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SGXander

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Posts posted by SGXander


  1. So you may or may not have seen my post complaining that the campaign carrier seems to do no less than rape islands and an alarming rate. and that the only viable way to stop him without rushing to find the illusive torpedo is to ram-raid him and hope for the best.

    well its the 6th time if drilled him like this and now he is down to re spawning almost instantly. no sooner do i get the 10 second cut scene stating he has been blown up is he attacking an island 1-2 jumps away. im down to being just about able to repair before i have to engage again so I'm shelving the campaign as i cant play it at a pace i am comfortable with.

    I really should not have to loose 3-5 islands for every enemy one i capture while i find a torpedo to do battle with in my opinion it screws up the game for me so I'll wait for a fix that at least makes him fight fair...

    Bringing me on to my second portion: a feature request for anyone who listens.

    The Carrier, the most important part of the game, has very little in the way of granular control...

    By that i mean you can equip mantas and walrus' with many different permutations of items yet the carrier is very on-the-side by comparison.

    Although you can store spare carrier guns and hammerheads for example you cannot store flak and quad guns at the same time as it simply replaces with the latest weapon.

    I have no problem with that in itself but if you are thinking in an engagement about acceptable losses of equipment then it sucks majorly to have to open the map and go to supplies then hover over each item to discover how many you have on the carrier.

    In short it would be great to have an equipment window for the Carrier and a supply window for the carrier as well.

    I would like to add that i have not read the manual and if there is a magic "Carrier Equipment" or "Carrier Storage" button i have missed then i will eat my words with a side of humble pie. But so far i have found no such button...


  2. I don't like how it becomes just a chasing game when the enemy carrier starts attacking islands. He takes them too fast so you feel compelled to stop everything and pursue and destroy it all costs. That might not be so bad except that once you get the hang of chasing down the carrier it becomes too easy to kill it so it then results in a short disappointing game of deja vous. If they can make the enemy carrier capture islands just a little bit slower and also make him a bit stronger in battles somehow it will improve the overall gameplay quite a bit. I don't mind chasing him and fighting him over islands, that is the game after all, but it would be nice if he gave you a run for your money and survived the odd battle and returned to fight another day. It would make for a longer more satisfying game.

    amen. i would really like it if they just made it fair. enemy carrier is same speed so you can at least keep up and if you rock up at an island and he is still attacking then you should see his mantas/walrus' on the island (catch him with his pants down so to speak). gets really boring going to an island and scaring him off then doing it again and again. like i said above i have been roung the whole group of islands twice trying to catch the little sod all because he is too scared to fight and the only method of attack he knows is the magic take an island while no one is looking...

    ---------- Post added at 23:14 ---------- Previous post was at 23:12 ----------

    Wow , good job then. I tried it Multiple times and the Carrier smashed me.

    yeah not sure if glitch or not. i find in skirmishes the ram-raid works on 100% of enemy carriers even though it batters yours quite bad if you can bring your main gun online quick afterward and take out his engines you end up picking him off with the bow-cannon and he cant do a thing cos he's showing his ass and at best thats flak deck guns so easy to nail.

    also this strategy has no walrus/manta losses...


  3. It is normal that the enemy Carrier captures islands so the best thing would be to ignore it and find the Torpedos to sink it. I wouldn't advice a direct Attack because you have 0 chance without Torpedos or Tomahawks.

    on the contrary i skipped ahead let it capture one more then took it head on with a plasma-cannon ram-raid. worked a treat... no torps required... still 2 hours of my life i would dearly love back...


  4. So i took fulcrum today (slow on the campeign front but i like to see everything)

    now that its done and i have mor islands to explore i decided to take duessa then terminus...

    all good so far then i heard "ISLAND UNDER ATTACK SIR, THE ENEMY ARE TRYING TO TAKE IT FROM US!" so i decided to check it out but before i can get there its gone. and the next and the next after that. im to the point now where im following this carrier? around tring to stop it taking islands but as soon as i show up at the island that is "under attack" its gone and moments later its another island. no matter how fast i shift (even anticipating the next target) i still cant catch this a**hole.

    anyone else got this problem? worse than skirmish since i cant actually win at the moment im now stuck unable to take any island for fear of loosing 2 or even 3 in the process...

    update: now caught it after 2 laps of the archapelago but each time i run into it it breezes off with uber engines...


