Build 77337-pte now up

Discussion in 'Planetary Annihilation General Discussion' started by jables, January 15, 2015.

  1. brandonpotter

    brandonpotter Well-Known Member

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    Oh god yes!

    Please make vids for all the new Commanders like this please <3
    Quitch, kayonsmit101 and Remy561 like this.
  2. Raevn

    Raevn Moderator Alumni

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    drz1 likes this.
  3. nixtempestas

    nixtempestas Post Master General

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    In order to play a commander you have to replace an existing commander's model manually I belive
  4. trialq

    trialq Post Master General

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    @Deletive
    The stock cheat mods "Allow Change Control" and "Allow Create Unit" will do what you want. You should have them, if not then PAMM probably doesn't see your stock mods.

    @nixtempestas
    If you start PA without logging in, you can use any commander in offline mode.
  5. stuart98

    stuart98 Post Master General

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    Or just play in offline mode.

    There's another new commander which I'm guessing won't be put into the armory, a raptor commander known as Majuju:
    [​IMG]
  6. arm2thecore

    arm2thecore Active Member

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    Yes! I'll consider enzomatrix a tip of the hat to Reboot's "Hack" or "Slash" bots! LOL! Nice!

    http://reboot.wikia.com/wiki/Hack

    "They were built with so much weaponry and brawn inside them that there was little room for brains."

    hack.jpg
    drz1 and lokiCML like this.
  7. theseeker2

    theseeker2 Well-Known Member

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    is that a one legged commander?
    stuart98 likes this.
  8. ViolentMind

    ViolentMind Active Member

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    Thanks for reminding me about that feature, hopefully it does still work.

    Can anyone else confirm that in a multiplayer FFA game, that clicking on the icon for an enemy commander takes you to the place on the map where he was last spotted?
  9. trialq

    trialq Post Master General

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    @ViolentMind
    Yes, but I think it's the place he was first spotted, and if you spot a scout or something but not a commander you'll go there instead. It may update the comm position if you get an alert later saying the commander has been spotted again.
    killerkiwijuice and ViolentMind like this.
  10. MadGreyOne

    MadGreyOne Member

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    I'm not able to get in game to confirm, but I know if the commander is visible you will be zoomed to the current location, so I would assume that it will take you the last com location if you lose sight of them.
  11. elodea

    elodea Post Master General

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    kool, nice work tvinita, subs and orbital fighters worth playtesting now!
    Remy561 likes this.
  12. vasonsenmic

    vasonsenmic New Member

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    I just played a game with a friend against AI, and at the very end when the last enemy commander knew he was going to die, he fired off all of his nukes at once. Was this vengeful strike on purpose, or just an awesome coincidence?
    DeathByDenim likes this.
  13. radongog

    radongog Well-Known Member

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    And just another PTE-Update! And it still looks like you´re on the right track for rebalancing and fixing stuff!
    @sorian: How did you manage to get to this? - AI less likely to transfer commander to a heavily fortified planet
    Oh, and even more important: Does this also solve the issue that AI commander walks right into your base on water planets?
    ArchieBuld likes this.
  14. mered4

    mered4 Post Master General

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    Frigate (Narwhal)
    Fixed issue where the narwhal was using the destroyer's torpedo instead of its own.
    Rate of Fire increased from 0.2 to 0.4
    Yay! Naval Balance :D
    Orbital Fabricator
    System Velocity Multiplier increased from 13.0 to 15.0
    Gravwell Velocity Multiplier increased from 0.5 to 0.6
    Wasn't sure why it was changed in the first place, but alright.
    Interplanetary Fighter (Phoenix)
    Health decreased from 350 to 300
    Rate of Fire decreased from 4.0 to 3.0
    I'd still like to see more differentiation between the T1 and T2 fighter besides *one is better and goes in space.* Good moves so far, we'll see how OP it is now :)
    Submarine (Barracuda)
    Metal Cost increased from 400 to 500
    Whoa. Narwhals + Orcas ftw now. Subs may be too expensive lol
    Defense Satellite (Anchor)
    Health increased from 2000 to 3000
    Orbital Rate of Fire decreased from 5.0 to 3.0
    Congrats! The anchor is now worse than before! The Health increase is great, but why on earth would you kill the RoF? You basically halved it's DPS vs fighters. It will take much longer to kill them now.

    Tactical Missile Bot (Bluehawk)
    Range decreased from 180 to 160
    Well that made little sense. Who uses them anyway?
    Orbital Laser (SXX)
    Health increased from 1200 to 1600
    Full Damage Splash Radius increased from 2 to 3
    Yesterday, the SXX was just *kinda OP.* Now it is approaching GOD LIKE.
    Teleporter
    Metal Cost decreased from 1000 to 800
    Ok.
    Dox
    Vision decreased from 115 to 105
    Good moves, I think.
    All tactical missiles now deal 50% damage to AT_Orbital armor.
    Um. Ok.
  15. pieman2906

    pieman2906 Well-Known Member

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    I wish they'd kept Anchors like they were, but added a new anti-building orbital unit to create an orbital combat triangle.
  16. towerbabbel

    towerbabbel Active Member

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    With the SXX splash you need Bluehawks to protect your armies.
  17. mered4

    mered4 Post Master General

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    Oh, I don't doubt it. Let's run those numbers, eh?

    Orbital Launcher: 2700
    Orbital Fabber: 1600
    Orbital Factory: 5400
    SXX: 6000
    Total: 15,700

    T2 Factory: 5400
    Tac Missile Bot: 1200
    Total: 6600


    For one SXX, you COULD build 8.5 Bluehawks for the first SXX you build.


    Or you could just build a few thousand dox and be done with it, since they shoot at everything but orbital and still wont get slaughtered on the ground.
  18. theseeker2

    theseeker2 Well-Known Member

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    I use bluehawks alot, it helps immensely when fighting vanguards
    cdrkf likes this.
  19. cdrkf

    cdrkf Post Master General

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    Bluehawks are *seriously* underrated as a unit. The only downside to them is if your opponent *also goes t2 bots and makes Gil-e's* as they invalidate them. Still, a few early bluehawks + tanks = easy commander kill (bluehawks are commander kryptonite as they can fire over everything else)...
    cmdrflop likes this.
  20. theseeker2

    theseeker2 Well-Known Member

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    I use them when invading planets, for that specific reason, I can fire over defenses and snipe targets. I don't use Gil-Es much though, I find that despite their range, they have really poor dps.

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