Neutron Blasters

Welcome to the new war raging across hundreds of light years at once, with mechanized Titans as the main fighting force.

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lwchk
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Joined: Mon Oct 29, 2001 10:00 am

Post by lwchk »

After seeing the manual that Android is NOT resistant to NB (the manual said that it is same as human), I tried two NB light titans (with COMP6 and SCANNER6) on my new team. And then, wow!

I chose to fight 3 AI inferior teams (one is ally). While the ally was all disabled by teslas, I killed all the enemy jocks with ease And I was only hit by LRM several times. Furthermore, I got a jock promoted at the first battle (with 3 kills)!
Thorgrim
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Post by Thorgrim »

The guide was incorrect, the manual is correct. Androids are more resistant to radiation, cyborgs are as much as humans. The guide has been corrected, not yet available though.
Iceman
Thorgrim
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Post by Thorgrim »

Originally posted by Larkin [Vicious Byte]:


Will be tested with v2.0 beta. Will you agree that the Tentakel will deal its damage with greater accuracy ? AC20 will have range 8 in WS so its a bit harder to get all shots into your target. A jock with a GM skill of 70% will hit much more often with the Tentakel than a cannon guy with 70% and AC20 (standard map setup).

I have a great idea Iceman : how about you coding ToS 3.0 and me logging our discussion and showing you how much good ideas I had you constantly ignored till you sell them as yours <img src="wink.gif" border="0"> ?

I fully agree with you, was just saying that there are other abusive combinations. And ACs being able to call shots makes them as dangerous, though at closer ranges only as you said.

Are you sure you can handle the trading of places? It's not easy being constantly called a nitpicker and a detail-freak all the time just to find out a few months later that those same ideas will make into the game <img src="smile.gif" border="0"> We could have been hading all that much more fun *for months*! That's what works me up the most <img src="smile.gif" border="0">
But as everyone's saying these days, maybe it was for the better, as WS will have all these new features <img src="smile.gif" border="0">
Iceman
Thorgrim
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Post by Thorgrim »

Originally posted by Jukka Mikkonen:


I see your point, Larkin, in being majorly concerned about abusive use of NMs in general. I had just hoped to have some sense in installing a NM here and there, but outright halving their heat effect is quite a drastic and very much undesirable move IMNSHO. That's why I proposed that heat cap system of mine.

And for Iceman.. The addition of smoke ability for smaller ACs must be quite recent? Nice, but a smoke screen usually won't cover you from a hilltop sniper. Since you can't shoot him, or at least you'd have slim chances, you'd hope for something that'd make his shooting at you a lot more difficult, yes? A chaff missile would cover this spot excactly. Blind his electronics and rush for cover while it lasts. This system would resemble flares except that you'd use it offensively!

I don't think the effect will be halved. NM7 will barely be affected, NM14 maybe to 2/3 or so.

ACs got smoke for some time, couple of months?! And yes, hilltop snipers are immune, and they should be, that's why they are in the hilltop in the 1st place. Tactical advantage at its best. The hill offensive mod was removed, so there has to be some advantage. Being immune to smoke is it.
Iceman
LarkinVB
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Post by LarkinVB »

Originally posted by THE Iceman:



Are you sure you can handle the trading of places? It's not easy being constantly called a nitpicker and a detail-freak all the time just to find out a few months later that those same ideas will make into the game <img src="smile.gif" border="0"> We could have been hading all that much more fun *for months*! That's what works me up the most <img src="smile.gif" border="0">
But as everyone's saying these days, maybe it was for the better, as WS will have all these new features <img src="smile.gif" border="0">

Nobody would buy WS if we had put it all in in the first place. I must state though that I do not remember any discussion on damaged actuators slowing down titans. I remeber the one on heat modifying move skill checks and my argument that I don't want titans on the ground all the time.
Anyway, now actuator damage does reduce speed. If it was your idea I will not declare it as mine. Still not happy with the GMs though.
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