"You’re a busy person. Tab away and check that twitter. PA has your back." I love this, finally something that understands my needs. "Changing economy before game starts after everyone has clicked ready" Darn, now I can't cheat. "Those annoying 5's have been replaced with a better font" Thank you.
O_O Well I guess I'm not sleeping tonight. ------- Was so excited I didn't post the above! Here are the results of my nocturnal fiddlings ______________________________________________________________________________ It was the middle of the night when I read this thread, downloaded the latest PTE and started editing one of my favourite maps. Uber this is awesome! I love it. ______________________________________________________________________________ Functionality speaking, it would be very useful to have 'Shift' to increase speed when rotating or raising/lowering the CSG - in the same way that the Debug camera has Shift to move faster with Shift-R/F, etc. A palette for all the different CSG would be useful too, but I'm sure you guys have thought about that. As mentioned above, the canyons do not fill with water. The AI had no problem finding me and handled the terrain well - there was a moment when I was worried it had got clogged around a ravine but it turned out it was waiting for reinforcements. That or the reinforcements bumped it out of a derp. ______________________________________________________________________________ Keep up the brilliant work guys. - eroticburrito
The tanks already counter dox. Not in a very effective fast way, but a dox can't do the same to a tank as a tank can do to a dox without much greater cost in numbers. Then the per-numbers breakdown, as long as there are as many tanks, the tanks blow the dox away in reasonable number of shots. However, giving the scout a dox weapon with slightly higher health and cost would be nice. The BIGGEST NOTE however, is that we already do have a candidate for anti-armor bot. Grenadier. if price is reduced like dox's to 80-100, you have a strong hitting bot that has numbers and speed instead of armor. It would directly counter the tank, save for the fact that it also dies to dox (splash range needs reduction to about 9) and tanks do kill them proportionately while tanks can survive and be repaired. Not THAT much was changed! That being said, it is possibly enough for dox themself, but not for gameplay, as it still is about 6 minute games of quickly getting factories producing t1s and smashing into the best enemy opening while parrying off enemy smashes. Enough balance would bring back proxies and base expansion. Please and thank you.
Player notified when match found if tabbed away You’re a busy person. Tab away and check that twitter. PA has your back. Not yet working on Linux Boooooooo, hisssssssssss...just kidding. I was going to suggest you guys do something like this, as I have missed a game while tabbed out of the game. Any word on when it will work on Linux? @jables
if someone quits out of a matched game in the lobby you have to get a penalty for leaving an empty lobby.
Hi, I'd like to report an animation bug with the orbital launchers. I took a video of my screen but it will take ages to upload. Thus, I'm posting a screenshot instead. What should happen is: The crawler transporter moves towards the fabricating nozzles. A rocket is then fabricated. An avenger is then fabricated. The tip of the rocket is then fabricated. The crawler moves the entire rocket away from the fabricating nozzles after fabrication is complete. The rocket launches. The crawler moves back towards the fabricating nozzles. What does happen is: The crawler transporter moves towards the fabricating nozzles. A rocket materializes out of thin air where the crawler was. An avenger is then fabricated inside the rocket. The rocket launches after fabrication is complete. The crawler moves underneath where the rocket was. The crawler moves back towards the fabricating nozzles. A screenshot of the rocket being fabricated while the crawler isn't underneath it is attached .
This is very much needed i think because it looks stupid and unrealistic and its not fun that you have to constantly need to micro-focus bombers down because the enemy is trying the overpowered fighter-meatshield strats. I made a topic about this balance issue 4 september 2014 and i really think it needs more attention.
The real solution for your problem is different. In vanilla, make the fighters priority air-bomber. That way they will prefer bombers if present. Solution to attack just the fighters if you want is easy, just fly alongside the fighters or fight fighters in the absence of bombers. Because why would fighters ever be what you target over bombers except in the absence or where you specifically want to clear air out of?
ai improvements are just awesome! pressure in the beginning minutes is very high and anoying - i like it^^ also ai now tries to do planetary invasion - finaly! 2 things to mention thou : 1. i didnt see ai fighters at gas giant, they build resource generators and def-satelites, maybe increase agressiveness to conquer the gas giant. 2. ai LOVES nukes...i see one build 8 nuke silos....would like it it builds more units to attack also i had an ai doing nothing for ~24 min (well ok it walked a few steps at beginning), then it suddenly startet to build up. there was no reason to stop or start at that time (blue gets destroyed after it starts to move). game id is 13164233405962253067.
That's not sufficient. You forgot about simulated projectiles. A swarm of fighters in front of your bomber squad is still going to soak up all the AA missiles due to the characteristics of the flight arc.
EDIT: I nuked my post because I was derp herp tastically wrong. This was what I was talking about by the way in reference to this hummingbird health idea: https://forums.uberent.com/threads/hummingbirds.61304/ Elodea talks about how hummingbirds are bad that they take 3 shots, because they stack and trade efficiently against anything less. With this logic, it would be better to reduce their health to take less. Now, I wouldn't personally think bomber health would be great. However, reducing down to 2 hits would make it possible to penetrate a bomber protective layer of fighters, as would adding to vanilla PA "target_priority: air-bomber". Reducing it too far makes them less useful. But honestly, adjusting their cost as such wouldn't be too bad either.
Fighters should target fighters first (otherwise the player that does even a cursory amount of micro will have too much of an advantage), and ground AA should target bombers first. And if I can add a +1 to needing to be able to see the full leaderboard list. I am baffled as to why the decision was made just to show the top ten.
Wait, I would have to see a game where fighters were given bomber priority played, to see this. Because I am not led to believe that fighter micro would help, when fighters ignore fighters and target bombers anyway. If fighters didn't target fighters, in a fighter vs fighter only, then it would be a problem, but they would target fighters in the absence of bombers, and in the presence of bombers the target is to kill the bombers regardless of the fighters, so I don't see how microing fighters would save the bombers if fighters autotargeted bombers.
Once again, simulated projectiles and the design decision that the air layer plays two-dimensional. Solid wall of fighters means you can target whatever you want, you are going to hit the meatshield first. It's the same cause as with walls and towers before targeting was fixed. Only Flak as a direct fire unit is not affected.
But I don't see how MICROING them will save them. Worst case scenario, you hit the fighters anyway. Odds are, you will slip some shots on some bombers, which is still better. Best case scenario, if he were to "micro his fighters" then they would unform and the bombers get hit anyway. This is assuming, the fighters are going to die anyway as long as the bombers die is the goal.
I think it's much easier to solve that problem: Change the flightpath of the AA missiles. Make them travel BELOW the regular air layer and only ASCEND as they approach the final target. Et voilà, now every AA unit is capable of real indirect fire, eliminating meat shields in the air layer entirely.
Yeah, but that will fix it only for ranked 1v1's. FFAs would still suffer from it though. At least if you are talking about what I think you are talking about.
@sorian I think this may just be it (what was troubling me with RCBM AI). Especially since I made general squad a bit more open.