Login  Register
 



Post new topicReply to topic Go to page Previous  1 ... 274, 275, 276, 277, 278, 279, 280 ... 287  Next
 
Author Message
 PostPosted: 31 May, 2012 
 

Joined: 31 Oct, 2011
Posts: 17
Offline
@Macbeth:

Quote:
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. :?


........ ... ohhhh .... well...

__________________________________________________________________________


Quote:
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.


ok i see .... but for some reason it does only 25m + 2500p instead of 50m + 5000p ...

______________________________________________________________________

Quote:
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.

yupp ... build like 4 cybran t3 shield (yeah i´m sandbox mostly)
against 3 aeon tx siege bots and it survived a good amount of time ^^ ....


Top
 Profile  
 PostPosted: 31 May, 2012 
 
Forum Scout
Forum Scout

Joined: 16 Feb, 2007
Posts: 2838
Location: Phoenix, Arizona, USA
Offline
Because Knight is use to looking at the generator running with the 2x Resource mod running :lol:
Which of course doubles the output of all resource production buildings. His Fab/Pgen equivalent comparison is still the same regardless. :)


Top
 Profile  
 PostPosted: 31 May, 2012 
 

Joined: 31 Oct, 2011
Posts: 17
Offline
@macbeth

Quote:
Because Knight is use to looking at the generator running with the 2x Resource mod running :lol:
Which of course doubles the output of all resource production buildings. His Fab/Pgen equivalent comparison is still the same regardless. :)


........... :shock: ..... -__________________________-` ...........


Top
 Profile  
 PostPosted: 31 May, 2012 
 
User avatar

Joined: 26 Mar, 2007
Posts: 5075
Location: California, United States
Offline
@ MrTBSC- are you sure your using the latest version? from the first post. im faily certain i removed all the old citadel code so it shouldn't have any build buttons for missiles or anything.

In regards to the dreadnought- it should be able to focus it's main guns on a single target(should try and position itself to do so as well). The main guns are very powerful and act as rail cannons(the shot passes through units to damage other units) unlike the UEF dread, the Cybran one was meant to deal a bit more with other naval units than full on shore bombardment(it can still do some form of bombardment with the rockets and sometimes the main guns)

@everyone else- im rather disappointed with the lack of feedback regarding the new stun code i implemented, as well as the changes that i've done to the intel(Goliath spoof code and jamming changes) any feedback regarding these is very much more appreciated as i would like to improve these functions later.

_________________
{◕ ◡ ◕}
Image


Top
 Profile  
 PostPosted: 31 May, 2012 
 

Joined: 31 Oct, 2011
Posts: 17
Offline
Lt_hawkeye wrote:
@ MrTBSC- are you sure your using the latest version? from the first post. im faily certain i removed all the old citadel code so it shouldn't have any build buttons for missiles or anything.


downloaded all mods excluding AR from here
removed old mods and put the new versions in
... the mod menu shows blackops unleashed 5.2 ...


Top
 Profile  
 PostPosted: 31 May, 2012 
 
Forum Scout
Forum Scout

Joined: 16 Feb, 2007
Posts: 2838
Location: Phoenix, Arizona, USA
Offline
then you have the wrong version... just checked the mod_lua file to verify that its listed as 6.0. Might want to make sure you have it installed correctly or that you got it from the correct link.


Top
 Profile  
 PostPosted: 31 May, 2012 
 
User avatar

Joined: 26 Mar, 2007
Posts: 5075
Location: California, United States
Offline
i don't keep any links to old versions, the link to the latest version is on the front post, use that.

_________________
{◕ ◡ ◕}
Image


Top
 Profile  
 PostPosted: 31 May, 2012 
 

Joined: 02 Jun, 2010
Posts: 188
Offline
Hi,

Lt_hawkeye wrote:
............
@everyone else- im rather disappointed with the lack of feedback regarding the new stun code i implemented, as well as the changes that i've done to the intel(Goliath spoof code and jamming changes) any feedback regarding these is very much more appreciated as i would like to improve these functions later.


he,he - o.k. - here feedback ;)
The stun code is nice ... running flawless in my test games.
The only thing i notice:
In the stock version, without the sparkles oround the unit, you have clear seen the "stun icon" ...
Now it is hard seen and if your unit is under heavy fire with many other hit effects you musst look very good to see it is stunned ... so an better visual recognize of the icon would be nice ...

