Page 2 of 4
Posted: Fri Nov 22, 2002 12:41 am
by whitefirefox
who or what is ka-su-ma-kun?
Posted: Fri Nov 22, 2002 5:58 pm
by tarendelcymir
There's a name I haven't seen in a long time. He's one of the old-time players, Fox.
Anyone heard from Tribaal lately?
Posted: Sun Dec 08, 2002 2:02 pm
by PrinceCorrin
Last I knew Tribaal was in Vietnam. I got a postcard from him (with no return address:() and that's the last I heard. Maybe I should email him.
Posted: Fri Dec 13, 2002 7:31 pm
by tarendelcymir
What's his email address?
Posted: Sat Dec 14, 2002 12:46 am
by whitefirefox
shoottheotherguyfirst@bombthemtohell.net oh wait thats what i want to do to my younger siblings nevermind!
Posted: Sat Dec 14, 2002 11:54 am
by PrinceCorrin
airdrop
Posted: Mon Jan 13, 2003 8:55 am
by Rahl
air drops arent that hard to beat, if you notice they normanlly drop around the 200 count on the timer (at least they do for me) and by that time the enemy will be hurting really bad against assault titans if you changed the map so its flat, that way if you have some titans that are m ranged they can shoot across the map 2 support your long range titans
Posted: Mon Jan 13, 2003 12:30 pm
by LarkinVB
Changing the map to support own titans seems to be less skillfull then to live with it. If you want to win all games I would take contrl of the AI team and eject the jocks. Another way to beat airdrops. Or build only CC titans and set hills to 70%. Hide behind and slaughter them one by one. All these tricks including yours would take the fun out of the game for me.
Posted: Mon Jan 13, 2003 7:30 pm
by TitanFodder
I allways check out the opposition with F3 just to se how badly i'll be outnumbered
If i notice that the enemy team has a weight disadvantage i expect an airdrop and try to keep that in mind until they arrive.
Airdrops are fun if you ask me. But only if you know they're coming and plan accordingly.
Posted: Mon Jan 13, 2003 9:21 pm
by LarkinVB
You will miss this oprion in WS. No peeking with F3 on AI teams any longer.
Airdrops will also be more variable in timing.
Posted: Mon Jan 13, 2003 9:34 pm
by tarendelcymir
Originally posted by LarkinVB
You will miss this oprion in WS. No peeking with F3 on AI teams any longer.
Airdrops will also be more variable in timing.
Glad to hear it. It always seemed a little unfair to me that I could see the enemy team before I encountered them. No supsense to it.
Posted: Tue Jan 14, 2003 12:34 am
by whitefirefox
since it seems several posts now have some little tidbits of ws stuff can we expect any kind of new missle or cannon or something along those lines?
Posted: Tue Jan 14, 2003 1:14 am
by tarendelcymir
There is a new missile, called the GME, I believe. There's also a new melee weapon, called the Vibra Claw. I can't recall the details offhand, so I'll leave it to someone else to explain.
Posted: Tue Jan 14, 2003 2:57 am
by LarkinVB
WS will have three additional weapons.
1: G.M.E. A short range single guided missile tracking energy emission. It has a standard range of 6 which will extend if the enemy has an active shield and/or does an active scan. Range is extendecd by the devices strength. A shield 6 will extend range by 6 hexes, making it 12. 12 is maximum though, so a scan won't add. It will also get better modifiers for strong emission. Damage will bev 9.
2: Vibra claws. A CC weapon doing 5 external and 5 internal plus a 60% of internal damage like mesons.
3: E.M. pulser. Energy weapon doing various misc. effects when hitting systems or actuators. This can be a shutdown or a break of move during run while hitting the gyros. The weapon is small and can be carries as support. Of course there is a chane of no effect at all.
Other weapons are seriously tweaked. same goes for armor. All types will be valuable.
Shields will be adjustable, so you can opt to set your shield 6 at level 1 to reduce energy/heat.
The AI has a serious overhaul too. Its now much better at pathfinding using a routine the player can take advantage of for automoves. This will result in much faster network games too as, additionally benefitting from the faster handling the endless seconds counting up.
This is backuped up with missions, better grafics and sound.
Did I mention that you will also get terrain info by just hovering the mouse instead of clicking every hex ?
There is much more but I'm getting tired.
Posted: Tue Jan 14, 2003 3:16 am
by tarendelcymir
Originally posted by LarkinVB
WS will have three additional weapons.
1: G.M.E. A short range single guided missile tracking energy emission. It has a standard range of 6 which will extend if the enemy has an active shield and/or does an active scan. Range is extendecd by the devices strength. A shield 6 will extend range by 6 hexes, making it 12. 12 is maximum though, so a scan won't add. It will also get better modifiers for strong emission. Damage will bev 9.
2: Vibra claws. A CC weapon doing 5 external and 5 internal plus a 60% of internal damage like mesons.
3: E.M. pulser. Energy weapon doing various misc. effects when hitting systems or actuators. This can be a shutdown or a break of move during run while hitting the gyros. The weapon is small and can be carries as support. Of course there is a chane of no effect at all.
Other weapons are seriously tweaked. same goes for armor. All types will be valuable.
Shields will be adjustable, so you can opt to set your shield 6 at level 1 to reduce energy/heat.
The AI has a serious overhaul too. Its now much better at pathfinding using a routine the player can take advantage of for automoves. This will result in much faster network games too as, additionally benefitting from the faster handling the endless seconds counting up.
This is backuped up with missions, better grafics and sound.
Did I mention that you will also get terrain info by just hovering the mouse instead of clicking every hex ?
There is much more but I'm getting tired.
I don't think we need any more to be blown away.

I can't wait to see the finished product. (Or even the nearly finished one...)
Posted: Tue Jan 14, 2003 4:42 am
by Thorgrim
Chassis and systems were also changed, so everyone will be back to the drawing board with their custom designs.
Intelligent mousepointers, more info in scanner range display, structures in mission maps, the Bravery modifier, reworked salvage, movement modified by leg act damage, lots of small details, you WILL be blown away.
HQ and Factory had some more features added too BTW. And the TCC+dll system make it so much nicer.
Posted: Tue Jan 14, 2003 5:34 am
by tarendelcymir
Originally posted by Thorgrim
Chassis and systems were also changed, so everyone will be back to the drawing board with their custom designs.
Intelligent mousepointers, more info in scanner range display, structures in mission maps, the Bravery modifier, reworked salvage, movement modified by leg act damage, lots of small details, you WILL be blown away.
HQ and Factory had some more features added too BTW. And the TCC+dll system make it so much nicer.
So all the previous titan databases won't work, eh? I bet there will be some complaining about that one.
(Of course, I don't mind, since I haven't been able to make a new design in over a year

)
Every time someone gives us more information on how much better WS will be, I start drooling. I can't wait to see it.
Posted: Tue Jan 14, 2003 5:56 am
by TitanFodder
I'm drooling and slobbering as well. What attention to detail! That thing about shield adjustment is pure gold.
Posted: Tue Jan 14, 2003 3:19 pm
by Thorgrim
Originally posted by tarendelcymir
So all the previous titan databases won't work, eh? I bet there will be some complaining about that one.
Not all, some. You'll have to do some tweaking. The worst cases will be the A4 chassis, which will probably be badly overweight. But try to see this as another challenge, rebuilding your titans (IMO this is as much fun as duking it out in the battlefield)

Posted: Tue Jan 14, 2003 7:35 pm
by tarendelcymir
I agree. I remember spending hours just creating new titans - half of which I'd never actually use in a netgame. It's just fun.