cw1 features that I don't like in cw3 and other improvements I would like to see

Started by hbarudi, April 10, 2014, 06:19:17 PM

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hbarudi

1. collector and its green area,
can you make the green area go up and down terrain levels, on some maps this issue becomes an issue with energy needs energy obtained is very low
also can you make it large enough green area so that it goes to that middle point under the command node?
Update: fine for cw3, but no more collectors in future cw games. However would be nice to spend extra packets to make collectors grow their area and make it go across terrain also if their area were to become square-ish
2. reactor why so much cost for so little energy, sometimes I have lots of reactors on some maps after hours of building reactors, still I am in the red for just the basic need to defend and push forward without overbuilding
while cw2 relied almost exclusively on reactors, still many were necessary to do a map, but I like that feature a lot better than here in cw3
edit: for these energy things, I like cw2 a lot more than these cw1 features
update: for some balancing and some maps that are like waternaris where we run out of space quickly, to be able to start by building half strength reactors for 25 packets then upgrade reactor for twice its starting power (current default) for another 25 packets and be able to get up to 10 reactor in one spot for a total of 500 packets.
3. relay, short length, I wish we still had wireless like in cw2 where packets don't need lines to go through, but are blocked by creeper, and the guppy will be helpful in delivering attacks behind the creeper.
There are times where I build collectors in the distance, but can't get any green from them, and the void is just too far in some maps (the cw2 beacons were good, but wished if their field was larger or more square-ish to light up corners better) edit: maybe if their connection length worked like a square,
4. guppy, can you make it able to carry energy from the distance and make distant collectors and reactors give energy without a connection, but must not be separated by creeper? also this is the cw2 microrift replacement, the question here it will allow a remote base without using a cn there if energy can be carried by guppies that replace the use of the cw2 microrift and beacons replaced by long range relays.
5. shield, this is the cw3 equivalent of the cw2 repulsor, but with a twist, can you make the option to have larger and smaller area without power zones, where power zones make it efficient and require less packets to activate it like the cw2 repulsor? Also speaking of repulsors, there is a giant one on the vapen map, very good effect, can a smaller such thing be available and buildable? also why does the shield cost 75 packets? should be around 25 like the cw2 repulsor or at least 50 since it does more work than a repulsor.
edit: this is the first area that I would like to talk about more 3d aspects to the game, lets say that the default shield bubble can completely block creeper and spores, however, the bubble will be a sphere where the excessive creeper can flow over the bubble and into objects behind it, the default bubble size is a radius of 10, that means creeper greater than 10 density will flow over the bubble and destroy things behind the shield (20 density when in powerzone), and in a similar way for powerzone where its double I think, also the denser creeper can flow all the way until only one square under the shield effectively damaging and killing the shield if the player doesn't take it off of there.
6. ore mine, in cw2 due to the nature of the game, up to 4 ore mines on ore were buildable, but the ore was limited to the point where the available upgrades were rarely useful to the max upgrade, but in cw3, only one mine per unlimited ore area, but mines very slowly, can it be possible to in cw3 to terp the area of the mine to terrain 10 and sides to level 1 and allow up to 5 mines on a single ore location where 4 ore mines can sit sideways and take spots around the mine, also my improved collectors will still be able to get their green up and over the mine area.
edit: maybe just build more than 1 mine in the same exact spot.
7. cw2 shield, in cw1 and 3, the wall does this particular job, so I wish if walls were buildable. By the way what happened to the cw1 pink or purple walls that block the creeper completely, but also block the connections between relays and collectors? can you make those available in the map editor also for cw3? edit: maybe buildable in some maps edit: maybe make the user have to use terp to level 10, then be able to build wall
8. blaster renamed to pulse cannon? still does the job, but seems very weak in cw3 in comparison to cw2 and 1 the blaster without upgrades feels stronger.
9. mortar then launcher then mortar again, in cw 1 and 2 it was good, in cw2 wished it did double the damage, for those maps with millions density creeper in cw2 without experimentals, but in cw3 the mortar also feels very weak until it is in a power zone where it finally does something, but very weak without upgrades, edit: but still does the intended job, maybe because the bertha was introduced that they did it this way
