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Gazzareth

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Everything posted by Gazzareth

  1. Aaah I had assumed that they would be unlocked at the start since I was on tech level 4.... Will carry on and see. G
  2. Just found this mod and it is bringing new life into the game, great work. One question though - how do you build the EM Flares ? They don't appear in my Production list (unless I am being completely blind !?!) G
  3. I tried the Hammerhead this morning and I was quite surprised to find that whilst it manages to take out the Command Centre of the target island it leaves everything else intact. Seems a touch pointless if you still need to fight your way through the island defenses to get to rebuild the island - you may as well just take your units there and level it conventionally. I would have expected it to have some sort of blast radius (say 500m) in which it would destroy everything that is unshielded, would make much more sense as it is a NUKE after all. The Tomahawk also seems to suffer from lack of power for a one shot missile, would really have expected it to have the power to level the smaller compounds - it seems to have the ability to kill a couple of defenders next to where it impacts, but little else. Finally, the scout drone - would be much better if it were either reusable or you could carry say three of them, single use and the ability to carry only one seems counter intuitive .. .. Just my 2 cents, other opinions ??? G
  4. Got to say I hated it, by the time I made it to the carrier I was ready to give up.... Went back to strategy mode instead... G
  5. Gazzareth

    Sense of scanner?

    I take it you mean second slot on the Walrus - keep 3rd slot on the Manta .. .. .. G
  6. I am not sure it does, I turned up at an island to find all of the functional buildings other than the Command Centre shielded - and no turrets, so I guess there is a building period - bit of a pain since the Hangars and Garages launched units, but could not be destroyed !!! G
  7. It seems the enemy carrier plays by different rules, as there is no pause between it failing to take an island and then the next attack... So the pace would certainly need changed. Personally I would like to see another slider on the game start screen, the existing one already controls how strong the enemy carrier is, there could be one for how strong enemy islands are. At the top end I would possibly add turret respawns and more use of missile defences... At the moment I am enjoying the difficulty as is, but once the AI gets fixed I can imagine it would be better with variable difficulty, which would also increase the replayability. G
  8. I would say the Mantas are fine as they are, although I would rather have more fuel for the units - Ammo is fine, but they really should be able to cross the islands a good few times before needing refueling.... G
  9. That is wrong, a single Walrus is just as capable of not managing to navigate switchbacks, driving into walls (repeatedly), off cliffs and into lava - I gave up using the "Assist" function and have still seen all the problems in 1.2 ... The DEVs have even acknowledged it as a problem..... G
  10. Didn't realise that they worked outside Telemetry range, that makes them more useful. Guess that they need a little more handholding than I expected......... G
  11. It definately needs more splash damage, but a Command Centre that is being built is protected by a shield so you cannot destroy it by any means..... G
  12. ..... also the scout either needs to be more elusive to enemy AA, since they get killed very easily. You are better off scouting in a Manta... G
  13. There seems to be a real problem with your units responding (or rather not responding) to enemy attack, this seems to occur with ALL units, including the carrier. A few times I have seen enemy Manta's fly over the carrier without the FLAK turrets responding at all, Walruses sit there and let any unit take pot shots at them, ditto the Mantas -this didn't seem to be a problem in the BETA (1 & 2 anyway) - but really is now. Although surprisingly the FLAK Walrus does seem to do it's job!! Just the rest of them.... G
  14. Fantastic, thanks for the info.... G
  15. I have managed to change the carrier to Plasma, just by transferring one from the stockpile - but I want to change back to Shell. When I transfer one in from the stockpile it just vanishes - never appears on the carrier and not back at the stockpile. Is there any way to swap back ??? Is there a Carrier equip screen that I am missing or a hotkey to change the turret between shell / plasma ...... G
  16. No it is a one shot. Hopefully they will change that or allow more than one .. .. G
  17. Definitely, although given that Shell and Plasma are quite low down the damage scale I wonder if we are going to see other options for carrier turrets...... So perhaps some improvements later ?? G
  18. It seems I have the reverse problem, if I put the SHELL on it is fine, then when I travel to the next island I have the PLASMA again .. .. G
  19. They work fine for me in Strategy mode (not even touched the campaign). Get to the island and it is available for launch.. Just a thought - are you at an island with a shielded command centre? G
  20. I just think it needs to do more damage than just the Command Centre itself, needs a blast radius (possibly 500m is too far) - possibly make it more expensive as well. Even better make it so you have to aim it, either by selecting a point on the map OR fly it in by TV control as per the Harbinger in the original (although that was Walrus launched and not a Nuke)- that way you need to find the command centre to kill it OR you have wasted your expensive NUKE... Ditto if you launch it at a shielded command centre... G ---------- Post added at 18:03 ---------- Previous post was at 17:58 ---------- Just noticed in the manual ::::: This nuclear missile is a deadly weapon that assuredly destroys the target and its surroundings on detonation. To be used with caution. G
  21. Make sure that your carrier has fuel as well, otherwise nothing will get repaired !! G
  22. That is the latest version for STEAM, I found 1.2 slightly better, but needs much work.... G
  23. Gazzareth

    Defend island?

    If you ignore the attack then, unless it is a strongly defended island, you will almost certainly lose it. The enemy carrier tends to run away when you head for the island it is attacking so just by heading there you have prevented the loss. To defend resource / manufacturing islands place defense islands next to them - if you have 2 defense islands next to a resource / manufacturing island then it will change it's defense strength from "WEAK" to "VERY STRONG", which at worst should really slow the enemy carrier down, if not stop it from automatically capturing your island(s). Also if you have defense islands together they will go from "STRONG" to "DEADLY", again much much harder to take - ideal for a stockpile location. G
  24. You won't catch him with your carrier, but if you send a Manta after him then you can attack his engines with Gatling / Plasma then he will be forced to stand and fight .. .. G
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