Okay, so I've been playing and trying to build armies and play the normal way, and losing consequently every game. So I've been ignoring actual military units and just have been massing bot builders and spamming walls, laser turrets, missiles (later flaks), pelters, and the occasional umbrella. Nothing can stop me. I haven't lost a game since
Seriously I had a guy run a few hundred Levelers into me and they managed to kill a few wall blocks before like 10 pelters took them all out
[QUOTE=Kylel999;44160891]Okay, so I've been playing and trying to build armies and play the normal way, and losing consequently every game. So I've been ignoring actual military units and just have been massing bot builders and spamming walls, laser turrets, missiles (later flaks), pelters, and the occasional umbrella. Nothing can stop me. I haven't lost a game since
Seriously I had a guy run a few hundred Levelers into me and they managed to kill a few wall blocks before like 10 pelters took them all out[/QUOTE]
well duh, because he walked levelers into a wall of arty
he could just as well have used the arty cars to blow your base up, or done you up with a combo of a t1 bot swarm to distract the pelters and t2 tanks to blow up the defenses
[QUOTE=Eltro102;44161058]well duh, because he walked levelers into a wall of arty
he could just as well have used the arty cars to blow your base up, or done you up with a combo of a t1 bot swarm to distract the pelters and t2 tanks to blow up the defenses[/QUOTE]
He tried distracting me, he kept them too close together and the pelters ended up destroying all the bots via splash damage and the tanks that got close would get annihilated by lasers anyway.
The artillery on the other hand could work but after I had the heavy arty he would've had a hard time
sounds more like you won because you had a better econ going and expanded
[QUOTE=afromana;44160040]I'LL GET HIM EVENTUALLY.
[IMG]https://dl.dropbox.com/u/4249868/ShareX/2014-03/2014-03-06_19-07-44.gif[/IMG]
[B]FLY MY PRETTIES
[/B][IMG]https://dl.dropboxusercontent.com/u/4249868/ShareX/2014-03/2014-03-06_19-03-42.gif[/IMG]
(this continues until I had amassed +1k of them and the entire server crashed)[/QUOTE]
I just had to post this because you said that:
[video=youtube;a0QFaro0JFU]http://www.youtube.com/watch?v=a0QFaro0JFU[/video]
I forgot about it until now, but on Feb. 27th's stream, people were joking about other greek letter statuses because of the Gamma release, and Scathis attempted to join in.
[img]http://i.cubeupload.com/5ZzUte.png[/img]
Played a game with Swebonny, managed to forget my commander on the moon :v
[url]http://imgur.com/a/yCSXB[/url]
is there a fp PA group?? if not then
[editline]8th March 2014[/editline]
annoyed how they nerfed the uber cannon after massively boosting it, it was fun although probs a bit more than a bit OP with the whole comm-bombing thing (esp in team games)
[QUOTE=Eltro102;44164734]is there a fp PA group?? if not then
[editline]8th March 2014[/editline]
annoyed how they nerfed the uber cannon after massively boosting it, it was fun although probs a bit more than a bit OP with the whole comm-bombing thing (esp in team games)[/QUOTE]
Unless they nerfed it even more than I'm aware, the thing will still absolutely tear up masses of T1 units. The only thing I thought it got nerfed against was other commanders, which is a very good thing.
Just had a 3 hour game against AI, this game is really fun. Just annoyed by the fact that my orbital lander transporter thing would not enter the moon's orbit, no matter how many times I tried.
Also, are there any tactics to land on an enemy planet? Dropping one measly Advanced Fab machine to build a forward base would end up with them being obliterated before being able to build anything. How can I penetrate an enemy's orbital / surface defences?
[QUOTE=loopoo;44170580]Just had a 3 hour game against AI, this game is really fun. Just annoyed by the fact that my orbital lander transporter thing would not enter the moon's orbit, no matter how many times I tried.
Also, are there any tactics to land on an enemy planet? Dropping one measly Advanced Fab machine to build a forward base would end up with them being obliterated before being able to build anything. How can I penetrate an enemy's orbital / surface defences?[/QUOTE]
Well, one way I've done a few times is secure a small orbital region, and make a teleporter on the ground below with orbital constructors, having an army ready to swarm through.
Unless the enemy has some other large army nearby, heavy artillery or nukes ready, it should work.