For bigger games i wait for the hydra replacement ... as with the bug i have reportet, its likely he desyncs multiplayergames in large quantities build ....
And with my mod pack the player stays long time on T1 level and fight large battles with T1 units .. so this would be an bad thing for the cybrian lovers if he cant build hydras ..

Regards
R-TEAM


Top
 Profile  
 PostPosted: 02 Jun, 2012 
 

Joined: 06 Sep, 2011
Posts: 28
Location: Germany
Offline
Feedback

Jamming:

The new jamming on the Goliath is very nice and extremely useful. Now it has a better change against the Basilisk unless the Cybran has omni. It is very fun to see all that devastating firepower going after sensor ghosts. :mrgreen:

I have yet to test the Basilisk stun guns.


Artemis Satellite

1. Keep the colour the way it is - I love the way it charges, iluminating the sky in pure gold, before it rains indiscriminate Death from Above.

2. Sadly, it isnt overly useful in an average game. The Satelite is not very fast making it difficult to use against mobile units.

3. Against enemy bases it is not much of use because it is very easy and comparable cheap to protect from it.

- 1 Strategic Missile Defense -> If you are lucky and have spotted the SMD earlier, it might get of a single shot.

- Bases are usually protected from shields - the Artemis will force them offline but the SMD may still survive killing the sat.

- 2 Strategic Missile Defenses --> Killing the sat before it has even a change of firing

The worst part is that the Strategic Missile Defense doesnt even need to have missiles built. Not only that means it will never run out of ammo, but it also makes it incredible cheap to defend against the Artemis. With 2 SMDs you are basically save from the (expensive) Artemis system forever.

4. Regeneration only on very high experience level: Even if you managed to get off a few shots with it, it can only be used against mobile units afterwards, because another anti sat hit will destroy it.


My possible solutions would be:

-Create a special anti sat building (basically a Strategic Missile defense clone, it just fires on sats)

-Make anti sat shots cost expensive ammo (right now if I spot a sat 2 minutes from my base I can still build 2 SMDs and win because they need no built rockets)

- If the Artemis is kept so fragile as it is now, you should consider making the Artemis projectile to penetrate shields again. (Right now, it detonates above the shields, doing some minor splash damage to all things under the shield - a heavy shielded UEF base took over 30! shots to destroy!)

That way you would still loose the Sat against SMD fire but at least if you get off a shot it would truely hurt.

- Increase rate of fire. Right now the Satelite has a lower rate of fire than the recharge time of most shields. Right now you always fire on an again fully shielded base.

- Increase Artemis HP or give it a personal shield.

If you intend to make it a anti unit weapon it would need:
-> a slightly larger vision range (looks more cool, too, you can enjoy the blast)
--> a speed increase


Just my ideas. :)

_________________
Inter arma enim silent leges.


Top
 Profile  
 PostPosted: 02 Jun, 2012 
 

Joined: 11 May, 2012
Posts: 11
Offline
I also agree that the artemis needs some buffs, i think the old system for bringing down satellites was better balanced because they actually needed to fire a missile to bring one down and its true that shielded bases resist the artemis weapon very effectively.

also is it even possible to attack ground with the artemis? i have tried a few times but it never shoots so is it me doing something wrong or was this intended.

Also the uef citadel no longer repairs/refuels air units assigned to assist it, i remember in 5.2 i was able to tell my air units to assist the citadel and they refueled automatically but now it seems its no longer possible.

And this is just a thought but maybe increase the range of the basilisk artillery a little bit? tml out-ranges the poor bassie, i have managed to dodge missiles for a while before attempting to shoot bases with artillery and it sometimes works but heavily defended bases tend to overwhelm the basilisk with tml because he needs to be closer to shoot than the tml's.


Please keep up the good work still waiting impatiently for the updates :D can't wait.


Top
 Profile  
 PostPosted: 02 Jun, 2012 
 
User avatar

Joined: 26 Mar, 2007
Posts: 5075
Location: California, United States
Offline
Originally the basilisk had the same range as TMLs, however after Exaviers excessive complaining(IE bitching cause i was breaking his turtle shell :D) i was forced to nerf it D:.