10. drone, then not in cw2, then strafer, the drone was very good at clearing out creeper in cw1, but in cw3 at best I use it to fight digitalis, but very weak in cw3,
while cw3 is a good game, why are the weapons weakened?
11. bomber, using the anticreeper introduced in cw2, does like a strafer or drone but drops anticreeper, to me this one if the mines are improved, will be powerful, but they move very slowly, I like those bombers in this game that drop anticreeper in some cases they do better than sprayers, but why 75 packet cost? 50 or 60 would be enough edit: maybe because it doesn't use packets after its built and its a new feature anyway.
12. cw2 maker and cw3 sprayer, the sprayer in cw3 is good except I would like a tank and burst feature like cw2 where it can store lots of anticreeper, but then be able to burst 10% or all of it into an area releasing lots of anticreeper there, can you add such a feature?
13. SAM, phantom coil, then beam: every game had such things while in cw1 and 3 are called spores, I like to call them the phantoms. in cw1, I didn't like the large packet cost to build the SAM, and this hateful feature got more significant in cw3, in cw2 the phantom coils are the best, but in all 3 games why very low health? So please make the beam cost only 5 packets and have 10 ammo with no upgrades uses 5 ammo per phantom. Edit: just read about another 3d aspect of the game that got removed that would have made this a good feature, (beam cost 5 packets to build, have health like a blaster, consumes 5 ammo per spore with no upgrades when attacking, hold the same amount of packets (25).)
14. nullifier, why increase weapon range don't work on them, sometimes emitter is very strong and need the distance this applies to both games, but while the cw3 power zones are helpful, still I would like the upgrades to work on nullifiers edit: at least make doing the 5th weapon range upgrade which is for all 5 upgrades huge aether cost have some range upgrade to nullifier.
15. upgrades cw1 had those limited nano deposits, cw2 had the tech dome, and cw3 has the forge, why can't the forge act as one totem where it gets what is necessary to do upgrades as slow as one totem, this way even if there are no totems on the map, upgrades would be possible, people who make maps can even disable the upgrades in the forge or disable the forge rather than just not including totems, because then the forge is useless. also I want the following upgrades to be available: decrease unit cost by 10% or 20% or several levels, improve aether and gathering efficiency, increase length of relay, network connection or give us back the wireless cw2 feature and give us those beacons back.
16. sniper, why so expensive when those things consistently hit me with their attack, although they are less dangerous than the cw2 drones, they are still a problem since they and the digitalis push the creeper to my base and destroy things, why 75 sometimes 90 cost? they are important in many maps, so why not less cost and then 60 ammo required for only like 10 shots, I always end up in the red for so many such things, please rebalance the game (edit: particularly the sniper) for most maps, since maps are different some need those costly units more than others.
17. I would like to have a buildable conversion bomb to convert the creeper to anticreeper it would be in the titans category the mass and freeze are good to be the way they are, but why are they not more available on more maps, since mass makes a nice area to help nullify an emitter, and freeze freezes the emitter and useful when huge area of digitalis around that emitter.
18. bertha, new feature, but would also like to have the cw2 dark beam be available and buildable, it is really good and can cut the creeper in cw3 if we get it, it can as long as it has a view through its level of terrain and through voids can cut a straight line through creeper and allow anticreeper and packets to go through with mirrors the can turn the beam around to where it is needed, would like to see this feature
19. thor cw1 was powerful for only 144 to 160 packets no ammo cost, cw3 cost 500 and 3000 ammo, takes very long time to charge, can you make it pull more packets or cut down the packets it needs? edit: for this game, same cost is ok, also make it hold 3000 packets, but be able to request more packets while connected (like dark beam in cw2 or even more) and so that I can see it charging while it is fighting with both cannons, spores, and sniping runners at the same time.
20. some of the large maps are time consuming, can you make it possible in such maps to drop 4 or more command nodes? edit: maybe build a command node with ~100 to 500 packets
21. I would like a response from virgilw about this and please comment about such playability improvement I am suggesting, will be reading and recommenting on some of the things above. Edit: anyone from knuckle cracker is fine.

