Jump to content

Renegrade

Member
  • Content Count

    11
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

1 Neutral

About Renegrade

  • Rank
    Private First Class
  1. Renegrade

    Manta hook orders?

    Oh hey it DOES make something (effectively) invulnerable! I was joking about that above...heh. I'll have to try that out before it gets fixed...
  2. I've noticed that the mantas and walruses re-fuel very slowly on board the carrier. Is that intended? It seems even slower than the repair is. It's definitely slower than the fueling stations on islands.. Also..why is the fuel symbol a lighting bolt? Are these electric vehicles? They sound like internal combustion ones..
  3. I didn't include stockpiles in either count. Resupply during combat is definitely handy but that still takes a couple of minutes (plus the time it takes for an in-service Manta to be replaced from stores) vs. the original's Instant Manta, Just Add Weapons (and fuel) formula. Of course, the new mantas are much smarter than the old ones so maybe it's a draw in that respect. I did test out the /2 in a recent game, it actually sends the barque with the extra units and sends them back if there's no space. That could be handy if you're planning a risky manta sortie or something and have extra space on the barque... I've never seen that.. I always get junk like resource pods or grenades or similar. Although, I've discovered that if you spam the 'use' key, you can get multiple items hacked out of a building, heh...
  4. I agree. There is way too much instagib when going up against defense islands backed up by other defense islands (the "very strong" defense). It's not cool to have your entire Walrus column destroyed in a few seconds by a single Manta with rockets and plasma even though you had two flak walruses in the column. More health or at least less damage on those high end weapons would be in order. It would be rather hard to intercept it, that would be mostly luck... Remember, the detection range is very small.. it's the same as the telemetry range, as far as I can tell. This is a good point, and I like Gazzareth's idea about a speed penalty. Heck, sometimes a farther away stockpile is a faster resupply right now as the barque's navigation might be clearer.. it spends most of it's transit time maneuvering near start and end of the trip (much like the carrier). Making the barque slower, and/or possibly carry less gear (so it has more space for it's own fuel) when it's farther away would make people choose their stockpile a bit more carefully.. The original game's enemy carrier was much faster than a Manta.. and I do wish it would disengage more, I sort of like the idea of having to corner it and press it against an objective that it MUST defend (like it's last island or stockpile or something). And yeah, the AI does need work :( So it doesn't regenerate, eh? I noticed that islands didn't recover anything during my attacks, but I wasn't sure if that was just very slow repair or no repair.. I would like to see some regeneration as well..although not too fast, and definitely with some sort of visual effect (like the command center's regeneration)..
  5. I'd rather see it smash through the tree in a hail of wood splinters, personally.. Yeah, it needs more low end torque. Kinda slow off the mark and not a good climber. Scrubs too much speed in slight turns too.. Perhaps - but then that means the carrier must be even weaker, as the HEAT cannon tears it apart...?
  6. My first impression is pretty good, although a thought that occurred to me right away is "everything is very foggy!". The weather effects are beautiful, and the snow islands are majestic. Heat and shell duels on the ground with enemies is both graphically beautiful and fun. I've been awaiting this game to be remade for a long time, and Bis seems to be making good progress. Just some thoughts though: - Some of the weapons seem overpowered. Flak{walrus,turret}, heat{walrus}, and rockets{manta} seem to do way too much damage, resulting in battles that are over in an instant. I'd like to see more of a fight, less instagib. - Resource and production has a weird balance. One factory island can consume the resources of six or seven mining islands. That may be a side effect of the resource multiplier being forced-set to zero though. - Waypoints are a bit too subtle when flying/driving manually. A waypoint direction arrow wouldn't be amiss. Having an icon for the carrier (when not driving the carrier at least, heh) would be nice too. - It would be nice to see sensor/visibility ranges on the map for walruses/mantas. - Walruses seem to lose too much speed when making slight course adjustments. At least with keyboard/mouse driving. - It would be nice if damage from terrain could flash yellow instead of red or something. Bumping into a small rock that I didn't notice makes me think I'm under attack... - There seems to be a very tiny artificial limit to the number of saves supported. - There doesn't seem to be a way to give saves names or labels. - The strategic mode save system is .. odd. Why only one campaign at once? (I've left off other things that have been said prior to my post in this thread)
  7. Renegrade

    Manta hook orders?

    I'd definitely like to see automated hook orders too. Another thing I'd like to see as well is the hook costing a lot less. 1300? isn't that excessive for.. a hook? Especially a hook that slows the aircraft down to ~60 speed? I don't think it would be game-breaking to drop a zero off of that price. It's not like hook-equipped mantas will suddenly take over the whole world in some crazy zerg-like rampage, eh? (I'm assuming it just carries walruses, of course. If it makes the manta invulnerable or something, let me know..)
  8. Why are people so excited about infantry? I'd rather not have any infantry at all in the game. There are how many thousand infantry themed games with varying levels of realism? Five thousand? Ten thousand? Thirty?? Isn't ARMA itself a mixed infantry-vehicle game? I'm sick and tired of infantry-based FPSes. The only point to infantry is to be exploded by fist-sized spider-grenade drones or run over by tanks. :p Also, the original Carrier Command did have 8 mantas and walruses; 4 in active service and 4 replacement units on the carrier at a time. The Beta only seems to support six; it says x/2 in the supply interface. I haven't tested to see if the /2 is enforced or not (don't want to lose 400 material in an active game..)
  9. Renegrade

    Multiplayer??

    Multiple people operating one carrier cooperatively would be amazing. I always think of how nice it would be to have real human drivers for the walruses so they don't get all derpy while trying to drive on open roads. Well that and know how to prioritize targets. At one point my armor column was being attacked simultaneously by a turret and two mantas, so the quad-gun(AA) walrus engages the turret... :( Hopefully the AI will be polished by the time release rolls around, but there's still no replacement for a competent human.
  10. The game shows little arrows on the list which indicate what will happen. <> - the new item will replace the existing item in this slot >> - the new item will be added to this slot << - this already-installed item will be removed from this slot Drag and drop is so 1988. ;) (I don't think it's a payload limit, but rather that some items are incompatible with each other)
  11. Renegrade

    The Map Screen

    Are we talking double-click of the mouse, or keyboard here? The mouse already centers the map view when double-clicking..the keyboard does not. Adding that feature to the keyboard would make the UI a bit more consistent, which is a good thing.
×