Awesome job guys. On a side note: I actually have never seen any frame per second change when adjusting the graphics settings for PA. Whether I select Uber settings or low, it runs pretty much the same. So I just keep it at Uber settings because it looks better.
Have to look for the metal craters later. Both 67269 and 67307 PA.app had/have the default icon image. I suspect it's because of the new media folder.
hmm. so now, from all of this, come the following balance implications from what i see: - Triple health for non-combat structures. your base is not as screwed as it once was - T1 assault bots become more of what they already are: cannon fodder - Pure Bot armies can not defend themselves from air - Sniper Bots used as anti-tac missiles; - in response to now having a tac missile unit (tac spam) - Amphibious unit (T2 A-B) - the water is no longer a barrier to entry - extremely fast kamikaze unit - let the Robo-Banzai begin - T2 Tank improved, but slower to respond from flank attacks, thus making flanking/anti-flanking viable. - general fighter improvements. bombers will be hard pressed now. bring escorts. - bomber roles reversed; T1 is now crowd control T2 is surgical striking, and able to shoot before the AA does. - frigates now more of a patrol boat; destroyer made into a dedicated ship killer. - more reliable static artillery? - catapult further relegated to defensive role via less range; more of an "Anti-Tank" missile launcher - overal beefing of base defenses. somewhat welcome change imo, due to many defenses getting steamrolled by gren/inferno spam - umbrellas now more reliable anti-orbital. might stop some cases of unwarranted "Anchor-Creep" consider this an attempt to "interpret" the changes (despite me being nowhere near a balance guru).
Just from the looks of it, this looks great. Can't wait for it to come out as a stable build. No t1 AA bots? yay
That is just experimental, probably just because they are moving stuff around and its temporary. However, how is that a yay? I wouldn't mind if bot AA was a 2-3 hit kill missile, and vehicle AA was 5-6 hit kill flak. That way, if there are any more than 3 aircraft per AA unit, vehicles would take it down faster/before death, and if there were any less, bots would take them down before occuring too many hits. So, bot AA would prevent the damage from being done if it is just 1 or 2 bombers, and vehicle AA would prevent a 25+ bomber wave from being indestructable. Bot AA wouldn't be able to handle huge numbers of bombers, and vehicle AA wouldn't prevent strikes from actually happening and would allow more injured air units to escape for repairs. I experimented with flak in a naval mod. Made narwahl t2 and expensive, but it has a 60 area of effect flak with even damage distribution, it literally can kill 8 kestrels with 5 shots, but it also can kill 1 kestrel in 5 shots. Missiles can kill 1 kestrel in 5 shots. As far as bombers, I think narwahl is a 1 hit kill for t1 bombers and 2 hit kill for t2 while only being able to take a single shot anyway, so it is a much harder counter, but in either case it is t2. If a vehicle and a bot were AA and t1, they would have to be the same "strength" but different "use".
It's a yay because I love doing early aircraft raiding and harass. It's pointless to do that no because 2 AA bots destroys essentially every aircraft within range immediately.