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 PostPosted: 15 Mar, 2010 
 

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i have all kinds of little ideas an all but this actually drove me to quit two games in a row and sign up just now because some ppl build artillery farms to the point where it is equivalent to nukes, so in that light PLEASEPLSAPELASPELSAP add an exclusion... end rant


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 PostPosted: 15 Mar, 2010 
 

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If the game is going long enough to let them build up, you either also have artillery or you should have a decent force to do some damage of your own.

But yeah they could add an exclusion for it, the problem is it excludes something that effects UEF and their experimental, effects cyban, and does not effect illuminate.


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 PostPosted: 15 Mar, 2010 
 
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shields are cheap and quick to build... just build one for every arty they do.. fixed. Or if you're cybran build bomb bouncers. Then they can defend your base, get charged up by the artillery and cen then defend your base from a mass airforce too.

Cybran pwns.

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 PostPosted: 15 Mar, 2010 
 

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Starfox wrote:
But yeah they could add an exclusion for it, the problem is it excludes something that effects UEF and their experimental, effects cyban, and does not effect illuminate.


This.

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 PostPosted: 15 Mar, 2010 
 

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artillery units themselves arent much a problem its the structures themselves and usually it isnt a problem but theres times ppl get a little heavy handed with the things and it throws the game off i think.. what im talking about is when a crap load of shields arent even cutting it but the bomb bouncer idea is worth a shot maybe.. unless youre not playing as cybran

mind you these are in team games this happens, 1v1 forces you into the role of doing intel and countering before an enemy makes a move with sometihng... i have some ideas on base building to maayyybe help ward this stuff off

but i think in the end an exclusion would still be nice i think


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 PostPosted: 15 Mar, 2010 
 
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Starfox wrote:
But yeah they could add an exclusion for it, the problem is it excludes something that effects UEF and their experimental, effects cyban, and does not effect illuminate.



Illuminate don't have an a long range arty unit, or even a mobile one for that matter(the TML structure doesn't have range long enough to count as an arty unit and can be easily countered), so the point is moot imo.

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 PostPosted: 15 Mar, 2010 
 

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Um... that kinda was the point.


You are taking something away from Cybran and UEF, but nothing from Illuminate. When you disable nukes, everyone loses nukes, not just 1 faction.


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 PostPosted: 15 Mar, 2010 
 
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Illuminate tactical missile launcher is their effective artillery structure. disable uef & cybran artillery but leave illuminate alone with their TML's ?

Nay, throw the tml's into the artillery structure category and be done with it.

:)


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 PostPosted: 15 Mar, 2010 
 

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The illuminate TML is pretty easy to counter, really. A some anti-missile units, or a few SMDs (doing double duty) do a pretty good job. You only need a couple shields to defend against the missiles that do make it through.

They don't have as big a range as the arty either, so they're a lot harder to use.


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 PostPosted: 16 Mar, 2010 
 
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Or - just give us maps that are big enough to not only let the game earn the title "Supreme Commander" but also allow building bases way out of range of any artillery structures.


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 PostPosted: 24 Mar, 2010 
 

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The arty exclusion would be a great idea! I'm getting sick of playing against players who spam arty. Its borring as hell. Do not worry one of the factions get effected to much. Uef already has the most tactics and units and can easily mis its arty. It wont hurt the faction. Just don't count the noah cannon as an arty but as an factory. Cybran only loses one building. Also nothing to worry about. As for Illuminate tml. They are the easiest to counter so just leave it. The faction already has no naval so it doesn't need any tml exclusion.

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 PostPosted: 24 Mar, 2010 
 
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Arty is insanely easy to counter, yet people complain about it....? Even ragequit over it?

Amazing....

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 PostPosted: 24 Mar, 2010 
 
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Starfox wrote:
If the game is going long enough to let them build up, you either also have artillery or you should have a decent force to do some damage of your own.

