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Messages - APCs r evil

#1
Scouts don't need to be in Gun Spire range to target things, they automatically target anything within their (450m) radar range.

ZA; are you in the 1.3 beta?
#2
Quote from: Lizard on November 27, 2006, 11:46:11 AMI'm an artist(?)

Of course you are... Even though your most famous work flings mucous and looks like some disgusting insect's severed, skinless and misshapen head; you are the only one here who can do that on purpose and make it look good in it's own way; and for that, you are an artist and we thank you.  :-D
#3
Public 1.3 Beta 3 Archive / Re: Wigs AIP's
November 22, 2006, 04:17:23 AM
No wonder I was having such a hard time with that assault... You were sitting in base taking pictures of things.  :-D
#4
Yes.
#5
The trouble is no matter what you do you are stuck with 6 armor classes. If you want to preserve the N, L, H, S, D and A armor classes and at the same time have a weapon that only does damage to the Swarm, that weapon would also damage any other building or unit that shared the armor class.

Think of it this way;

S = Stasis AND Swarm armor

If you want your weapon to damage only the Stasis shield, you couldn't do it because no matter what else you did it would also damage the Swarm.
#6
Can it be fixed easily then?

Oh and if you hadn't noticed, when you tell a constructor to build anything just by clicking the numbers in sattelite view, when you actually click the number of what you want it to build (For example, [2] for a Gun Spire) the build menu closes. So you have to press the number you want on the keyboard.
#7
Public 1.3 Beta 3 Archive / Re: 1.3 Public Beta 3 Av's
November 13, 2006, 06:09:44 AM
Squirrel did you ever post that Line 232 bug?
#8
Public 1.3 Beta 3 Archive / Re: unit collision detect
November 05, 2006, 11:00:05 AM
Regarding Spawn's physics patch (Or whatever you want to call it.) I finished making the ODF's into a Rec Variant about a month ago and sent it along to him. I used all the values from 1.2, mass, a head-bobbing mauler; everything. All that's left is the actual physics tweaking and I've left that up to him since he knows 1.2 better than I do.
#9
Public 1.3 Beta 3 Archive / Re: wug AIPs v3.4 (test)
October 04, 2006, 09:41:42 AM
Actually you point your nose down, pointing it up slows you down.
#10
Public 1.3 Beta 3 Archive / Re: wug AIPs v3.4 (test)
October 04, 2006, 05:58:24 AM
The only true counter to Archers that the ISDF has is an APC or two.
#11
Public 1.3 Beta 3 Archive / Re: wug AIPs v3.4 (test)
October 03, 2006, 10:36:05 AM
Yep, Bunker Jockeyâ,,¢

Bunker Jockeys are pretty easy to spot, all you have to do is watch their constructors going off to "safe spots."

Bunker Newbies on the other hand are a bit harder to spot, the only way you can tell if someone is a Bunker Newbie is if you don't see their ship zooming around.

The only good reason to get in a bunker is to get a quick look at several far-off points on the map for whatever reason, even then it's risky.
#12
Public 1.3 Beta 3 Archive / Re: wug AIPs v3.4 (test)
October 02, 2006, 10:09:46 AM
You have to prioritize the threats on your base. An Archer is relatively low compared to a Mauler or Titan. Kill the Archer AFTER you kill the bigger fish.

BTW, my life expectancy is never a negative figure.   8-)
#13
Public 1.3 Beta 3 Archive / Re: wug AIPs v3.4 (test)
October 02, 2006, 07:57:03 AM
Don't have the AI pilot it, do it yourself.  8-)
#14
Public 1.3 Beta 3 Archive / Re: wug AIPs v3.4 (test)
October 01, 2006, 03:29:23 PM
That and if that tower was added I would NEVER even look at the map it was on, I would delete it on sight.   :-o
#15
Public 1.3 Beta 3 Archive / Re: wug AIPs v3.4 (test)
October 01, 2006, 02:16:35 PM
Well, Gun Spires don't have nearly as much firepower as Gun Towers, so Scions can't fight off hordes of ships very well.

If the Scion player can get access to Quill, Gauss or Absorbtion, then they will be able to fight off most units fairly well. Once the Scion player gets Sonic, Assault Tanks become nothing more than fodder. If the Scion player gets a Mauler and pilots it personally, he will be able to take on up to two Assault Tanks at a time, or one Rocket Tank and one Assault tank. Once the Scion player can get a few Titans out, they will function just as well as ISDF Gun Towers.

Now, Scions have NO effective air defense, other than Jammers. I recommend halting airstrikes on the player's base if a Jammer is up.

Here's a list of requirements for all the Scion stuff I just mentioned.

Quill - Dower and Antenna
Gauss Gun - Forge and Dower
Absorbtion - Stronghold

Mauler - Stronghold and Dower
Titan - Overseer Array and Stronghold

Jammer - Overseer Array