If you are an old fart like me you might remember this game. So what if your nukes (not SMD) had a toggle to detonate in proximity to a novax ( could even work for any air Experimental?) Double the build cost and maybe time for a replacement Satellite.
Would want to standardize launch times for all factions, if you are too close to the nuke launcher it should basically be an auto hit so it provides a way to deny areas to Sats.
Posts
-
RE: Another Novax conversation
-
RE: Rematch request button/option in matchmaking games
@stormlantern said in Rematch request button/option in matchmaking games:
After all, we have custom games for players who want to set up their game in a specific way.
So this proposal could be a streamlined way of doing just that - the rematch would count for global rating rather than ladder. But since the feature could be limited to ladder games only then you wouldn't get a further rematch option, so any rating manipulation potential is going to be very limited.
-
Change Seraphim Aircraft Carrier cruise missile to the same one as nuke subs
I was thinking after seeing the mass kill totals in a recent cast by some nuke subs just with their long range cruise missiles, that this could be a good change for the Seraphim carrier, since otherwise they lack any longer navy reach than their t2 cruisers, and having just the same weapon currently seems a bit redundant.
-
RE: Allow repeat build for (air) experimentals
well once you have 1k income maybe consider Engineer presets instead? they are much less prone to milling around between builds.
altho - what would be interesting is if these presets came with their own ' factory' module similar to new fatty / carriers that you could select separately and which would have repeat build option available for XP's. If you could place two templates on repeat build that didn't disappear, they could have orders to move off and the boys would alternate between after each finishes
-
RE: Pending Balance Changes Feedback Thread
The Stinger just tends to miss moving targets a lot. Could it get the same love the Jester and Vulthoo are getting with the soft projectile tracking?
-
RE: Mex upgrade change
@segacaretaker said in Mex upgrade change:
You get it wrong, this would finetune the mex upgrades and flatten the peaks.
This would speed up the game a little bit, this is the only real change and not maybe wanted.Expl.
mass output t1 mex with 2/3 additinal substeps
0%-> 2 mass-> ~t1 HP
33% -> 3 mass-> t1 HP
66% -> 4.5 mass -> t1 HP
100% -> 6 mass -> t2 HP ( t2 reached )Edit 2:
It seems you all dislike it, i would love to test it, but i don´t need such a feature desperate.
Mod would be waste of time when everybody don´t want it anyway. npYou can get some of this effect right now if you wanted to test it : upgrade each mex to Tech 2 and then cap with storages before upping the next one
-
RE: Pending Balance Changes Feedback Thread
What about a small range buff 5 or 10 for T3 mobile arty, might see it used more after setup nerf. Also help vs snipers.
-
RE: 'Brigadier Fletcher' Mapping tournament
I had an old map idea that would suit the requirements, signing up
-
RE: Assist to upgrade ringed T2 mex to T3
I believe EM does it based on the current mass produced by the mex, so if t2 mex is putting out 9 mass it is fully capped and upgrades.
-
RE: Mod Request: Improved prebuild option
what if, the first factory you placed was basically insta-built ( so build time/cost of 1 ) so you could still place it yourself for best adjacency
i was thinking one of the mods that have your ACU selected with a fac from the start, as you could have this be a modded version that you otherwise can't build in-game
-
RE: Pending Balance Changes Feedback Thread
@thewheelie hello forum goblin, you should buy a garlic press!
-
RE: Pending Balance Changes Feedback Thread
Well, to give Aeon a viable option , give the second range gun upgrade full OC damage vs unshielded buildings
-
RE: No privacy for mex points
@snoog said in No privacy for mex points:
You can also see when mexes or factories are upgraded because their strategic icons go dark, as if they died.
this rewards scouting though and is important to know especially in 1v1 so you can try and keep up eco wise, you can always build a fresh factory to upgrade to surprise your opponent
Personally I find it more annoying and incredibly frustrating that you have to rescout these buildings for attack orders to stick to them, particularly bombers.
It is annoying however attack ground works, and is a useful hotkey to have bound anyway. If you get radar coverage you can attack the 'blip' normally
-
RE: Developers Iteration III of 2023
the mobile factories all build units internally or with the fatty or tempest at least appearing 'attached' to the unit, but the crab builds a separate 'egg' unit that is on the base map layer and which is going to look very weird if it gets dragged around - maybe it could just keep its original behaviour ?
-
RE: Deceiver < Stinger < Atlantis / Czar Do you think this should be a bug or a feature?
@jip said in Deceiver < Stinger < Atlantis / Czar Do you think this should be a bug or a feature?:
if I'm not mistaken it is this category:
Anything else that is breaking the game in some fashion.
Not referring to stealth working on transports, that is fine. But a stealth field working from inside the Atlantis or CZAR is not. You can do other glitches with the described approach and it is definitely not intended. I just didn't have the time to fix them yet
Has anyone ever been banned for this 'exploit' or even reported? While not common I have seen it many casts over the years, and at most it was seen as a bit tryhard
This is also the downside of having such a general category, as one man's bug is another man's feature.
@tagada said in Deceiver < Stinger < Atlantis / Czar Do you think this should be a bug or a feature?:
Anything that's inside another unit and can't be interacted with eg. inside a carrier shouldn't be able to give you or the carrying unit any advantage be it intel or counter-intel measures.
Should CZAR have omni ? Or Atlantis or any carrier for that matter? Load or build any spy plane and it suddenly has.
-
RE: Developers Iteration III of 2023
With the new 'spread building' feature coming, having paused engies able to reclaim would allow something very close to area reclaim.
grab some engies, drag a couple of lines of factories over the reclaim location and then split the builds and then pause - they will reclaim everything under the templates but not build anything
this trick was used sometimes to get reclaim patches quicker but was limited to 1 fac really -
RE: Will TML ever be balanced?
TML is one of the big benefits of going T2 ACU - but if it didn't damage the reclaim it would be much less oppressive (@Jip if this is possible in the engine?) maybe you could increase the aoe slightly then so that you could reliably take out all the storages on a capped mex
-
RE: Attack Submarine Damage
If you want to have a play with extra t1 sub damage I made a mod a while ago sub_intel_balance, which also changes a few other things mainly reducing sonar to make them harder to spot
-
RE: Another T3 Air suggestion
Wow love that strat change - that could go a long way to preventing a single rushed strat from basically deciding a game