I have brought up the idea of an anti-sat building several times to both Mike and Exavier, so that we could make some neat weapons for them and whatnot, but they keep turning down the idea : /

i'll look into MAYBE changing a bit of the artemis stats(maybe lower the build time or allow regen at the lower vet levels)

_________________
{◕ ◡ ◕}
Image


Top
 Profile  
 PostPosted: 02 Jun, 2012 
 

Joined: 11 May, 2012
Posts: 11
Offline
but the bassie its almost game ender in price it doesn't seem broken to me to let it have more range not even tml range but almost just a tiny little less but more than it has right now :3.

Also i have been using the garg more lately, i remember you asking for feedback about its emp nuke i can tell you its extremely useful, disabling a base even for a few moments can be a big advantage if used well.

its land cannons however are lame they have difficulties for even taking down undefended mass extractors XD.

also the inquisitor is now a tad more useful but i think its weapon should do more damage because it still has trouble breaking shielded bases and even more so if its being attacked by tml's.


EDIT: i have an idea of a unit decided to share with you guys see what you think.

i remember a list of progress you guys posted some time ago one of the units was a light experimental for cybrans well i dont know if you already have the concept for that unit but mine is a light exp for cybran.

basically its a 4 legged unit like wolf or tiger like mech, its a powerful sniper unit and only has said weapon but also has cloak and stealth.

The thing is the unit has 2 modes:

-Running mode: in this mode the unit moves very fast has stealth and cloak but it doesn't have any type of weapon.

-Shooting mode: The unit moves slowly, deploys its weapon and maybe loses cloak but not stealth.

so its purpose its to hunt valuable targets such as ACU or t3power gens or stuff like that, the unit can't take much punishment but it has very decent range to do its killings but must rely on its speed and stealth to survive.

what do you guys think?


Top
 Profile  
 PostPosted: 03 Jun, 2012 
 
Forum Scout
Forum Scout

Joined: 16 Feb, 2007
Posts: 2838
Location: Phoenix, Arizona, USA
Offline
Lmao I had justifications for annoying you about the old Bassy range. You litterally couldn't hit it with anything back then because it could mulch a land army & the AA weapons it had in siege mode could do the same to even large groups of strat bombers. The only way to win against it was to either not let it get built in the first place. But you already know my stance on non-counterable game enders :P

As for the anti-sat system... You do remember our discussions over why we settled on this version don't you? I believe the biggest reason was because the current anti-sat system is pure code which made it easy to include versions of it in both BO:Unleashed & BO:ACUs. That and considering we only have 3 orbital systems (Artemis, Novax Remake, BO:ACU UEF Intel Sat). It just wasn't worth it to add 4 structures just to counter 3 weapons systems :lol:

That and I think at the time Knight was a bit behind & overloaded with our model requests :P

Anyway Hawk you probobly could bump the Artemis's health up a bit. I believe we originally set it that low because we wern't sure how the whole sat vs anti-sat system was going to work out long term.


Top
 Profile  
 PostPosted: 03 Jun, 2012 
 
Forum Scout
Forum Scout
User avatar

Joined: 02 Mar, 2007
Posts: 8995
Location: Ninja Editing Your Post from a Canadian IPhone
Offline
I can't really comment on teh Sat stuff, my only involvement there was the models! xD

But I will say for the Basilisk, I don't like the idea of it having more Arty Range. Fact is the Basilisk is still mobile in Arty mode, its not fast, but at extreme range you have lots of time to dodge missiles and you are putting out a lot of firepower in artymode, I can't imagine the layers and layers of shields you'd need to properly hold off a Basilisk pounding on them, even then, you couldn't have your entire base that well protected either.

Mike

_________________
God of Models - Moderator
BlackOps Team Twitter

Image


Top
 Profile  
 PostPosted: 07 Jun, 2012 
 

Joined: 02 Jun, 2010
Posts: 188
Offline
Hi,

found maybe an bug ....
The Aeon T3 Advanced Air Staging Facillity should have 1000 energy usage ...
But after build it is zero - only after an switch Off and then ON again it shows correct -1000 ....
and btw. ... the Facility dont repair self any ship .. or have i miss something ?
(it can build enginers ... but musst setted manual to repair ships ....)

Regards
R-TEAM


Top
 Profile  
 PostPosted: 08 Jun, 2012 
 

Joined: 02 Jun, 2010
Posts: 188
Offline
Hi,

and found maybe another bug ;)
The seraphim strategic defence should be "Anti sattelite" ....
But 4 ! dont shot at the UEF sattelite one time .....
Haved no problems to shot down 3 Nukes ....