  5. I am very much a "snapping turtle". Strong defense, a mobile "strike" group that can reinforce and counterattack to wipe up, and then a massive force built "behind the line" while my enemy batters themselves to pieces.

    Sure, rush MIGHT win - but once I get a rudimentary defense up, its a foregone conclusion

    *On COH - destructable bridges!!!! WOOT!*

    Ok - Back to CC. Turtling IS possible - remember that islands get a defensive bonus if they are attached to a defensive island. Multiple defensive islands "interconnected" really make a wall the enemy is unlikely to go through. This is one of the reasons that the barque needs to be slowed and surfaced (so it becomes destructable) and why islands need to be farther apart. As it is, you or the enemy can attack an island at the limit of your fuel range without real fear.

    can so relate to COH bridges. i only play maps where i can box myself in by blowing all the bridges so i gots time to build defense :D


  6. Gotta be defence: im an old-school turtle player of rts. Nothing more amusing than mind over matter battles with good shields and armor against someone with a big army full of weak hard-hitters...

    ---------- Post added at 16:42 ---------- Previous post was at 16:41 ----------

    Me too, which is why it irks me that the enemy carrier seems to go through my islands very quickly. He seems to be taking two of mine to ever one of his I take. If ever I see him, he scuttles off and there is no way I can catch him.

    I would like it if I could switch to the Island he is attacking and control some of the units there myself - I am sure I could do a better job than my AI is currently doing!

    motion seconded...


  7. Ya, today I suffered from braindead walrusses. Chaining didn't also help. I now avoid using more than 2.

    My thought:

    - Pathfinding is complex here because it is not fixed waypoint based, but does take an unknown area into account (this will e.g. make possible mods with new islands)

    I fear:

    - They maybe have a library in common for Arma/CC

    - They have not enough skill for that / or chose a wrong approach of AI design

    - If they make AI better, they're just twiddling parameters

    All just guessing, me ain't knowing nuthing!

    a more fluid waypoint system would be a start. currently you set a destination and it stages it then when you execute it creates waypoints along the most direct given path to your chosen target. when each of these waypoints is reached it creates sub-waypoints along the next few meters and that gives them all a juddering stop start effect which slows the whole thing down. also when setting a waypoint then pressing e when you know you are driving it along the correct path it has to reverse because its first sub-waypoint is already behind it.

    in short:

    they need to be able to work out if they are nearer waypoint 2 than 1 and bypass 1 if that is the case

    they need to be able to carry movement/speed through waypoints rather than the current; go to waypoint 1, now you are at waypoint 1 go to waypoint 2 etc

    also currently they only draw straight lines between waypoints and sub-waypoints this causes any cornering to be very poor and incredibly slow as a simple right hander causes the computer to create 6-8 sub-waypoints just to do it. all we do is hold down w and d :)

    im with tortuosit though i dont know the particulars of how the AI driving works so we may be asking too much of it...

    Edit:

    Decent explenation on creating smooth curves without creating overhead in the first half of this post;

    http://community.eveonline.com/devblog.asp?a=blog&nbid=3217


  8. I have found that with the enemy carrier attacking your islands you tend to need to be a bit quicker than that would allow. So my original method of annihilating everything on the island, then hacking the command centre has evolved to locating it - then clearing a path direct to it using gunships (Manta - Gatling/Missile/Ammo/Amour II) then airlifting a hacker Walrus direct there. If there are shields/scramblers then I would take them out using the Gunships - not come up against firewalls just yet in the retail version - but that would probably be a Hammerhead/Destruction of Command Centre mission..........

    G

    for that I generally use:

    NINJA run:

    Works best at night

    take advantage of undefended CC / firewall locations by equiping a manta with:

    slot 1: gatling

    slot 2: rockets

    slot 3: hook

    slot 4: Armor MKII

    fit a walrus up with no armor and a hacking module then undock and pick it up using the manta. beat up any air and use rockets to soften up ground targets before dropping off the walrus for a ninja hack against the firewall unit or CC or both

    all the enemies converging will get there in time to bow at your feet as their new master.

    use afterburners on anything up to moderate defense and they wont even react.

    ---------- Post added at 14:58 ---------- Previous post was at 14:55 ----------

    Good idea Xander!