[QUOTE=afromana;44170590]Well, one way I've done a few times is secure a small orbital region, and make a teleporter on the ground below with orbital constructors, having an army ready to swarm through.
Unless the enemy has some other large army nearby, heavy artillery or nukes ready, it should work.[/QUOTE]
bomber swarms will mess u up unless you can plop down some t2 flak quickly tho
i like dropping a few at a time so i can secure atleast one before swarming the tank-arty through and blotting out the sun with them
I'm quite surprised with this game and have only recently bought it, so correct me if I'm wrong: but they're in [I]Gamma[/I] and raised [B][U]$2,230,000 [/U][/B]out of their $900,000, yet the game still feels very lacklustre. I mean, 4 different unit types, and each tier has 3 units (plus the 1 fabricator). For a 2.2 million dollar game, would you not think there'd be a bit more diversity?
They say they got their inspiration from SupCom and that they have members of the team who worked on it. SupCom had different factions and tonnes of units and different playstyles. Don't get me wrong, I'm really enjoying PA, but I just feel kinda shocked that it's so late in development yet it feels so bare-bones.
Am I getting this wrong or is the general consensus with me?
[editline]9th March 2014[/editline]
They said that by early 2014, it'll be feature complete...
[QUOTE=loopoo;44183311]I'm quite surprised with this game and have only recently bought it, so correct me if I'm wrong: but they're in [I]Gamma[/I] and raised [B][U]$2,230,000 [/U][/B]out of their $900,000, yet the game still feels very lacklustre. I mean, 4 different unit types, and each tier has 3 units (plus the 1 fabricator). For a 2.2 million dollar game, would you not think there'd be a bit more diversity?
They say they got their inspiration from SupCom and that they have members of the team who worked on it. SupCom had different factions and tonnes of units and different playstyles. Don't get me wrong, I'm really enjoying PA, but I just feel kinda shocked that it's so late in development yet it feels so bare-bones.
Am I getting this wrong or is the general consensus with me?
[editline]9th March 2014[/editline]
They said that by early 2014, it'll be feature complete...[/QUOTE]
Not everything goes according to plan including game development.
But yeah I will admit that I am surprised that they're taking so long to get the game at least into a decently polished state. But I guess it's better than them rushing it out and releasing a buggy product that barely works.
Also, it's hilarious that unit formations haven't been added, or even hardcoded formations that players can't change but are always followed. It's really dumb when my fast, weak units like repair bots run ahead of my slower, heavy damage vehicles and end up getting mowed down before backup arrives.
A "Move-to-as-group" order or formation order is pretty damn important in games like this.
[editline]9th March 2014[/editline]
And the Pelican transport ship being capable of only transporting one unit, disregarding the fact whether it's T1 or T2.
This game makes me miss SupCom really badly. Why do they not adopt some of the awesome mechanics that made SupCom the awesome game it was?
[QUOTE=loopoo;44183383]Also, it's hilarious that unit formations haven't been added, or even hardcoded formations that players can't change but are always followed. It's really dumb when my fast, weak units like repair bots run ahead of my slower, heavy damage vehicles and end up getting mowed down before backup arrives.
A "Move-to-as-group" order or formation order is pretty damn important in games like this.
[editline]9th March 2014[/editline]
And the Pelican transport ship being capable of only transporting one unit, disregarding the fact whether it's T1 or T2.
This game makes me miss SupCom really badly. Why do they not adopt some of the awesome mechanics that made SupCom the awesome game it was?[/QUOTE]
Yeah I miss the ability to increase a production structure's efficiency by building power plants next to them or increasing a power plant's or pump's efficency by building metal/mass/energy storage structures next to them along with power plants next to pumps.
I also miss shield generators and absurdly powerful experimental units. Didn't they show a textured render for of a WIP experimental/uber unit sometime ago?
[QUOTE=loopoo;44183383]Also, it's hilarious that unit formations haven't been added, or even hardcoded formations that players can't change but are always followed. It's really dumb when my fast, weak units like repair bots run ahead of my slower, heavy damage vehicles and end up getting mowed down before backup arrives.
A "Move-to-as-group" order or formation order is pretty damn important in games like this.
[editline]9th March 2014[/editline]
And the Pelican transport ship being capable of only transporting one unit, disregarding the fact whether it's T1 or T2.
