Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta Archive => Topic started by: CaptPicard on March 02, 2004, 09:56:48 PM

Title: Archer problem
Post by: CaptPicard on March 02, 2004, 09:56:48 PM
If you get in an archer, fly and then hop out in the air the archer stays up there and the only way to retrieve it is to jet pak up to it.
Title: Archer problem
Post by: MowerMan on March 02, 2004, 10:09:12 PM
Ohhhhhh...  There is a fix...

Don't do that!   (heh heh)
Title: Archer problem
Post by: IceWendigo on March 03, 2004, 02:04:59 AM
I played a game and upgraded to acid cloud.
The AMMO did NOT regenerate at all :o , I tried the other motar and none of them would regenerate ammo :s .

Acid cloud has only 2 ammo, which is very little (considering it's supposed to be an upgrade from howitzer and not to mention the pod can be shot). :s

What's with Resin? :roll:  it's range seems very short, whats the point? It's very effective on targets without armor that arent careful at all (useless against armor) but is it supposed to slow down units that are hit? Ive tried to test resin and could not see any change in the speed of units hit. I think it should drastically slow down units and that either its range should be increased or that it should do more damage to armored targets.

Dont get me wrong archers with howitzer (and poppers vs air) are effective, but I dont see how resin and acid cloud are an upgrade that cost more? I must be missing some aspect that Im sure someone will point out :)
I know some might point out theoretical and hypotetical advantages, but If someone actually upgrades to resin and acid for real in actual games let me know what you use these for (situation)?
Title: Archer problem
Post by: Avatar on March 03, 2004, 02:10:04 AM
I think Resin should melt the tank right out from under you...  :)

Actually I don't think Resin was well thought out.  Archers should never have close range weapons, they can only safely attack from mountaintop or while sitting right under a Spire.  Resin should be the Scion equivalent of the Splinter, falling like a Howitzer round and then splashing the area with resin...

-Av-
Title: Archer problem
Post by: Aegeis on March 03, 2004, 02:23:25 AM
I saw you posted that archers attack with popper very well.  You have gotten them to attack the bomber without telling it to attack the bomber or did you have to tell it to attack the bomber?  And if it did attack the bomber did you also notice that before it fires it first shot at the bomber it first undeploys and then redeploys IN THE SAME SPOT more times than not.  So after that long drawn out process is over the now faster bomber is long gone by then.  Hehe.  That is what I noticed about archers testing them online with a friend in a strat.
Title: Archer problem
Post by: DarkFox on March 03, 2004, 02:25:19 AM
QuoteI must be missing some aspect that Im sure someone will point out  
I know some might point out theoretical and hypotetical advantages, but If someone actually upgrades to resin and acid for real in actual games let me know what you use these for (situation)?
The new gasbomb does 500 damage/second against no armour, and 300 damage/second against light armour. It used to do about 30.

This means it will kill turrets and trucks in under 10 seconds. It's range has also been increased to 350m.
Give it a try, in 1.3 the gas mortar is highly effective. It's particularly useful against serviced/turret protected bases, or enemy assault tanks with trucks that are trying to attack you.
Title: Archer problem
Post by: IceWendigo on March 03, 2004, 02:37:20 AM
so acid is good, hum, you sound convinced, what about the ammo not recharging? (has anyone else experienced this?maybe something went wrong in that specific game I had in dustydesert? Ill have to try again).
Dark Fox, if you have comments on resin? (is it supposed to slow down ships or am I confusing it with vux limplets from starcontrol?)

About poppers, I havent used them against bombers yet (my popper's being effective was generally speaking, not about 1.3 specifically in a test perspective). I think they shot down apcs but in the heat of the moment I did not wait to see if they would shoot on their own I commanded them to  :D .(at least the cpu responded to archers on a mountain top with an apc, which is a great AI response :-D ). I'll have to test poppers to see if they shoot on there own (btw do Rocket tank always shoot air targets without intervention or do we have to tell them to shoot?).
Title: Archer problem
Post by: BZ FeebleEffort on March 03, 2004, 02:47:51 AM
OOOOH Balance type feedback...It does the body good!
Title: Archer problem
Post by: DarkFox on March 03, 2004, 02:52:44 AM
Ah, star control, does the mind proud... I wonder if anyone could beat me if I had a yehat terminator in BZ2?
Actually, I once started a star control mod for BZ2, but the modelling work was way too much for me to carry it to completion.
Title: Archer problem
Post by: IceWendigo on March 03, 2004, 03:03:51 AM
Is there a patch on top of 1.3??? If so where is it?

