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@DeinFreund & @Anarchid : Thanks for the kind words guys :)
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@DeinFreund & @Anarchid : Thanks for the kind words guys :)
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[quote]I don't know of any other unit that has a different speed for different nanolathe abilities. I think it'd be better to give it the same buildpower for every ability and risk a little imbalance.[/quote]
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[quote]I don't know of any other unit that has a different speed for different nanolathe abilities. I think it'd be better to give it the same buildpower for every ability and risk a little imbalance.[/quote]
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To be fair striders do generally have unique abilities...
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To be fair striders do generally have unique abilities...
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My worry then is that it will get put back at the base working as a combined caretaker and Aegis. :/
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My worry then is that it will get put back at the base working as a combined caretaker and Aegis. :/
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If it gets normal buildpower then it'll need to be cut back to 50 at least, which could still work...
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If it gets normal buildpower then it'll need to be cut back to 50 at least, which could still work...
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Should I go with that? (also, feel free to do edits to the MR!)
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Should I go with that? (also, feel free to do edits to the MR!)
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[quote]For this, the nanolathe abilities should be moved to the drones. Otherwise it would be inconsistent with other builders to be moving and repairing at the same time.[/quote]
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[quote]For this, the nanolathe abilities should be moved to the drones. Otherwise it would be inconsistent with other builders to be moving and repairing at the same time.[/quote]
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Fair enough.
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Fair enough.
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Though drones aren't really viable with it's intended role because AA fire will hit the shield, downing it quickly and stopping regen (an Artemis will chew through that 36000hp in seconds from half the map away).
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Though drones aren't really viable with it's intended role because AA fire will hit the shield, downing it quickly and stopping regen (an Artemis will chew through that 36000hp in seconds from half the map away).
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Any ideas for how to cut down on the micro burden? The buildpower reduction I mentioned above may help a fair bit...
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Any ideas for how to cut down on the micro burden? The buildpower reduction I mentioned above may help a fair bit...
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[quote]This is a tricky one. You'd generally expect all shields to link. I can see that it's problematic in this case. My suggestion would be to make sure the energy per shield hitpoint usage is higher than that of all other shields. Now you can allow it to link to other shields, knowing that it won't outperform the same cost in Aspis. [/quote]
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[quote]This is a tricky one. You'd generally expect all shields to link. I can see that it's problematic in this case. My suggestion would be to make sure the energy per shield hitpoint usage is higher than that of all other shields. Now you can allow it to link to other shields, knowing that it won't outperform the same cost in Aspis. [/quote]
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Hmm...
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Hmm...
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With the planned Aegis level regen cost it will consume 72E/s... An increase to 100E/s or so should be fine from that perspective.
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With the planned Aegis level regen cost it will consume 72E/s... An increase to 100E/s or so should be fine from that perspective.
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I'm worried about it being able to act as a fast charge port for shield bots, particularly Felons (or an unintentional shield drain on the Funnelweb!). Reckon I'm worrying over nothing?
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I'm worried about it being able to act as a fast charge port for shield bots, particularly Felons (or an unintentional shield drain on the Funnelweb!). Reckon I'm worrying over nothing?
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[quote]Aside from shield link consistency, making Funnelweb fully incapable of murdering other units will mean that the Funnelweb mission in the campaign will need to be replaced.[/quote]
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[quote]Aside from shield link consistency, making Funnelweb fully incapable of murdering other units will mean that the Funnelweb mission in the campaign will need to be replaced.[/quote]
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I actually tried it out with the new funnelweb and it actually worked surprisingly well!
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I actually tried it out with the new funnelweb and it actually worked surprisingly well!
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The main change would be that you'd want a couple of redbacks, hermits and tarantulas in your starting force.
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The main change would be that you'd want a couple of redbacks, hermits and tarantulas in your starting force.
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Because the AI only sends fairly small forces your way initially, hiding your units behind your shields and then resurrecting corpses is pretty effective.
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Because the AI only sends fairly small forces your way initially, hiding your units behind your shields and then resurrecting corpses is pretty effective.
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I think with changes to the intro text, a few extra units and some small tweaks to the nearby starting buildings and units it should be viable (perhaps a bit more so than current Funnelweb...).
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I think with changes to the intro text, a few extra units and some small tweaks to the nearby starting buildings and units it should be viable (perhaps a bit more so than current Funnelweb...).
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I mostly don't want to work on those changes until I'm confident this new funnelweb will work. :D
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I mostly don't want to work on those changes until I'm confident this new funnelweb will work. :D
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[quote]This stops literal nukes (and probably shockleys?) :0 [/quote]
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[quote]This stops literal nukes (and probably shockleys?) :0 [/quote]
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Kinda,
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Kinda,
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Nukes do about 6700 damage when directly on top of the Funnelweb, a fairly substantial reduction from their 11500 norm, but not enough to save the fragile units it was trying to protect. (that's also the worst case scenario for the nuke, most of the time it will be around a 3-4000hp damage shave)
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Nukes do about 6700 damage when directly on top of the Funnelweb, a fairly substantial reduction from their 11500 norm, but not enough to save the fragile units it was trying to protect. (that's also the worst case scenario for the nuke, most of the time it will be around a 3-4000hp damage shave)
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It is a pretty hard counter to missile silos though... (though given the shield can be relatively easily worn down by other (arti) means I'm hoping it's not too hard a hit to the missile silo)
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It is a pretty hard counter to missile silos though... (though given the shield can be relatively easily worn down by other (arti) means I'm hoping it's not too hard a hit to the missile silo)
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Is nuke damage reduction and missile silo countering too strong?
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Is nuke damage reduction and missile silo countering too strong?
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Also,
do
either
of
you
know
why
buildpower
and
shield
regen
cost
prevents
shields
regenerating?
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Also,
do
either
of
you
know
why
having
both
buildpower
and
shield
regen
cost
prevents
shields
regenerating?
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