AI than screw with the UI code because of how much of a stacked mess GPG made it. :?

The Stellar Gen is setup as I intended it. Basically as Knight posted it is designed to match the output of a similar costing Fab/Pgen farm that usually covers a much larger area. Its primary design was mostly because I am a turtle with a preference of island maps that have limited (and highly vulnerable to bombardment) space to place things. The death nuke is mostly fancy effects but the blast radius that it kills things in is more or less the same sized area that would get annihilated if someone chain reacted your fab farm. The difference being that you might have something more useful in the blast zone than just more resource production.

As compensation though the building itself has a rather high (compared to other experimental buildings) health value and its compact size makes it easier to layer shields over which makes it harder for an enemy to take out.

As an added amusement the star at the core of the building is also volatile and if hit by a bomber or high arc artillery shell will detonate in a small blast (mostly only lethal to T2 or lower tech) which also shuts the production down for a short period before the system restarts. The bubble shield isn't very powerful but as long as its up it protects the core from splash damage.


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 PostPosted: 31 May, 2012 
 

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I'm happy with whatever the team does. I know it's excellent quality, and free for us. :D
Also I love the colors. :P


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 PostPosted: 31 May, 2012 
 

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@Mike:

Quote:
As far as the Effectiveness of the AA, frankly that is kinda the point of the unit. It provides good AA, but poor Air to Ground.


yeah yeah figured that already from the former model ... but current model realy needs a dps decrease imo ...
well ok it´s a betamodel so i simply wait for how it turns out ...

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Quote:
The "rocket functions" are some leftover code bits from the old version of the Citadel, they will be gone in the next version.


ah ok ... i actualy figured that ...

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Quote:
I know for the Anti-Teleport fields it might be a bit odd to implement something like that because it's not a stock system, so there technically isn't a range ring color for that.....but again, it's all code side and I can't even make a proper Mod_units file! xD


ohhh ok ... well ....

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Quote:
It generates + 50 Mass(2 T3 Mexes+Storage) and +5000 Energy(2 T3 Pgens)


50 mass + 5000 power seems more then fine ... but it shoes me only half the production both on info and income so 25 mass and 2500 power ... bug or older version? yet i do think i should have the most recent versions of the mods ...

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Quote:
Sometimes FabFarms are better, the Stellar Gen is not meant to replace FabFarms, just provide a different Option if the circumstances allow it.


yeah figured that ^^ ...

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Quote:
Also the Mini-Shield is a neat little thing Ex coded it, basically the shield protects the rest of the building from the high energy it produces(the core is basically a mini sun kind of thing I think Ex said)


sounds like something taken from the spiderman 2 movie ^^
you know doc ock macking that tritiumsunthingy ?

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what about the cybran dreadnaught?

Quote:
cybran tx dreadnaught:
how shall i explain ... if you want to attack a target in front of the ship
it starts shaking to the sides loading it´s main canons but never fires them then reloads again ...
the 2 main cannons could be a bit stronger ... aa a tad bit too? ...


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