    My 'Invasion Plan':

    Step 1). Kit Manta 2 & 3 with the same gear (Armour Mk. II, Gattiling Guns, Missles and Ammo Boxes) and send them to scout out the area around the island. If they come under fire I can send more support or pull them out.

    Step 2). Bring Manta 2 & 3 back for repairs and re-arming. Kit Manta 4 & 5 with the same gear as each other (Armour Mk. I, Gattiling Guns, Rockets and Ammo Boxes), send them to annihilate any flying units and turrets/scramblers.

    Step 3). Pull Manta 4 & 5 for re-arming. Prepare Walruses 6, 7, 8 & 9 for frontline assault. Once Manta' are prepared and ready, send them to assault any remaining turrets/Walruses/Mantas.

    Step 4). Have Walruses check for objectives i.e. Firewalls/scramblers, etc.

    Step 5). Rendevous all units at one point and split them off to find the Command Centre if it hasn't been located yet. Once found, all units will prepare for 'Search & Destory' mission.

    Step 6). Once all units are destroyed, pull all units back except for the Walrus with the deploying kit.

    Step 7). Turn Carrier around for retreat and await the last Walrus. Once aboard, move onto next location.

    Simple, easy and solid.

    ---------- Post added at 14:36 ---------- Previous post was at 14:32 ----------

    I think it's a little too complex for an assault/strategic plan. In order for something to work, you need to be fast and agile so the enemy has no clue what is happening and doesn't know what to do. However, I can picture how this would pan out and the casualties would be very minimal. You would maybe lose one Manta but that would be about it. I think the Walruses don't get a chance either and using them to your advantage would be a good point, not a bad. Maybe playing the Walruses a little more may just get that little extra firepower which makes the mission much easier for both you and the friendly AI. Good plan though! May try it :3.

    - Joe.

    with you on that but larger islands generally cant be attacked ninja-style fast and so require a slow methodical approach. the only fast bit is the afterburners!

    hence the title: slowly and painfully take out the beast one limb at a time...


  9. Hey All,

    Since this is general discussion around the game i thought I'd post a bit more of a discussion as my first and many other posts seem to be about the horrific AI or other bugs (ok got it in now i won't mention it again).

    This may be a bit of a flop thread but who knows it may also end up as a sticky ;)

    Here's how;

    post a normal reply with a quote to comment on someone's strategy/tactic and/or offer advice or improvements

    post a comment all in bold outlining your strategy/tactic and when it can/should be used

    hopefully we get a nice list of ways to kick the AI to bits so that you don't get bored spending units and ordinance when there is an easier way.

    I'll start one in a reply:

    ---------- Post added at 14:32 ---------- Previous post was at 14:26 ----------

    Death by a thousand cuts:

    This is a simple but effective way of beating the shield-covered CC islands

    simply;

    Set up your 4 walrus' however you see fit with some cannon fodder and at least one hack module

    Set up a manta with the following loadout:

    Slot 1: Gatling

    Slot 2: Rockets

    Slot 3: Shield

    Slot 4: Armor MKII

    How to:

    Use the manta manually to dive-bomb the shield relays and once all are destroyed do the same to take out any AA around the CC so you can keep an eye on your walrus as they approach it.

    Afterburners make getaways really easy so just full throttle towards your target 3 rockets will do the trick but 4 for good measure and then pull up and after-burn away.

    The shields teamed up with MKII armor makes the manta invincible for long enough to do this until you run out of rockets then just return to carrier reload and do it again until the CC is unprotected.

    Pros:

    keeps you in the action and on your feet

    gives a great sense of satisfaction when successful

    Cons:

    only uses 1 manta and relies on the (piss-poor) AI of the Walrus' to be a success

    Enjoy!


  10. I heard they plan to look into how well the game is going and maybe give us multiplayer if it goes really well. I'd love that- LAN play alone would make me thrilled.

    Having a third or fourth opponent would also make my day. Add a little more strategy while also stopping the constant give and take between the computer and yourself.

    oh hell yeah. my thought on that (cos i did yesterday while looking for the co-op button) is that the islands would need to be really close together else we would have to have joint custody of the time-warp feature...

    two-pronged attacks against larger islands like fulcrum would prove to tip the balance and as i posted above I'm sure the engine can handle it.