Edit: thanks for the comments, but some maps need these modifications to be more doable, for example blaze fortress with the strongest emitters needs a forge and thor.
I have finished all but hardest 8 star systems with 1-3 maps left each in the alpha sector, and finished the story mode among other things, so some of these things would be for creeper world 4 and what I mean by balancing is that some things in this game just need some improvement I am not trying to make the player overpowered and things very easy like an I win button.
One of the issues with this game is that you have to really strategize in the beginning, but then eventually once you get a base and start pushing forward without getting in the red, it becomes easy. Maybe if there is some late game difficulty then my suggestions won't be such overpowered. Also I will get some screen shots to show some of the issues. No, I am not against having unusual terrain, it is just that the game makes it that way.
Also can I be able to use this CRPL language to add things to the building panel of the game so that people can build the unusual stuff in my maps?
unusual stuff:
1. to be able to build the object in the frykt vapen story map but in smaller space
2. to be able to build things like artifacts of odin the mass and freeze and they can be like a bertha in cost or more
3. to be able to build conversion bombs
4. to be able to build dark beams with mirrors
5. to be able to build walls and possibly the cw1 pink or purple walls
6. to be able to build apex meso story map objects
7. to be able to build a command node 4th and beyond
8. for fun to be able to build robots like the one in the credits mission
9. to be able to build anticreeper emitters, spore towers, and anticreeper version of the gun in alpha sector - virgilw - chimera and alpha sector - madmag - meteoroid
10. any other crazy thing

F0R


Michionlion

It seems like you are in favor of buffing all units, and nerfing everything else.  Not sure how that makes it more enjoyable.  A lot of the reasons why things are the way they are is because they have been tested a lot in past iterations.  Another reason is because of balance issues, and the need to make the game actually challenging, instead of just a click-to-win (not sure if that is a thing?).

TL;DR: NO.
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Asbestos

Just about all of those changes would probably horribly break the game. Soylent going on all terrain? Everything costs a lot less energy? Wireless relays? No.

Flabort

The only one that's even worth considering is #16, the sniper. They ARE underpowered.

Otherwise, no, nothing else here is constructive.
My maps: Top scores: Sugarplum, Cryz Dal, Cryz Torri, Cryz Bohz (Click fetch scores, page courtesy of kwinse)

J

If you don't like the costs of an unit, simply create your own map, change the unit costs and upload it.

teknotiss

to answer point by point:
1 = no that defeats the object of flat ground required for energy collection and makes terps much less useful
2 = upgrades fix this
3 = Power Zone's left after killing an enemy unit fix this
4 = much discussion was had about this, it was decided that remote power farms were undesirable. and to change it now would be a bit of a map breaker, for around 2000 maps in CS and DMD ::)
5 = interesting idea, unlikely to change now though, shields are passive defence items while cw3 repulsors were (to me) a bit more tactical. unit costs are altered in the editor if you wish to change them
6 = no, and upgrades fix this too
7 = i would like buildable walls too, perhaps this may be added, but CRPL scripts would prob let you do this already, go ask a code monkey (they lurk in the Coder's Corner http://knucklecracker.com/forums/index.php?board=25.0)
8 = "the blaster without upgrades feels stronger."  ??? i don't really get the wording you used, but if you think the un-upgraded PC is stronger than the upgraded PC you are incorrect.
9 = ok. but again upgrades  ::)
10 = sort of weak, but strategically and tactically strong, and upgrades! also yes it is best against Digi
11 = upgrades!
12 = probably, i'd put just this one in this thread http://knucklecracker.com/forums/index.php?topic=14191.225
13 = that would be a game breaker i think, Beams are fine as is, but upgrades make them more cost effective, a PZ Beam is ridiculously good in terms off effect.
14 = this would definitely be a game breaker, killing high power emitters needs a combined arms approach, or the singularity weapon
15 = forge has inbuilt totem? hmmm interesting, but it'd break loads of maps that the mappers decided didn't need upgrades
16 = snipers are a little pricey, can be made cheaper in the editor, also they are a bit weak, but upgrades fix this. (personally i prefer to not have runners by using strafers to kill the Digi)
17 = i would like this too, but this is a CRPL script thing, i wouldn't have thought it's going to be added as a unit.
18 = CRPL (already been done i think)
19 = no, upgrades cut build speed and increase packet speeds
20 = doubt it, but perhaps CRPL would help here
21 = V is a busy dude, so don't be surprised if he leaves it to some of the more experienced users to comment on your post, also welcome to the KC fora dude!

