Statistics: Posted by A_vehicle — 25 Mar 2013, 00:13
Statistics: Posted by Firestarter — 19 Mar 2013, 22:25
Statistics: Posted by rxnnxs — 17 Mar 2013, 19:14
Statistics: Posted by rxnnxs — 14 Feb 2013, 20:56
rxnnxs wrote:
But if you tell the Beetles the attack command in a place where they are further away then yours were (safe to the enemay, lets say a position double away as yours), they wait for each other to attack. They stay safe and go one by one..
rxnnxs wrote:
IF primed and loaded into a transport, they all make a blast that kills instantly. AGAIN, thats not fun, thats annoying. Others will be very upset.
Statistics: Posted by Wakke — 14 Feb 2013, 17:34
Statistics: Posted by rxnnxs — 14 Feb 2013, 15:32
Statistics: Posted by MushrooMars — 14 Feb 2013, 03:03
Statistics: Posted by Wakke — 14 Feb 2013, 01:41
pip wrote:
It's necessary that the blast radius is slightly wider than the range of the weapon, so that they don't explode to early. Test it with a unit moving away. These are the things reported as not working by Chosen.
Statistics: Posted by Wakke — 13 Feb 2013, 21:34
- Firebeetle enhancements : You can ctrl-k the firebeetle to produce instant damage. They are not sensitive to each other explosions. Increased AOE to 3.5, firing tolerance to 4 and maxradius to 4.5.
Statistics: Posted by pip — 13 Feb 2013, 21:30
pip wrote:
- buildings and ACU are "magically" immune to overcharge
pip wrote:
- Higher tier units are "magically" immune to EMP.
pip wrote:
- Loyalists are "magically" immune to Tactical missiles (and this looks to me much more like a "magic" trick than being immune to your own kind of damage).
pip wrote:
- Above all, Loyalists are also immune to their own "stun explosion" which is very close mechanic to the firebeetle death explosion.
pip wrote:
However, if I use several firebeetles, as is usually the case, and prime them all, they will all die and most them among my own troops if i don't miro them like crazy, or i need to prime one or two at a time.
pip wrote:
I prefer to keep it simple, and fix what was previously decided : Firebeetles were supposed to be impervious to their own explosion the last time they were changed, but somehow, it didn't work
Statistics: Posted by Wakke — 13 Feb 2013, 21:06
pip wrote: Your mod has the drawback of making the unit too complicated IMO (very micro intensive).
Statistics: Posted by pip — 13 Feb 2013, 19:02
Statistics: Posted by Wakke — 13 Feb 2013, 15:08
pip wrote:Making several firebeetles chain react will make them even worse than they are now, because shooting a single firebeetle will probably cause the death of several others but also of a good chunk of the Cybran player units. Firebeetles have only 300 HP, a few t1 units are enough to destroy one in no time. So a few t1 units will be able to counter ten times their mass cost in no time. I don't see how it fixes the unit at all (and if ACU is nearby, he will die too).
It will be even easier to counter than it is now, much more risky, prone to fail even more. I know chain reactions are fun, but the point is to make the unit usable, not to make it even more a troll unit than it is now.
Statistics: Posted by pip — 13 Feb 2013, 11:32