This game makes me miss SupCom really badly. Why do they not adopt some of the awesome mechanics that made SupCom the awesome game it was?[/QUOTE]
they've already added base formations, they actually make squares when moving now ok jeez loopoo be patient
and they removed the units from supcom that were too complex
it's more about strategy, not keeping track of which one of the 50 thousand units in the game is the best at any one given time
[QUOTE=LordCrypto;44183561]they've already added base formations, they actually make squares when moving now ok jeez loopoo be patient
and they removed the units from supcom that were too complex
it's more about strategy, not keeping track of which one of the 50 thousand units in the game is the best at any one given time[/QUOTE]
I don't recall any units in supcom that were overly complex.
there are not going to be shields because shield play is boring
there are not going to be super experimentals because they are hard to balance properly, some say impossible, PA is about smashing together big armies not spending 1 billion metal to build 1 unit to take out they entire enemy base
example: GIL-E, vehicle t2 arty slightly too
even though it is ridic overpowered you still need a lot of them to do anything
[editline]9th March 2014[/editline]
the increased efficiency due to proximity is dumb and increases dumb base micro
base-building is nice and all but micro like that isn't
[editline]9th March 2014[/editline]
multi unit transports are coming
We need an in-game encyclopedia with unit info and stats. The wikis we have right now are outdated and thus (in most cases) useless.
mod 4 that
[QUOTE=loopoo;44183311]I'm quite surprised with this game and have only recently bought it, so correct me if I'm wrong: but they're in [I]Gamma[/I] and raised [B][U]$2,230,000 [/U][/B]out of their $900,000, yet the game still feels very lacklustre. I mean, 4 different unit types, and each tier has 3 units (plus the 1 fabricator). For a 2.2 million dollar game, would you not think there'd be a bit more diversity?
They say they got their inspiration from SupCom and that they have members of the team who worked on it. SupCom had different factions and tonnes of units and different playstyles. Don't get me wrong, I'm really enjoying PA, but I just feel kinda shocked that it's so late in development yet it feels so bare-bones.[/QUOTE]
Supreme Commander had a budget of around [URL="http://forums.demigodthegame.com/379914"]10 million dollar[/URL]. And don't forget that the initial release date was for the game without the stretch goals.
[QUOTE=LordCrypto;44183561]they've already added base formations, they actually make squares when moving now ok jeez loopoo be patient
and they removed the units from supcom that were too complex
it's more about strategy, not keeping track of which one of the 50 thousand units in the game is the best at any one given time[/QUOTE]
Squares where the Battle Fabricators are at the lead! But I get your point. I'm sort of jumping the gun, but like I said, the game is awesome, it just has so much more potential if you iron out all the little kinks.
SupCom didn't really have loads of complex units, it was pretty straight forward. I just liked the diversity the different factions added to the game, and the different playstyles they warranted.
[editline]9th March 2014[/editline]
[QUOTE=Eltro102;44183771]there are not going to be shields because shield play is boring
multi unit transports are coming[/QUOTE]
Shield play is boring, and I noticed that arty-spam isn't really prevalent, which is cool. Like you said, it takes a tonne of them to do anything significant. I like the way PA did arty.
Looking forward to the multi-unit transport. I thought that cause they said the game had the core features implemented by early 2014 that they weren't going to be adding new units / game mechanics, and were instead going to focus on bug-fixing, but now that I know that was put in when the stretch goals weren't in mind, it makes me less skeptical about this turning out to be awesome.
Well the game is modable... and will be even more modable later down the line.
sure they want to do things their way... but they'll let you do it your way if you want to.
[QUOTE=Eltro102;44184154]mod 4 that[/QUOTE]
Got a link for that? couldn't find it.
download [url]https://forums.uberent.com/threads/rel-pa-mod-manager-v3-4-0.50726/[/url]
it's one of the ones in it
is there a way to limit the maximum of particles at any moment? I remember building beams lagging me to shit back in the day, it seems much less but I think they still do once you go big.
I love that you can see other planets float by even if you're looking closely at the one you're on. Just a little moon zipping around in the background with tiny explosions across the surface.
"Formations now understand position -- flame tanks will now prefer the front, while smaller non-knockout units will prefer the back. Also, we've re-added the ability for players to load systems in the background."
congrats loopoo they heard your bitching
Hahaha, thanks for letting me know man. And here, don't be so passive aggressive, you probably agree with me that the formations were fucking stupid before. Glad they sorted it out.
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