Quote from: F0R on April 10, 2014, 06:43:01 PM
Somehow i'm literally against all these ideas.
not helpful!  ::)  ;)

Quote from: Michionlion on April 10, 2014, 11:10:02 PM
A lot of the reasons why things are the way they are is because they have been tested a lot in past iterations.
well said, there really has been a lot of playtesting put into developing this game

Quote from: J on April 11, 2014, 01:53:29 AM
If you don't like the costs of an unit, simply create your own map, change the unit costs and upload it.
worth saying again! :D
"Is God willing to prevent evil, but not able? Then he is not omnipotent.... Is he able, but not willing? Then he is malevolent.... Is he both able and willing? Then whence cometh evil?.... Is he neither able nor willing? Then why call him God?" --- Epicurus

pawel345

12. you can do it by destroing a sprayer this releases a burst of AC

Amram

I don't repeat his words here, so refer to OP's post for context if necessary.


1. This is intentional, and removing it would change the gameplay for the worse imo.  One of the tactical decisions you need to worry about is base construction.  Where you situate, and what goes where, to produce maximum energy with minimum investment and defensive needs.  The terrain is used to influence your choice.  Lets just throw that mechanic out the window, we don't like planning our economy.

2. Because its vastly superior to the collector for output given area.  You know how in 1 you complained that you never have enough energy because you have too little land?  That's what reactors are for, and they're good at it.  If they were too easy to build, who would bother with collectors?

3. Relays aren't too short, I think you simply don't like being forced to island hop.  This too allows the terrain to dictate strategy, we've already noticed you dislike the terrain being in your way.  That was the idea.

4. then what would be the point of making remote bases with your command nodes?  send a guppy, build everything, collect extra e.  Of course, we're back to energy management, your favorite.

5. did you know that several of our maps can be won with nothing but shields and nullifiers?  Shields are expensive for one reason.  Nothing else in CW can hold ground as effectively as the shield can, and case dependent, as efficiently.  Why should they be 25e?  If they were, why would I ever build anything else?  For the cost I could mass shields and press the creeper back with row upon row of shields and win easily.  Even 50e, why build mortars then?  The shield costs less than the mortar to keep operating, and can take or hold ground better.  Now that its build, I barely need cannons as the shields will be holding all my ground.  If the bubble were expandable, then you'd remove strategy again, terrain in your way, no big deal, expand the bubble and cover it anyways.  Why we would not universally keep them expanded?    i'm on board with the idea of expanded shield bubbles if:  the bubble follows a slider setting, the energy demand increase proportionally to the surface area of the hemisphere, shield repulsion is half way between normal and the inverse of he surface area increase.   So a expand it to 150%, area goes from 6.3 units of area to 14.14, or 225%.  Energy drain should be 225% normal.  Repulsion should be 72% normal.

6. CW2 was also underground, but seeing as you don't like terrain that is above ground, I can't imagine you'd want that, and yet......AC is one of the most efficient ways to hold ground, and you'd increase it by 400%(from 1 per mine, to 5).  if this goes forward, imo the mines should output 3x-5x less, and cost remains the same.  Of course, the increased expense of building all those mines brings us back to energy management(I presume this is also why you want 4 times the mines, AC weaponry doesn't cost energy once built).  On another note, your ok with terping to get more mining ability, but not to increase your energy production(see item 1)?    What am I missing here?