I just went in a game, had an error message stating something to the effect I was missing an odf file for a recycler? is there a newer version of 1.3 that I dont know about??
Title: Archer problem
Post by: CmptrWz on March 03, 2004, 03:23:11 AM
From my understanding, archers don't regenerate in general. They just start out with a lot of howitzer ammo :p

At least, I can't find a way to get archers to regenerate ammo in 1.3, deployed or moving.
Title: Archer problem
Post by: Bull on March 03, 2004, 03:30:24 AM
Quote from: IceWendigoIs there a patch on top of 1.3??? If so where is it?

I just went in a game, had an error message stating something to the effect I was missing an odf file for a recycler? is there a newer version of 1.3 that I dont know about??



http://www.bzuniverse.com/forum/viewtopic.php?t=1672

they're testing a new variant
Title: Archer problem
Post by: Red Devil on March 03, 2004, 04:21:13 AM
Rocket Tanks will always engage air target if they are loaded with Hornets.  That is, if the air targets are Assault types.  It doesn't mean they will always get them before they do damage though.

As for Archers running out of ammo, you should always rotate your stock...

Since acid Archers can deal out so much damage so quickly, their ammo set low.  Any higher and one could take out a base in no time flat.

Anyone tried piloting an Archer and landing on the side of a cliff yet?  :-)

I agree with you Ice/AV about the resin in an Archer.  It should have some effect and should launch like a Howie and splat.

Probably not best to say acid is good...


Quote from: IceWendigoso acid is good, hum, you sound convinced, what about the ammo not recharging? (has anyone else experienced this?maybe something went wrong in that specific game I had in dustydesert? Ill have to try again).
Dark Fox, if you have comments on resin? (is it supposed to slow down ships or am I confusing it with vux limplets from starcontrol?)

About poppers, I havent used them against bombers yet (my popper's being effective was generally speaking, not about 1.3 specifically in a test perspective). I think they shot down apcs but in the heat of the moment I did not wait to see if they would shoot on their own I commanded them to  :D .(at least the cpu responded to archers on a mountain top with an apc, which is a great AI response :-D ). I'll have to test poppers to see if they shoot on there own (btw do Rocket tank always shoot air targets without intervention or do we have to tell them to shoot?).
Title: Archer problem
Post by: BZZERKER on March 03, 2004, 08:09:27 AM
RT's work pretty good with salvo as well against air targets.
Title: Archer problem
Post by: IceWendigo on March 03, 2004, 12:28:20 PM
So to summerize, Archers not recharging at all (or so slowly you dont see it even after minutes of waiting :s ), that is a bug or something to be tweeked  :-D , right? You're not telling me Archers are useless after shooting 2 acids and that they should then fly back to be recharged are you?  :-(


(at least we all agree resin would benefit from some adjustment)
Title: Archer problem
Post by: Red Devil on March 03, 2004, 06:32:10 PM
"Rotate your stock" means have fresh replacements on the way.  Some shooting, some headed back, some on the way.  Ya gotta work it!  :-)
Title: Archer problem
Post by: DarkFox on March 03, 2004, 07:39:13 PM
QuoteYou're not telling me Archers are useless after shooting 2 acids and that they should then fly back to be recharged are you?
Next will people will be demanding the bomber regenerate it's ammo to save it the trip back home?

The damage an archer full of ammo can deal is quite enough, and doesn't need increasing, IMO.
Title: Archer problem
Post by: Dirty Rooster on March 03, 2004, 09:41:13 PM
Acid cloud archers only have 2 shots, and the dumb
healers don't always auto refuel them.
I won't use Acid against an enemy base after seeing how
rubbish they are COMPARED to howitzer.

Popper archers shot at the bomber the second time it attacked,
and four of them didn't kill the bomber. I had to shoot the
bomb myself then kill bomber with arc or gaussII. All other scion
weapons I found rather bad at hitting the bomber from behind.
Scions still don't have an auto bomber defence like RckTanks.

BUT

In 1.3 at least all my archers attacked, in 1.2 some would go to sleep,
maybe about half of them. Now they are all awake = goody..