Why not make guns spires a bit more powerful so they can actually destroy a mortar bike in one hit instead of having to hit the bike twice to destroy it?
Spires own mortar bikes as it is and are pinpoint accurate after the 1st shot. They're good enough as it is, imho.
Wow, I mean I'd best not start. :shock:
I agree that spires completely own mortar bikes but still one direct spire shot to a MB leaves it with around 20 hp and im just saying it would be nice if it would leave MBs with -1 hp. :-)
Nice? More like completely unbalanced.
I see what you mean about the whole balance issue, so never mind. 8)
a little tip of naming posts.
If i had written posts i would if named it
(minor suggestion) Spire shot strength vs mortar bikes
Notice the lower case of 'minor'.
Okay thanks. :mrgreen:
It's bad enough as it is with scion jammers used in conjunction with base defenses. Making gun spires even stronger against mortar bikes is unbalanced.
Tho I do think jammers are overpowered, you should at least be able to isse attacks via image signature. Scions have jammers, perhaps ISDF should have stealth field generators.
lol, no. Jammers present a huge problem. But you just have to think about the situation and suss the solution. Thats what BZII is all about. Jammers have '*Ammo* all' health....Scions find it very hard to take down bombers.
so, rush the jammer, send in the bomber, attack the pools.
:twisted:
Quoteso, rush the jammer, send in the bomber, attack the pools.
Get an AI scout to follow you, or get an ally to paint the rec before they build a jammer (not hard at all).
This will let you target stuff with AI units, including the bomber.
Jammers are still not worth 50 scrap. Moaning about them being overpowered is daft.
i got better plan @ jwk
get a constructor
click "4" and look to your rec - then click space
walla! jammer problem solved
back to topic.... AI go crazy after getting hit by a spire and it usualy doesnt move away and just dies
so it realy doesnt metter... i have yet to see a mortar bike getting in gs range and walking away alive (even if its 20 hull after 1st shot... the gs gets the 2nd shot to kill it)
oh, and im talking about AI mtr bikes, because piloted human bikes are forbidden
which comes to the point about giving them FE engines.
FE mortar bikes are allowed because their manuverabilty is reduced. I see no reason why 1.3 has not already got this as standard.
Because the netcode was fixed (Or atleast its supposed to) to alow "hyper speeds" on ships to not kill the stability.
Quote from: Jwk the Hemp Monkeya little tip of naming posts.
If i had written posts i would if named it
(minor suggestion) Spire shot strength vs mortar bikes
Notice the lower case of 'minor'.
How come your the only one who ever suggests renaming topics?
Most people could care less.
Lets just say Hemp isn't most people. ;)
Most people don't care how easy or difficult it is for the developers to filter through all the pointless crap in these forums to reach important issues.
Let's just say hemp is more considerate.
yeah im just observant
i dont really care
I just noticed that when an enemy ships gets near the bottom of the spire (not under the lung though) if the ship moves around the spire base it is very innacurate compared to it's normal aiming abilities, was this intended?