7. Those walls are temporary, and don't recover.  With shields, or a terp, what purpose do they serve that isn't already covered?  I presume you want a cheap means to cordon off a large area at the start to stave off your energy problems until after you've built the base.  I think they'd be a waste of time.

8. I have all three CW's, I don't think the blaster is weaker.  It feels pretty much about right.  Its there to clear shallow creeper, not to go wading in 30deep, it can, but a mortar is a much better idea.

9. speaking of...  I hear you with respect to monster emitters in CW2, however, that's the point.  You aren't stronger than the creeper, so gang up on it, use your repulsors and blasters, and hammer away until it gives way.  That said, the mortar is plenty powerful, on a PZ its ridiculous.  If that became its normal, it'd be seriously OP.  if you think the mortar is too weak, go replay Far York, don't use the mortar.  Its doable, but much more hassle.  Then try again, use the mortar.  Use it for what its good for, making deep creeper not deep.

10. No, just, no.  The strafer is an incredibly versatile and powerful unit.  Three can sever any line of digitalis, which means that 6 or 9 are all you need to cut an entire area off and prevent any drones from being functional there.  5 can pin down most emitters in the story mode.  They can redeploy faster than any other weapon system.  And you want them to be even stronger?

11. Bombers are very powerful.  Time your bombing to coincide with the landing of a shield, sprayer, two blasters and a guppy and that spot is yours.  Add a bertha shot to clear out really deep creeper if necessary and that force can, at least temporarily gain a foothold anywhere.  Again, they are support, if your using them to clear whole areas, they can, but its not their role, they shouldn't excel at it.  They are there to lay down AC and slow/prevent creeper encroachment.  Why 75 energy though?  Likely because if they were cheaper than sprayers, why would you build sprayers?  Think about it, the bomber is about as fast, maybe a little more so, doesn't require a connection/guppy to attack somewhere remote, doesn't take damage attacking the middle of an area of creeper, and costs no energy to operate.  What makes the sprayer better if its not cheaper, other than that it never has to go home and reload if connected.

12. Compare charge time and burst effectiveness between CW2 and what it would be in CW3.  Makers took ages to load up, sprayers don't.  If you could burst sprayers, they'd be OP.  Send it deep, burst, burst, burst, send it home to reload as the next sprayer lands and bursts away.  if you could afford the packet drain you'd have 5x or more firepower out of the sprayers, no thank you.

13. large packet cost?  The single most important weapon you will ever build, as your screwed without them, and they are your cheapest weapon already!  Whatever, lets reduce that to 25%.  So now, all those maps where the pressure is on to get your base adequately defended from spores become a cakewalk, as it costs a quarter what it does not to get setup.  Wait, Energy management again, I see what you did there....

14. Weapon ranges don't increase for nullifiers as it would make it too easy.  Creeper depth is essentially exponential as you approach the emitter.  if you could stand off and hit them, you'd never need to be challenged to hold that ground to be able to nullify.  Never mind that a large number of maps purposely make it interesting to get close enough, and this eliminates all of that.  Being able to strand off further also means fewer weapons to hold the emitter back, so less energy demand..............

15. Agreed on the forge providing at least a trickle of aether income.  My vote's on half a totem, with no rate increase like for totems.  Agreed on unit cost reduction tech up to 20%.  Tech efficiencies don't make sense here like they did in CW2.  in CW2 a lab is a lab is a lab, they changed only when upgraded.  in CW3, keep that totem powered and it upgrades itself, no need to make that become OP.  Disagree on connection lengths and wireless, those are core mechanics of CW3 and shouldn't be tossed aside so easily.  How many nodes the packets cross, the type of connection, and the length of them all influence your packet travel times.

16. Agreed on being feeble.  This is one weapon that i think a cost reduction, or a damage increase may be warranted.  Again though, they can be an essential weapon, and nothing that important should be too cheap.

17. A conversion bomb, well, we do have room under titans, why not.  Slowest unit in CW, slower than even bombers by far, not more than half the radius of the Freeze AoO, potentially only a quarter radius, and costing at minimum 100 energy.  Considering how absurdly powerful creeper conversion can be, I was tempted to say even more.  We don't get more AoO's because they are absurdly powerful, its an I-win button akin to staple's Easy button.  Combine them into a coordinated strike involving other units and there is nothing you can't just wade right into.

