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CaptainHaplo

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Everything posted by CaptainHaplo

  1. CaptainHaplo

    Thanks for the Update

    THANK YOU BI!!!!! Downloading it now - and salivating at the idea of increased stability and maybe a few AI changes to???? *We can hope, right?* Any chance we can get some type of changelog?
  2. A manta with 7 aa missiles. Ignore CAP, target the CC, let every missile hit then kamikaze into the CC - it blew every time. Less than 30 seconds from launch to destruction.
  3. CaptainHaplo

    Sub-units -> Refuel speed

    They are electric... First of all, think the name through.... GAEA MISSION... You know - GAEA - all tree hugging, good for the environment stuff.... Next, think about what happens when you blow up a recharge point compared to an ammo dump. Ammo dumps make a much bigger bang.
  4. CaptainHaplo

    Bugs and suggestions

    The load/save issue BI is aware of and is likely working on. Same with random crashes Pathfinding - agreed - expect improvement over time. Not sure what you mean on 4 Scramblers work fine - you have to move around the island - as you kill more -range increases. Again not sure what you mean on 6 Look at the placement of the turret - if it swung 180 then you could shoot yourself.... placement needs to change and then agree on the arc. Mouse wheel in 0 does exactly that. Instead of posting here - create the case in the feedback section where BI folks are actively checking stuff.
  5. Gradient - I had the same problem on the map... Check your GPU temps - Mine was overheating slowly and that was the cause of the map lag... I found it odd it was more in the map than anywhere - but a quick can of air and some flying dust bunnies - and she runs fine now with no lag.
  6. I posted this yesterday but it didn't show up.. .not sure why... As soon as you detect the enemy, launch a manta equipped with a laser, rockets and ammo box. Then order your carrier to run away. Take control of the manta - go as low as you can and stay there while heading to the enemy carrier. Hit the "catamaran" sides with 8 rockets each. One side, then the other. This will disable the engines. Use the laser on the bridge or stay low and fly back toward home to refuel/rearm. Defensive guns cannot depress past 0 degrees - so staying low makes the carrier a sitting duck. Never use AI control to take on a carrier.... At that point its easy to take out the defensive guns and the the plasma.... If you are the patient type, Walrus's are much slower but the cannon shell does massive damage. Just stop the carrier before you use the walrus. Make sure you continually inflict some damage to engines to keep the enemy stationary.
  7. Slow the carrier. Allow the AA guns to depress somewhat below 0 degrees. Create a structure subsystem like the original so you could separate damage - as armor goes down, more damage goes to subsystems and structure. Make structure more resilient to damage than anything else - and anything that damages structure will "share" damage among systems - so you have to POUND on the ship to sink it - and make it basically a burning wreck with all systems shot before you can sink it. Increase the effectiveness of armor Change the "physics" of how the ships move - these are heavy ships, they shouldn't accelerate/decelerate like a car.
  8. Agreed - there needs to be some tactical sense in how the Carrier decides its target. It should only "jump chain" if it can isolate an island (or the player) by doing so. Its what we humans would do - not just attack randomly.
  9. Ever seen the AI attack one of your islands? The chassis get eaten alive. Same with yours. Its "fair" as in its consistent. Yes - improved AI (friend or enemy) will help - but I can only surmise your frustration. I don't allow the AI to control my units - I fly or drive it if its going into combat. I did that with the first one too. Its definitely NOT a shooter if you do that - its a tactical exercise run on the fly. Can I take out that one more gun? Can I hide behind this hill or wall and then pop up and shoot before I get destroyed or too badly damaged? What if the enemy produces a manta and it comes here and I don't see it? Should I return this chassis to the carrier for repair, refuel and rearm, or can I push it just a little farther? What should be my next target? The vehicles swarming the beach, the Manta's flying CAP, the guns doing overwatch, or the island chassis producers? Should I make this a set piece battle, maybe even accept the loss of a chassis or 2 to do it, or should I try and wear down the defenses? If you just launch everything and tell it all to "go get em" - then I would expect mass chaos and much loss. If you take your time and be THE action - the Aircraft/Tank commander as well as the Captain and overall strategic mind - then you might find your enjoyment of the current game much higher. Its all about your play style - and what works. Nothing "wrong" with whatever style you choose - but one choice is much less rewarding within the scope of the game. That is excaserbated by the current AI.
  10. The P&C only has 9 islands - the full game will have 30+ (would love to see that larger) so strategy will come into play more - provided the fast supply issue is resolved.
  11. See - discussion is good. I would like to see regeneration work as it did in the original - only one building at a time would be "repaired" or "rebuilt" - so it could be a turret, a production station, etc - how that would be decided could be a function of the need of the island - or random. The original had it where you could tell the building was being rebuilt - some minor graphical "haze" over the building would suffice to tell us - maybe even a radar blip on the map to show it. Something that just makes us pay a little more attention.... As for the resupply - I don't have a problem with it reaching across an ocean. The range for me isn't the issue - its the speed. I mean - why worry about fuel range when I can order a delivery and get it in under 1 minuted? Current island chains make the trip in about 30 seconds. You struck an interesting idea - maybe as range increases - speed decreases (as a constant)? I agree supply on the move is required - but it was heavily penalized in the original game as a very slow thing - just so that you had to pay attention to your range and fuel. I would just like to see that become something for the player to consider. It makes a difference if it takes 1 minute vs 10 to get supplied. Its cool we see things differently - I am curious as to how everyone sees these.
  12. Bug/Issue/Suggestions are tracked by BI here: http://www.carriercommand.com/feedback Cannot be merged due to format. Some of these have already been raised, so add your notes (support) to the appropriate ticket.
  13. I agree with Gazzareth wholeheartedly. I can take any island without losing a single chassis if I am careful. It takes major patience though. Right now, the enemy carrier is unlikely to show up where you are to chase you off - so you can take your time. 2 laser equipped medium manta's with rockets and ammo boxes. 1 or 2 laser or plasma with missiles. Take one out, blow some stuff up, then run for home before your too badly damaged. 4 rockets will take out a Walrus or Manta "base" - and your medium manta's are often fast enough for hit and run tactics to work. Note - haven't seen any real difference if I take out the island radar or not.... in theory it should make turrets have a shorter "acquire" range.... Just remember your chassis' are expensive and precious - so is the equipment.
  14. You guys Rock! I just ordered my upgrade - was kicking myself because I didn't get it after I ran the game the first time!
  15. CaptainHaplo

