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warcraft 4
warcraft 4
warcraft 4
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warcraft 4
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Applewhite
Aug 16, 2014

by vyelkin
Nap Ghost

wilderthanmild posted:

I used to have so much fun designing massive multi-front attacks to attack big turtle bases. A wave of weak units to hopefully soften things up a little. A couple of those big gently caress off units escorted by a massive swarm of little guys. A big flock of bombers sent to kill a list of specific targets before hitting a patrol pattern above the enemy base. A huge escort wing of fighters to protect the bombers. A few waves of strong T3 units loaded into air transports to drop in as a followup to the big initial attack. A bunch of smaller groups of artillery, builders, etc.

It would take me longer to set up all the groups and waypoints than the actual attack would take to carry out.


This is why SC was so awesome. It was essentially just TA upgraded to use new hardware to its fullest.

I liked sending a screen-filling fleet of strategic bombers to brute force their way through the enemy defenses and kill their commander.

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Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
I liked building the cheapest experimental unit in the game that also happened to be amphibious, radar-invisible, and with a main weapon that did near enough to the highest DPS in the game.

Landing one in the rear of an enemy base = instant ruined day.

Applewhite
Aug 16, 2014

by vyelkin
Nap Ghost

Breetai posted:

I liked building the cheapest experimental unit in the game that also happened to be amphibious, radar-invisible, and with a main weapon that did near enough to the highest DPS in the game.

Landing one in the rear of an enemy base = instant ruined day.

I liked the flying saucer that was a huge, slow moving target that had to be directly over the enemy in order to do any reasonable damage.

Applewhite
Aug 16, 2014

by vyelkin
Nap Ghost
I gotta say, though, SC didn't really implement aircraft carriers well. Air units usually had more than enough "fuel" to reach anywhere on the map and complete their mission well within their life expectancy. I can't think of any battle or hypothetical battle where the carrier units would add something.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
Don't forget Aeon who in Vanilla had T1 tanks that could float on water and T2 point defence that did area of effect splash damage like no-one's business.

Or the fact that the skirmish AI caused massive slowdowns at one point because it ran AI subroutines for all units in perpetuity even after they had been destroyed, causing battles to slow down irrevocable regardless of how many units were actually alive and present on the battlefield.

I never got around to playing PA and will probably give it a go first, but having a brand-new computer makes me wanna play FA like no-one's business.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
I like the one or two die hard posters that is the planetary annihilation thread

Applewhite
Aug 16, 2014

by vyelkin
Nap Ghost
When SC was in development, I remember them saying the Aeon units were supposed to "look peaceful" when out of combat, then unfold to reveal hidden weapons. Whatever happened to that? You can see in the unit designs this was obviously the intent, but they just stay unfolded all the time.
Kind of a letdown imo.

Mooktastical
Jan 8, 2008

Breetai posted:

I liked building the cheapest experimental unit in the game that also happened to be amphibious, radar-invisible, and with a main weapon that did near enough to the highest DPS in the game.

Landing one in the rear of an enemy base = instant ruined day.

I liked building like 12 UEF gunships at the start of a match and taking down an enemy commander no matter how much anti air they had.

Killswitch
Feb 25, 2009

Applewhite posted:

I gotta say, though, SC didn't really implement aircraft carriers well. Air units usually had more than enough "fuel" to reach anywhere on the map and complete their mission well within their life expectancy. I can't think of any battle or hypothetical battle where the carrier units would add something.

Nah, they are awesome for supporting patrol units, plus they have a much higher build power than T3 air factories. That and they repair units very quickly and way cheaper than building new units.

They arent very expensive and being able to pump out air scouts to quickly support your navy is invaluable especially if youre fighting jerk cybran navy units that have stealth.

Applewhite
Aug 16, 2014

by vyelkin
Nap Ghost

Killswitch posted:

Nah, they are awesome for supporting patrol units, plus they have a much higher build power than T3 air factories. That and they repair units very quickly and way cheaper than building new units.

They arent very expensive and being able to pump out air scouts to quickly support your navy is invaluable especially if youre fighting jerk cybran navy units that have stealth.

Interesting. I wasn't aware they had a higher build power.

Speaking of build power, was there a way for a nuclear sub to finish a missile in less than an hour?

Killswitch
Feb 25, 2009

Applewhite posted:

Interesting. I wasn't aware they had a higher build power.

Speaking of build power, was there a way for a nuclear sub to finish a missile in less than an hour?

Yea, dont mass stall. If you can maintain either positive mass flow or have mass in storage missiles will actually build. This goes for all manual-launch missiles and antinuke missiles, they get hit the hardest during a mass stall to the point where basically stop building entirely. And have tons of extra power handy, nukes cost something like 3-4000 power to build.

Applewhite
Aug 16, 2014

by vyelkin
Nap Ghost

Killswitch posted:

Yea, dont mass stall. If you can maintain either positive mass flow or have mass in storage missiles will actually build. This goes for all manual-launch missiles and antinuke missiles, they get hit the hardest during a mass stall to the point where basically stop building entirely. And have tons of extra power handy, nukes cost something like 3-4000 power to build.

Weird because timed side by side, Silo nukes seemed to take only a fraction of the time of sub nukes.

Killswitch
Feb 25, 2009

Applewhite posted:

Weird because timed side by side, Silo nukes seemed to take only a fraction of the time of sub nukes.

They may take longer overall, im not sure of the time but they will take forever if you cant maintain your mass effectively. They may also have lower build power than regular nuke launchers.

almost1337
Jun 14, 2013

The male likpatons turn around the nucleus formed of female boobons and neutral bolsterons

Applewhite posted:

I liked the flying saucer that was a huge, slow moving target that had to be directly over the enemy in order to do any reasonable damage.

My favorites were the mobile gatling artillery (because moar dakka) and the artillery battery with the ridiculous range. I still remember building the latter in my first skirmish to get a feel for the game, and wondering why the thing wouldn't fire when I was clearly clicking inside of its range circle... and then I realized the circle I was seeing was the minimum range. :getin:

Bacontotem
May 27, 2010



I like the mod that added cluster rocket defenses. Huge gently caress off explosions in 9 places per shot. Doesn't do poo poo against a t3 mob, but man does it murder the t1-t2 like no tomorrow.

hemale in pain
Jun 5, 2010




I liked when people got real mad when they get up super close to your commander and you both ended up dying.

GastonEatTheEggs
Nov 7, 2012

https://www.youtube.com/watch?v=S41XFYRX6Bs

the only "SC" worth mentioning

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almost1337
Jun 14, 2013

The male likpatons turn around the nucleus formed of female boobons and neutral bolsterons

hemale in pain posted:

I liked when people got real mad when they get up super close to your commander and you both ended up dying.

Commander d-gun rush is best rush.

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