18. no, just no.  The dark beam is beyond OP as it was in CW2.  I'd agree on the constraint that it isn't limitless range(not more than 3 relay lengths), clears a line only one unit wide, damages your stuff too if they are in its way, cannot clear more than 1 full depth level per tic, and costs a small fortune to run.  To clarify, 'clearing on full depth per tic', this means that if the creeper is getting deeper in this spot faster than that, you aren't going to find the bottom, its getting deeper faster than your eliminating it.   Even like that, they'd be ridiculously powerful if mobile as you can isolate entire sections of land to be cleared at your leasure, so maybe include immobile to the constraints.  Once you could afford them, you'd have no use for defensive shielding anymore.  They do a better job, and reach much further, likely with less initial investment.

19. in CW1, thor was an I-win button.  Thor is not an I-win button in CW3, its a powerful unit integrated into the game.  There's a reason your single most powerful weapon is expensive to operate.  if you could have CW1 thor in CW3, it would be an I-win button, and should have an appropriate build cost, 500 is way too little then.  Maybe 2500.  It does guarantee victory after all.  That said, I agree on it pulling more packets, it should pull slightly more than it can use so that even if on your front it can charge, it did cost you 500 just to build it.

20. yep, that's the idea behind big maps.  Disagree on having even more command nodes on big maps unless it costs you to get it.  Not a simple tech item, maybe an expensive forge tech. By expensive, I mean tier one costing you 100-200 aether.  


after all that, I expect pretty much none of these changes to occur, for what should be obvious reasons.  Nearly every map's play style and/or balance would be altered, everyone who worked to achieve a good time would see their scores invalidated or easily eclipsed, some of these would take extensive effort to implement for minimal gain, and others are tantamount to requesting I-Win buttons imo.

Many of the weapons complaints are resolved with upgrades, upgrades weapons are powerful, quite so.

TL;DR:suit yourself...
edit: spotted a derp right after posting... fixed it

Clean0nion

I'm sure people have said all that I'm about to say, but oh well.
Almost all of your points involve changing already-added features. If one of these is changed, then there are many maps that are ruined. Let's say you have one map where you're struggling for energy. It's really challenging, such and such, a lot of people enjoy it. Suddenly, soylent fields cover different levels of terrain! The map becomes easy, joyless, trivial. It's thrown into the metaphorical "never-played" pile.
You can't change something that's already made.

Dark beams: whip it up in CRPL! Get some trigonometry in there and as far as I can see, with a few week's worth of work, you have yourself a dark beam.

The only point I agree with is #7.

Quote from: Amram on April 11, 2014, 05:38:03 AM
i'm on board with the idea of expanded shield bubbles if:  the bubble follows a slider setting, the energy demand increase proportionally to the surface area of the hemisphere
Proportionally? Exponentially.

Nemoricus

Since many of these have been addressed by other users, I'm going to focus on a few that are particularly interesting.

Quote from: hbarudi on April 10, 2014, 06:19:17 PM
3. relay, short length, I wish we still had wireless like in cw2 where packets don't need lines to go through, but are blocked by creeper, and the guppy will be helpful in delivering attacks behind the creeper.
There are times where I build collectors in the distance, but can't get any green from them, and the void is just too far in some maps (the cw2 beacons were good, but wished if their field was larger or more square-ish to light up corners better)

In CW2, the tunnels you dug effectively served as your network. Since this doesn't exist in CW3, you'd essentially have packets able to go wherever they pleased.

Also, the balance of the game would be severely thrown off if it went to a CW2 style of network, since maintaining a link with supply is a large part of the gameplay.

Quote4. guppy, can you make it able to carry energy from the distance and make distant collectors and reactors give energy without a connection, but must not be separated by creeper? also this is the cw2 microrift replacement, the question here it will allow a remote base without using a cn there if energy can be carried by guppies that replace the use of the cw2 microrift and beacons replaced by long range relays.