But yeah they could add an exclusion for it, the problem is it excludes something that effects UEF and their experimental, effects cyban, and does not effect illuminate.

TML buildings.

Whether or not they're effective is irrelevant. That's their purpose.

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 PostPosted: 24 Mar, 2010 
 

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They still aren't artillery. Don't they have like half or 1/3 the range as well?


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 PostPosted: 25 Mar, 2010 
 
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Starfox wrote:
If the game is going long enough to let them build up, you either also have artillery or you should have a decent force to do some damage of your own.


Not true I have friends who turn games into nothing but overlapping shields with artillery and nukes in their bases within 15-20 mins. People may have forces or countermeasures but where is the fun in a game where all you have are a ridiculous amount of structures taking up the better part of your unit cap?


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 PostPosted: 25 Mar, 2010 
 
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Rush them and finish them off before they ever research long ranged artillery.

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 PostPosted: 25 Mar, 2010 
 

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Blackjack410 wrote:
. People may have forces or countermeasures but where is the fun in a game where all you have are a ridiculous amount of structures taking up the better part of your unit cap?


Personally I say the same thing about rushing, where is the fun in that?

Everyone has a different preference, just because you don't like one strategy doesn't mean someone else shouldn't be able to do it.

Artillerly is allot easier to defend against in supcom2, so if they do it just enjoy it and have bun base breaking. There are various ways to do it, some factions easier than others.


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 PostPosted: 26 Mar, 2010 
 
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GrayRainsFalling wrote:
Arty is insanely easy to counter, yet people complain about it....? Even ragequit over it?

Amazing....


Coming from an experienced experimental artillery spammer (4v4s obviously) thats completely untrue.

Once I reach my critical mass of artillery (somewhere around 8-12) nothing will stop a blast from concentrated artillery fire, not even 20 shield generators....

EDIT: I would go as far to say UEF arty is so powerful that I don't even bother building nukes anymore, arty spam is THAT damn powerful...


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 PostPosted: 26 Mar, 2010 
 

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But arty fire isn't that accurate, so concentrated shields combined with ground shields, or worse a bomb bouncer, can completely nullify your whole attach.


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 PostPosted: 13 Aug, 2010 
 
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You've got a good point; however, It is true that(and a load of bs) that enemies spamming artillery will kill your base in a matter of minutes or seconds. why don't we have a shield thats nigh impenetrable to artillery but basic units can kill it.


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 PostPosted: 14 Aug, 2010 
 

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No one's asking for a permanent ban on artillery so what's the problem? Why are people so argumentative about something that won't even affect them! If you like artillery just keep playing as you are. If you don't and this suggestion is implemented, you'll be able to go to the exclusions menu and tick a box to turn them off, this should be a win-win for everyone.


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 PostPosted: 14 Aug, 2010 
 
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In a typically internet fashion, people are trying to be helpful.

Noone is against an exclusion being added, theyre just trying to show how you dont really need one ;)

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 PostPosted: 14 Aug, 2010 
 
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Well I don't play online, since I always lose connection, so I just play with AI. The AI also build a LOT of artillery, and it's annoying as hell. Just add an exclusion. To give people options. U don't like the idea, then don't exclude artillery! Simple as that. I'm always forced to send my entire army I currently have to take out the artillery of a Hard AI. Then, when I'm trying to recover, the AI builds more artillery. It's a cycle that keeps on going until I manage to make an experimental to cripple the enemy for 10 minutes, or just take him out. Not much fun.

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 PostPosted: 15 Aug, 2010 
 
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There should be enough options to create a land war with no arty, and no ground experimentals.

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 PostPosted: 16 Aug, 2010 
 
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As Destroyer224 ha said. Illuminate TML structures can also be countered with mobile antis ( which are very effective although these cost extra RPs as well... ).

+1 on the No Artillery exclusion then.

I'm not gonna use it but looks to me like many might feel better with this.

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