Regards
R-TEAM


Top
 Profile  
 PostPosted: 08 Jun, 2012 
 
Forum Scout
Forum Scout

Joined: 16 Feb, 2007
Posts: 2838
Location: Phoenix, Arizona, USA
Offline
Default UEF Novax doesn't trigger Anti-Sat currently. SpecWep will feature our Novax rewrite when the next update is completed which will work with the system.

Mainly since we where rewriting the unit to begin with we didn't see a need to modify the existing Novax to be susceptible to anti-sat fire... Especially since some of the stuff that was done in the rewrite would have to be done anyway to make the base station do anything but explode when the sat was destroyed :P


Top
 Profile  
 PostPosted: 14 Jun, 2012 
 

Joined: 31 Oct, 2011
Posts: 17
Offline
@blackopsteam:

artemis satelite:

you may add a loading bar to it like the uef satelite has or better
since its a very powerfull weapon how about adding a loading button
and firebutton like a strategic/tactical launcher has?

____________________________________________________________________

about the goliath

the spoofing affacts the own radar too
that happened to me two times when i tested the goliath ...

-
and honestly ... ain´t that a bit much you put into that thing?
...
flamethrowers
laser
rocketlauncher
attackdrones (and repairdrone(s) that i missed?)
spoof
AND a nuke deathblow?
... well at least it takes a good ammount of time to build that thing ...
but even defeating it seems more like a punishment then a victory if it manages to get close enough
... mean thing ...
-
does the bazillisk get something like that too?
stealth or jamming?

____________________________________________________________________________

@Macbeth:

do you intend to add further experimental buildings (like Mfabs or gens?)
to the to special units mod?
what do you think about giving the seraphs a propper t1 attackbot?
and also at t3 unit/bot that is able to teleport too?
would make the use of anti tele more reasonable imo...
also another idea how bout a cybran t3 mobile cloak unit with small AoE for sneak harassment attack with t2 units??


Top
 Profile  
 PostPosted: 14 Jun, 2012 
 

Joined: 11 May, 2012
Posts: 11
Offline
Well that nuke explosion looks really cool but it doesn't really do that much damage at least that's what i've seen.


Top
 Profile  
 PostPosted: 14 Jun, 2012 
 
User avatar

Joined: 26 Mar, 2007
Posts: 5075
Location: California, United States
Offline
Basilisk and Goliath Death nukes only do about 15k dmg, a fraction of actual damage from a full nuke.

The Goliath spoof should show you a simple strat icon on the map for where it is(not a grey icon)

only has attack drones, no repair drones(although the drones repair while docked), in truth it ONLY has 3 weapons(four if you count the drones but those are mainly for AA), and TMD.

Unlike the Goliath, the Basilisk has more weapons, Side cannons, main cannon, Missiles, AA, bolters, PLUS can change to arty mode(loses the side cannons) for long range attacking, Bassie doesn't have any type of special intel, no stealth or spoof. In terms of firepower, both Basilisk and Goliath are relatively equal, Goliath has more HP, but Basilisk has a ton more regen, Basilisk is also slightly faster.

Story behind the Goliath goes all the way back to my vanilla mod, and my love for the Krogoth(Total Annihilation). i decided to bring back the spirit of the Krogoth into a unit for supcom, enter the Goliath! using a model from a moddeler by the name of Anus_Panda(the model was essentially a giant SCU with 2 lasers on the shoulders and two cannons for arms instead of a build laser) and a rocket backpack. the original goliath used cannons instead of flamers. At some point into the FA mod the Goliath(honestly i can't remember when) was given its flamers(i think this was done when it got a new model that mike/Kirves made. it lost the lasers and the missiles were changed a bit and the flamers were added. It was turned into something like the ML for UEF, quick cheap fast experimental. Later on when mike had a crazy spell(can't remember if this was after of before the bassie MKII) he made the Goliath as it is now, and during the development we decided to make it a Basilisk-type counter part for the UEF.

Will we ever make a counter part for seraphim and Aeon? who knows, we have something in the works for the Seraphim which will SORT of be like a counterpart but not exactly.

PS: kudos to reading the whole post as i didn't put a TL:DR in this rant of the day.

_________________
{◕ ◡ ◕}
Image


Top
 Profile  
 PostPosted: 14 Jun, 2012 
 
User avatar

Joined: 27 Aug, 2009
Posts: 245
Offline
Goliath came after Basilisk MkII

Goliath is fine as is (I actually find it much easier to kill).