  11. Ah, my bad in that case! I only produced the manta rockets so far and am currently making them for my Walrus's and haven't properly equipped them >_<

    Might aswell cancel that production than because Gatling still does the trick for everything so far...

    Yeah My favourite setups so far that work great for smash and grab/get in get the cc get out/wham bam thank you ma'am are:

    Walrus1: plasma, ammo box,armour mkii

    walrus2: flak, ammo box, armour mkii

    walrus3: repairgun, armour mki

    walrus4: gatling, hack module, armour mki

    AND WATCH THEM LIKE HAWKs incase they decide to do something daft like sit there doing 360s headbutting each other while nasties laser the hell out of them bbq style... (has happened to me)

    all manta's:

    gatling, rockets, shield, armour mkii

    swap shield for ammo or hook depending on requirements...

    tomahawks for taking out enemy carrier engines/main gun/quads works real well and leaves him sitting pretty for bow-shots from your carrier-plasma

    fyi mantas set up like this are filthy in air to air as they are almost invincible if you keep strafing.

    it takes heavy prolonged fire (2-3 gatlings on constant hits) to take it out so if ou got 4 and use them manually 1 at a time it really makes for a sky-king...


  12. It also makes the game feel a little more alive. I tried to get my gf into my favorite game series, the X series (X2, X3: Reunion, X3:Terran Conflict). She started to, at first... but eventually lost interest. When I asked her what killed it for her, she said it was because the universe just didn't feel alive at all. All she ever saw, besides little communication windows on the top left, were ships. No people, no walking around on the ships- as far as she was concerned it was a bunch of little lifeless space-boats putting around and doing lifeless space-boat stuff. No immersion whatsoever.

    I really wouldn't have thought about it if not for the opening FPS scenes. I didn't hate them quite as much as everyone else, but when I actually walked onboard the ship? I immediately though "This is the game for me". I could actually explore the inside of the ship, see the different rooms and just generally move from place to place within it. So when I took command of it, the very first thing I did was try to find out how to get back there, so I could walk around the ship while it was floating around on the water and doing stuff. Unfortunately, I found it wasn't possible.

    While not game breaking or hurting my overall image of the game, I do have to say it was definitely more than a little disappointing.

    it's got to be said: with the opening FPS scenes and the tremendous wait times between fuel runs i was actually looking for a button to get out of the helm-chair...

    it definately doesnt break the game, not by miles and the FPS bit is not (in my opinion) what this game is about but i get some satisfaction sailing the carrier into a snow island dock during a blizzard and just sitting in the map view looking at how bad the weather is outside via the PIP picture :)

    just want to look out the window instead...

    ---------- Post added at 12:24 ---------- Previous post was at 12:22 ----------

    The 2nd slot on the Walrus (and even manta's) are for rockets/missiles. After you get them you can switch weapons with the mousewheel.

    have to disagree with you there mate (again if you know better I'm sorry for being rude) but in my time playing even skirmish's there seems to be nothing for use in walrus slot 2. mantas definately benefit from rockets and missiles but the missiles on the walrus are a turret/back option replacing slot 1...


  13. While I have to say that the only thing I actually care about is the walrus pathfinding/general intelligence, if they added this little piece of fluff it would make such a huge difference to me I can't even begin to describe. Those two changes alone would easily turn this into my hands down favorite game.

    I know it seems silly, but the immersion of being able to just chill out and walk around your carrier while other things are going on (namely waiting for production and supplies) would be unreal. I can't think of any other game out, atm, that lets you do that besides Mass Effect (which hardly compares but because you have a ship and can tell it where to go, it deserves mention) and that star trek MMO that is out.

    literally taking the words from my head. a chillout walk onto the deck or the cargo bay to look at the stored walrus'/mantas or guns/equipment? can't be too hard since most of it was in that first mission anyway...

    yeah mass effect star trek online etc but none with the orgasmicly (it's a word i just invented it...) good HDR of this game

    agreed though those two fixes would straight away make this the only game i play for a long time (and i have been playing eve for 8 years...)


  14. I posted a similair thing here on the CCGM forums. Let me just say: You are a God. Simply because of your ideas and views on this game, I thought the exact same thing and agree on everything you have said. A point that came clear to me was the second slot for a Walrus, I don't actually think there is anything that fits in that slot? I thought it was missles that equipped on the sides of the Mk. II armour but obviously not :(.

