Discussion in 'PA: TITANS: General Discussion' started by devoh, October 12, 2015.
Can't you take it back if it's brand new? This should fall under warranty, no?
Well I had just returned another one before I got this one, so my britishness caught up with me and I didn't want to make a fuss.
if its impregnable you weren't fast enough ...
There are zero options to invade an impregnable planet and there will always be zero.
something that cannot be countered, those aren't real options
nuke = anti nuke
omega in mass = avenger well placed, not in a straight line, and they are like free
helios ok, it's the only option available at the moment
teleporter it's helios again
transports it's helios again...
Mass unit cannons are hard to stop.
To be honest, most issues relating to impenetrable fortress planets stem from bad map design, like having lots of planets on individual orbits a long way out, and making main planets small (easy to defend), but rich in metal deposits.
Build a multi planet map with planets that orbit each other and are large, with a few very low metal moons and these problems go away
ah unit cannon, forgot that there lol, well umbrella say hi, if they were more tough against umbrella while dropping on the surface maybe...
guess what asteroids are for ..
one other possible option would be lategame interplanetary artillery ..
however at worst that may also favor the turtler ..
though i am not fully for a unit that can not be stopped entering your planet ..
what should matter is positioning
and not just build "magic unit x" and throw that on the enemy ..
and as i said before if you let your opponent go that far then you should have no such an easy answer for that because that would defeat the purpose of defenses ... invasions on well protected planets are not meant to be easy ...
that's why you scout first for a weakness ...
still does't change the general issue that IF there are such planets there aren't many
effective ways to answer them in a timely manner ... so maybe there could be made a ballance between maps with small but rich planets and units that allow for a fair and timely contest of these ...
otherwise it always will come down to map awarness ...
well i simply don't like to have one option, that's it, the same for shutting down zeus, only with air, another thing that i dislike, and was the same issue in supcom, where you must build air to be strong vs air, boring
i want to engage my opponent in various forms, which should be, all efficient in some way
and actually in some scenario you can't do anything, you must expand too and you can't attack every sec, especially if there are numerous other planets, he can take one of those early and you can't prevent it, i can't certainly lost time to scout every other planet while he can just defend his new planet easily, even worse if we start in different planet....
the thing " you must prevent it because you can't do nothing later" is a stupid excuse that i keep seeing in many RTS, there should be nothing as a "you can't do **** if not prevented"
Totally agree with you.
There are too many toxic whining in the forums.
A lot of people think his/her opinion is right, and they want the Uber to do.
But it may be wrong.
having just to build a certain magic unit x to break the stalemate you couldn't prevent otherwise is just as silly honestly .. and it's not like you can't do anything but it becoming simply more difficoult to break through ...
so i take it you are basicaly asking that PA gets its unstoppable nodnukestructure/unit .. .. ultimately this would lead just to another rushpath of the game which it actualy does with helios and manhattans ...
the same would happen with interplanetary artillery actualy ...
at worst it may benefit the turtler ..
now you say you want every attackoption to be efficient but what about defenses? .. if those aren't efficient what's the point in them?
what's the point in defensive units when only your attackoptions are efficient?
then you go on saying that you dislike how difficoult it is to counter the zeus, a specialistunit .. so basicaly you want every unit to be able to counter every other unit? that takes the uniqueness of units away and makes them samey .. which is boring in itself ... also how should that prevent stalemates? because it rather would end up in another form of constant metalclashes ...
Hahaha, seeing little Aldnoah Zero reference in there:
Yes, that is castle falling out of sky that comes from space.
Ooops my bad, can't believe that's been there that long without me noticing!
I've been obsessed with TBGs. Sword of the Stars and Civ all the way man.
well now with @mkrater and @Sorian not being here anymore ... who's gonna talk with us about the future of PA or uber in general ?
@jables also seems quiet lately or is it just me?
With Sorian gone, it's extremely unlikely that we'll see any more major content updates - he's not here to update the AI for any new units, etc.
no it's not what i want, i want the attacks to be as strong as defenses not stronger, and without relyng on one option only, and right now it's not the case, with well defended planet, they are impenetrable, aside form the hellios+manhattan, but again only one option
and because of this i also dislike the fact that you have only one option to deal with the zeus, other air, same thing was true with supcom, only air to counter their air, only one option again = boring
what i want is to not be forced to follow a single path to deal with my enemy
Most of the time he was working on other stuff than the AI though. And most staff members keep contact after being fired so if Uber plans to add new units, they could just hire him for a couple of days to implement it
Not going to happen as he got another job already =)
It's over folks. I think the thing to hope for now is that Uber will open source the code before shuttering everything. They are clearly losing money on PA at this point.
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