some units to eventualy spice up gameplay ...

Discussion in 'Planetary Annihilation General Discussion' started by MrTBSC, January 25, 2015.

  1. Ksgrip

    Ksgrip Active Member

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    I just propposed this balance because i think taht it would solve the orbital layer balance. Preventing excesively big avengers blobs with also speeding up the gameplay.
    I see your point at saying bombers could be a priority target but i think it is better how I planned it to be.
    And yes, you got my point, torpedo like bombers. We don't need more orbital bombardments units aside from anchors.
    Of course how jigs work are just pointless. Op as **** and yet nearly impossible to counter. Uber stated that they intend jigs to work differently and the explosion was just a tweek to make the work in the current build. So yeah, also those need to change.

    Adjusting jigs and solar arrays to become structures would give the torpedo-bomber its niche. Designed to counter anchors and economy. While avengers are for protecting other orbital, destroying bombers and some sort of all role unit. Not really good at anything but able to counter everything.
    And anchors just like they are, really strong orbital turrets, designed to create area denial.
    The othe topic would be ground to orbital combat.. Which right now it is brokes because the exceaive rof umbreallas have. This need some nerf, preferibly increase its cost, make them t2 or lower the rof.
    Last edited: February 2, 2015
  2. MrTBSC

    MrTBSC Post Master General

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    nerf damage maybe but defenitively not t2 as you have a range of antiorbital defenses there but no quick reaction option for t1 ... personaly i am ok with tacmissiles targeting orbital ...
    Last edited: February 4, 2015
  3. MrTBSC

    MrTBSC Post Master General

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    bumb for a bit more discussion ...
  4. Ksgrip

    Ksgrip Active Member

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    If you are interested i'm currently doing a mod to inplement back the stinger along side adjusting the spinner also so the both have a porpoise
  5. MrTBSC

    MrTBSC Post Master General

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    no offense but i never had any interest in the stinger since alpha ... same goes for allowing any of those aa variants to be able to target groundunits ...


    actualy i have a suggestion ... ... leave the spinner as is ... and add the stinger as a t2 flak aa specialist with close range but devastating to t1 bombers and gunships
    Last edited: March 7, 2015
  6. s03g

    s03g Member

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    I'd say give the T2 bomber more speed and ultimately have it fire a missile whilst in flight, not hovering or anything like that but go flying straight to the target and unleashing the missile\s. I've done this with a mod that I've been working on for a little while now.
    If the T2 bomber was to be able to shoot down orbital units as well then that would make it more in line with the Bluehawk as that fires tactical missiles to.

    What I've found is that by doing the above changes that not only can the AA kill the T2 bombers whereas before you had to sneak up on them when they're hovering, they're much more aggressive but at the same time easy to kill off to as they turn slowly therefore they've got to slow down.

    I'd say that @mered4 and @emraldis is right about orbital, it does need much more livening up. There's plenty of units\counters for air, land and sea but very little is done about the orbital units, 1 attacking unit, 1 defensive and a couple of radar satellites, an orbital lander, orbital laser and then the Jig. Very little unit composition in there which means very little strategy is required.

    I watched the Orbital Overhaul tournament and I liked what I saw, the battle was in each layer which in my opinion is the best way as it involves strategies from all sides of the table.

    In a way I ought to put my money where my mouth is but this mod was made for myself and a few others who play with me. If anyone is indeed interested in the mod and would like it on PAMM then I'd like the approval from emraldis, @nicb1, @mgmetal13 please, to use the Tesla and the orbital units, not the orbital structures or the mine in the mod please, if I could be even cheekier and also ask if I could use the strat icons and build bar icons to then that would be fab. I will of course give you guys full credit for allowing me to use said items. Sorry for kind of derailing the thread @MrTBSC
    [​IMG][​IMG]
    Nicb1 likes this.
  7. MrTBSC

    MrTBSC Post Master General

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    antiorbital is fairly available already hornets dont need it in that case you would have the same problem with t1 bombers covering a planet with an areapatrol
    yes the hovering is a problem which i agreed many times bevor needs to be fixed but not the hornets role as long rangeantigroundsniper ...
  8. s03g

    s03g Member

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    Ok, I took what you had said onboard about the Hornet in which I've changed it's behaviour as there's more counters now for the orbital layer and now I can put the money where my mouth is on this. The mod is "fun mod". If anyone has any questions or suggestions about my mod then please direct them here: https://forums.uberent.com/threads/wip-server-fun-mod.68226/
  9. blightedmythos

    blightedmythos Active Member

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    What's wrong with a new anti orbital ground unit?
  10. s03g

    s03g Member

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    I don't think that there needs to be another 1 more or less as we have enough, namely the Bluehawk, Catapult and the umbrella and to be fair this comment has just prompted me to do a new change in my mod :p
    blightedmythos likes this.

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