    Also: Welcome to the forums! ^_^'

    - Joe.

    Thanks man as are you and sorry for a double-post in that case (I admit i didn't look hard before posting this up)

    Yeah my thoughts were utility slot or something (IR Smoke to prevent missile lock? tow hitch for towing other walrus with no fuel?)

    but no such coolness :(

    i think missiles are a great secondary on air units but having missiles AND a plasma cannon on a walrus would make it a bit too beefy...

    i find walrus with plasma cannon ammo box t2 armour can wreck most ground targets and the same again with flak as a cover is the most effective...


  15. Hi All, new to the forum love carrier command.

    So i downloaded carrier command Friday night and after downgrading graphics drivers managed to get the engine to display the scenery correctly i started playing.

    A couple of thoughts so far:

    (played around 10-15 hours over the course of the weekend so I'm sure i have missed some things and please comment if I'm just plain wrong!)

    Gameplay:

    ;) The Engine (for the most part) seems to be fantastic. One of very few in my opinion that can render such beautiful scenery and good scale automated unit combat and tactical control with no noticeable lag and makes me really smile when fighting in snow-terrain in a blizzard or a sunset.

    :) would really love a add-on to walk around inside the carrier at any point after you get it...

    :( FPS mode seems to be a bit of an afterthought?

    I like it and it adds to the story but things like; I haven't found a health pack yet and dont think they exist? Meaning if you make a mistake and your health ends up low it is low for the duration of the mission and you s*** yourself at every sign of an enemy as you don't want to restart or die.

    :( no idea what slot 2 on the walrus' are for yet but I'm not that far along in the game.

    :( FPS Mode randomly likes to deplete your shields when walking up stairs or through a door. its fine until you walk through a door into a room full of nasties realizing your advantage is gone...

    :( in skirmish mode the enemy carrier is nothing more than a sore looser. As soon as you take an island he begins hit and runs on yours and the only way to stop him is to intercept him at one of your islands at which point he runs away like a little girl...

    you are left with having to ram-raid him with your carrier then make your main gun a top priority repair so you can shoot out his engines before he gets too far away.

    this forces the skirmish into an early end with the carrier destroyed and i want a long-term crawling forward battle that lasts for hours and requires tactics...

    (like i said only done 2-3 skirmishes so far so this may not be the norm)

    :mad: The carrier auto-guns take no less than 3 hits before responding to aggression which means that while fighting if the island defense decides to rush your carrier (which sucks in itself) it wont be on the ball enough to protect itself. when it finally does decide to fight the main guns are gone or enemy walrus' are sitting right next to it under the arc of fire of the side-mounted quads...

    :mad: The computer controller for the walrus is thick as s***... there's no other word for it.

    From trying to scale the side of a sheer cliff rather than use the zig-zag road that it was on to driving through molten lava rather than take the bridge, they really really need some work.

    examples include the above as well as pointlessly doing 360 degree turns when pressing the execute button and needlessly going miles wide of the carrier during docking procedure (also a problem with the mantas) or just piling into the right-hand side of the carrier when they need to dock on the left...

    This ends up with me thinking it is better to just play guerrilla style with a mk2-armour,shield,gatling,rocket manta and keep a really close eye on 2 walrus that i guide to the command center....

    ultimately making the ground-based tactic element somewhat limited.

    technical:

    :( latest NVidia drivers did not work and required a downgrade all the way to 302 to get the game to go properly (all worked but half the textures and lighting effects would not appear! (tri-sli asus gtx 480s)

    :mad: Engine errors with debug options suck majorly. made worse by happening at or just before critical junctures and making it all the more irritating when you realize auto-save occurs after story-events or on island arrival only (simple time-interval auto-save would be great!).

    I know its good practice and good gaming to save yourself constantly but it ruins immersion having to worry that it'll crash out. Especially when most of the time the engine runs so well that there is no warning when it does happen.

    It's not all bad though I am loving the game and really hope some of the above can be fixed so i can really get my teeth into it.

    Apologies for any spelling/punctuation/just plain wrongness.

    just my two pence worth

    has anyone got any thoughts on the above

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