Can we have more map gen please?
Best posts made by Caliber
On the topic of this thread i have thrown together a mod that gives navy a strategic missile defense ability, it's simple but effective.
but if your interested its called " Naval Anti Nuke"
I have basically created a clone of the Missile subs and sera battleship but removed the nuke attack and given nuke defense, all other aspects of the units remain the same.
The nuke defense subs have shorter range from static defense from 90 down to 70 and the seraphim battleship is 60
and they are surface fire only!
the submarine storage is 3 and the seraphim battleship is 1
the battleship is different as people make a whole load more battleships than missile subs.
I made the mod quite quickly so i am aware of somethings that need improvement but if you use the mod please feel free to leave me any feedback.
3039 vs 978 is not a match in any humans mind, I would rather not have a game at all than have games like this.
Does the matchmaker not pair up equal opponents? at least on rating.
Teams not correctly aligned on this map in the tmm
aslo this map has two unbuildable mexes
Attack Pings from dead team mates do small damage on enemy units.
You could win with pings but your ears will bleed.
#endure the ping
Would it be feasable to create a counter for mods that allow people to see howmany times a mod has been downloaded alongside the rating star level as most people dont leave feedback or rate mods very often
Pretty simple idea where a pro player takes on a less experianced player as an apprentice in a 2v2 tournament, the higher the pro the lower the apprentice, pro level could be 1.5k plus and apprentice level less than 1.5k idealy all 2 player teams would have the same ish average rating.
Would this be interesting to anyone?
Good point, maybe points can be given for another factor like kill/loss ratio or something that isnt so direct?
@arma473 @Rowey @Jip thankyou guys for the help much appreciated.
@StormLantern we have been through this conversation several times in another thread, but yes i am aware that this is not a perfect fix all solution, however its better to try and fail than never to have tried at all.
ASF also have air to ground fire.
Latest posts made by Caliber
Im just trying to work out wich is the most efficient method of ecoing up.
I know that in the past i saw a lot of people reclaiming T2 mass ext to then build A T3 ext from scratch, and ive heard people say it is still better.
But i had heard that it had been adjusted.
looking at the numbers in game a T3 mass ext cost the same 4600 mass whether you upgrade it from a T2 or build it from scratch.
I would have thought that it would work as if a T3 mass extractor when upgraded would cost 4600 minus the cost of a T2 900.
is this the case where it just doesnt show in game or is it still the same cost?
Can we have more map gen please?
@ftxcommando said in Restructure air by delaying tech 3 air:
How about this as a quick proposal for people that think early strats are a problem:
Reduce all strat damage to variants of 2600-2800.
Buff t2 mex hp to 3000 for all factions (I’m fine with going so far as to revert the hp changes in general but whatever)
Now that sounds like a good idea to reduce the devastation of early T3
I agree with Jip here
In my humble opinion delaying T3 air at least for a few more minutes will give other land based players a better opportunity to defend themselves from that early T3 air aggression, and allowing for more dynamic air play at the T1/T2 phase.
So if there is no dedicated air slot it will make it a lot harder for a player to rush T3 air and make them more vulnerable to ground attack before they can make an overwhelming air force and dominate the game.
I cant count the number of games ive played where myself and others have said oh Sh*****t they have T3 air and we dont GG
and as Jip said its not a complete fix of all issues raised, merely a step in the right direction.
Also as Blodir and Snagglefox said T2 flak is quite week and T2 bombers are strong so maybe theres room for adjustments there too. Personaly i would half the damage of T2 bombers so they are less effective at sniping and more of a supporting unit while improving air - air capabilities.
@Jip The new terrain looks awsome great job.
@FtXCommando forgive my ignorance but wouldnt say 10 janus although i undertsand they are good at air-air fighting for a T2 unit but wouldnt they get asbolutely wrecked by 10 ASF? and the build time is about triple that of an ASF.
If you mean trying to deny a T3 air factory with T2 bombers, i have tried that with limited succes as they are very weak to flak and shields and the HQ health is very high.
Perhaps reducing the health of a T3 air factory would go some way into denying/punishing an early T3 rush?
Although i have had some succes fighting early T3 with a large number of T1 inties but that only takes you so far.
Personaly i think buffing the fighter aspect of T2 air would be the most reasonable change, reducing build time and reducing bomber damage but increasing aa damage and speed or somehting like that.
I may open this subject in the balance column get peaoples thaughts.
There are some simple things that could be done to some air units to make early air play more interesting.
- Increase the speed of T1 Interceptors.
As the name suggests they are an interceptor, that cant catch up or intercept anything past T1 phase, this would make them more effective against the ever so devestating early strat rush. If your air player is behind this means the game is not won or lost or as reliant and one player to be good at one specific thing like rushing t3 air.
- Increase proficiency of T2 Fighters/Bombers, 10% fighter/90% bomber to be 50%Fighter/50% bomber
T2 Air is used for mainly for one purpose and that is to snipe coms or in full share to snipe mexes/power thats it. If they were better at air it would be a better reason for more players investing in t2 air, and a good defence against again the early strat rush maybe reduce there bomb damage a little also,
the only T2 main anti air, air unit is the swift wind and that cant be produced in high enough quantitys to really be that effective, as by the time you have ten the other team will have T3, with a roll off time of 40s compared to 25s for T1 and T3
Every One here is stating that building a sam is a counter to a strat bomber, however air players tend to just rush T3 in ten minutes or so and make no attempt at making other units, so to compare that with a naval or land player who has to spam out massive amounts of low end units to get map control exc is never going to have access to T3 Tech in the same time, some players will even still be at T1 at ten minutes, meaning no sheilds no flak and deffinetly no sams or power to even run shields, second point is that the larger the map the ever more devestating T3 air strat rush is as mexes are spread out and you cant make a shield or sams over the entire map to cover all your mexes everywhere.
The simple matter is if your air player does not keep up with the enemy air player and they make an early strat you lose the game.
Wich makes for very boring play just rushing t3 air and no variance in strategy.
Attack Pings from dead team mates do small damage on enemy units.
You could win with pings but your ears will bleed.
#endure the ping