I'd like to see the guppy able to gain energy from distant networks, but that's a feature that was cut for being too confusing for players...

Quote6. ore mine, in cw2 due to the nature of the game, up to 4 ore mines on ore were buildable, but the ore was limited to the point where the available upgrades were rarely useful to the max upgrade, but in cw3, only one mine per unlimited ore area, but mines very slowly, can it be possible to in cw3 to terp the area of the mine to terrain 10 and sides to level 1 and allow up to 5 mines on a single ore location where 4 ore mines can sit sideways and take spots around the mine, also my improved collectors will still be able to get their green up and over the mine area.

The amount of ore available is more of a map balance choice. That said, I'd like to be able to adjust the amount of ore that a mine can give...

Quote11. bomber, using the anticreeper introduced in cw2, does like a strafer or drone but drops anticreeper, to me this one if the mines are improved, will be powerful, but they move very slowly, I like those bombers in this game that drop anticreeper in some cases they do better than sprayers, but why 75 packet cost? 50 or 60 would be enough

Bombers do have issues. While they're useful in laying down anti-Creeper in support of a beach head, they're still not that good in my experience. They're very slow, compete directly with Sprayers for scarce AC resources, and have to return to base every so often. The combination means that I almost always use Sprayers instead.

Food for thought: an AC-carrying Guppy and a Sprayer cost exactly the same amount as a Bomber does. In light of this, I think Bombers should probably be cheaper, maybe 50 packets of energy worth. This would make them a more attractive option in supporting a long range assault. However, since this might affect the balance of existing maps, it's probably not going to happen.

Also, Amram? Sprayers don't use energy when they're operating either. They only need it while they're being constructed.

Quote13. SAM, phantom coil, then beam: every game had such things while in cw1 and 3 are called spores, I like to call them the phantoms. in cw1, I didn't like the large packet cost to build the SAM, and this hateful feature got more significant in cw3, in cw2 the phantom coils are the best, but in all 3 games why very low health? So please make the beam cost only 5 packets and have 10 ammo with no upgrades uses 5 ammo per phantom.

I'd rather address this issue by giving Particle Beams more broadly useful and making the spores less of a binary threat. However, this is a problem that is far too late to deal with.

Also, please use the game specific term. Insisting on calling CW3's spores phantoms could cause confusion for other users...

Quote16. sniper, why so expensive when those things consistently hit me with their attack, although they are less dangerous than the cw2 drones, they are still a problem since they and the digitalis push the creeper to my base and destroy things, why 75 sometimes 90 cost? they are important in many maps, so why not less cost and then 60 ammo required for only like 10 shots, I always end up in the red for so many such things, please rebalance the game for most maps, since maps are different some need those costly units more than others.

Snipers are very situational units, and my issues with them go deeper than what can really be dealt with at this point...

cooltv27

I only agree with 7 and 19
I would love to see how people use those pink walls in cw3
and thor firing its normal weapons uses more energy then it receives. this is only with the laser weapons, using others doesnt count
uh oh here comes the creeper, QUICK GET SOME BLASTERS READY! wait, wait, wai, FIRE! IM ON FIRE! NO, NO, NO, GET AWA (the rest was taken by the creeper, taken back and eaten)
I has a youtube channel youtube.com/user/cooltv27

Amram

Quote from: Clean0nion on April 11, 2014, 07:08:29 AM
Quote from: Amram on April 11, 2014, 05:38:03 AM
i'm on board with the idea of expanded shield bubbles if:  the bubble follows a slider setting, the energy demand increase proportionally to the surface area of the hemisphere
Proportionally? Exponentially.
That may be the better choice of word.  I figured since suggesting the energy demands stay 1 to 1 to the increase in area.....they'd stay proportional to that, though the area increases by radii^2.

Quote from: Nemoricus on April 11, 2014, 07:34:15 AMAlso, Amram? Sprayers don't use energy when they're operating either. They only need it while they're being constructed.
I wasn't aware I suggested they use energy.  I'm not seeing where I suggested so, but if you point it out i'll reword as necessary.