    Research: erlenmeyer flask

    The manual included in the beta talks about how if you capture an enemy island, you can get new items to produce... See the end of section 1.3: "•Congratulations – You have captured the island. The items and blueprints are transferred to your carrier. Be sure to check your Production to see what new items you can manufacture."
  16. The P&C is not a game - it is a beta of a game. Purchase allows you to assist with testing the beta and provide feedback to the developers. They will determine what, if any, DRM they wish to include in the final product. The beta has a very minimal level of DRM, since it is a digital download that does not require constant internet access.
  17. No, you don't own anyone. If you want to do nothing but complain about a product that isn't finished even though you knew going in it wasn't finished - I am not even sure you "own" common sense. Stop being a troll, contribute to a work in progress and learn that when you bring a mature, well thought out suggestion or issue to the table, your going to get a lot more accomplished than whining and acting like your 31337.
  18. CaptainHaplo

    Game will not start

    I am running a GTX260 as well, win7 64bit, 8 gigs and a x4 955 cpu. Game installed and runs fine. I am using PhysX 9.9.0814 and 6.14/8.17 series drivers. What sound are you using?
  19. CaptainHaplo

    P&C BETA first impressions

    For those of you unhappy / concerned about the mouse behavior, yet you don't want to loose the post-processing effects, look under controls and adjust the "mouse resolution" sliders. This will result in the mouse behaving much more "crisply" without having to lose the extra graphical effects or requiring a restart. Now for gameplay thoughts. The game DOES truly capture the feel of the old Carrier Command game. Yet it does SO much more. Not only better graphics, which any modern remake would have, but the attention to strategic management is very nice. I recall how I had to go blow up my own command centers in the old CC game to convert an island from one type to another. The ability to convert on the fly will give large maps a true purpose and allow for much greater enjoyment. Well done! I have read the complaint about the time it takes for thing to be produced, and I understand the concern. However, PLEASE do not change this. Not only would reinforcement come to easily, it would turn into a "lets see who can attrition the other better" - and a competent human will always win that if things are equal. In larger maps production will increase due to # of islands. Making it TOO fast on a very small island chain will ruin the balance for the larger games. I have had no lockup or crashes. The game accepts an Alt-tab without issue. I do agree the game should be allowed to run if its not in the active window. Also - a speed control would be useful - .5x, 1x, 2x, 4x would suffice. Finally - I must address the musical score. I got the standard P&C - and the music is outstanding. I almost always turn it off in a game - but I just can't in this one. How do I "upgrade"?!? Overall - I could not be happier with the beta and am looking forward to the finished product.
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