Didn't know it had spoofing really. Mostly because I play Cybran, and as a Cybran I make certain that intel is on MY side. :D

_________________
-= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-


Top
 Profile  
 PostPosted: 14 Jun, 2012 
 
Forum Scout
Forum Scout

Joined: 16 Feb, 2007
Posts: 2838
Location: Phoenix, Arizona, USA
Offline
MrTBSC wrote:
@Macbeth:

do you intend to add further experimental buildings (like Mfabs or gens?)
to the to special units mod?
what do you think about giving the seraphs a propper t1 attackbot?
and also at t3 unit/bot that is able to teleport too?
would make the use of anti tele more reasonable imo...
also another idea how bout a cybran t3 mobile cloak unit with small AoE for sneak harassment attack with t2 units??

Don't think we currently have any plans for additional experimental economy structures... Could be wrong but I don't really see a need. Though Knight & I toyed with the idea of making Cybran an equivilent of the Stellar Gen lol

As to a teleport bot you should look at SpecWep... it belongs to the Aeon, named Faithbreaker, and is evil as heck... especially if you arn't running BO:U or BO:ACU to have anti-teleport (and the range limiter) code in it. It & the BO:ACU teleporter changes are the reason why I made the anti-teleport scripts which later got tied to the towers in Unleashed. :)

As for a cybran Sneark/Harrassment bot... Shadow Splitter (again in SpecWep) is a laser armed bot with stealth & cloak... thats not enough?!? Though it does have to decloak to fire lol.

As for the T1 seraphim bot idea... Would be better to direct it at Hawk & Knight, I don't make things for the T1 era. Don't see a point for it really considering how quick I generally get to T2 and how outclassed T1 gets shortly afterwards due to the way GPG scaled damage/hitpoints for each tech level.


Top
 Profile  
 PostPosted: 15 Jun, 2012 
 

Joined: 25 Feb, 2008
Posts: 7
Offline
hey guys, my friends and I are going to play the new version for a few games, we like to do noon to midnight sessions :)

I don't really post much but I have been using this mod for a few years now, it's awesome! I sometimes browse these threads and I noticed that you want some feedback. There were a few things (such as the AI building experimentals that just sit there) that I see from the changelog have been fixed, this is great! I'll be sure to compile all our comments on the new version and post them up.


Top
 Profile  
 PostPosted: 15 Jun, 2012 
 
User avatar

Joined: 26 Mar, 2007
Posts: 5075
Location: California, United States
Offline
cool, look forward to the feedback you and your friends can provide :)

_________________
{◕ ◡ ◕}
Image


Top
 Profile  
 PostPosted: 17 Jun, 2012 
 

Joined: 02 Jun, 2010
Posts: 188
Offline
Hi,

found another bug .... :P

Seraphim
Lambda Field Generator/Advanced Point Defense
BPID: BSB0405

Have : BUILTBYTEIR3COMMANDER
Should : BUILTBYTIER3COMMANDER

and have "BUILTBYTIER4COMMANDER" .. useless and on my system (dont know if this interfer with another mod .. dont think .. but who know ;) ) all units that have BUILTBYTIER4COMMANDER show an "mysterious" behavor ;)
For the BO:EX special units who have this i see no problem ...
But all other units look like, if i set this, the line BuiltByXXX above will be ignored ?!
Example :
BUILTBYTIER2ENGINER
BUILTBYTIER3ENGINER
BUILTBYTIER4COMMANDER

-> The T3 enginer cant build this ....

other example :
BUILTBYTIER3COMMANDER
BUILTBYTIER4COMMANDER

-> only the T4 BO:EX commander can build this ....

So it is safer to remove this imho ;)

and an suggestion :
Make tha AI knowing of upgrade HC-Power

Regards
R-TEAM


Top
 Profile  
Display posts from previous:  Sort by  
Post new topic Reply to topic Go to page Previous  1 ... 274, 275, 276, 277, 278, 279, 280 ... 287  Next



Quick Tools

Search for:
Jump to:  

© 2002-2010 Gas Powered Games Corp. All Rights Reserved. Gas Powered Games is the exclusive trademark of Gas Powered Games Corp.
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
 
Home| Games | Company | News & Press | Support
  Terms of Use   |    Copyright Information   |    Privacy Policy