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Posted

anne lover, you have annoyed me with almost every post you've made, you say that the repair pad is only giving dis advantages THEN WHY PUT IT IN THE GAME ANYWAY????

kids...

Posted

And Carryalls? ::)

Yes, Carryalls should be repairable as well ;D Actually, they should be a bit tougher in general. It takes a little firepower to destroy a harvester, but carryalls drop like flies.

Posted

Perhaps Carryalls should also be able to defend themselves against minor threats? ;D (Sorry, it's just an idea for my new mod. I thought about giving the carryall a turret of some sort).

Posted

anne lover, you have annoyed me with almost every post you've made, you say that the repair pad is only giving dis advantages THEN WHY PUT IT IN THE GAME ANYWAY????

kids...

What??? I don't understand the second last sentence.
Posted

Exactly smart @$$ !!

You think a carryall will survive long when it has a weak defensive gun-turret on it, or when it has great speed allowing it to escape from in-coming locked-on missiles.

EDIT: Or maybe its even better allowing you to warn your carryalls or even let you order them to evacuate the harvesters by pressing only one button when you see possible danger.

Posted

Exactly smart @$$ !!

You think a carryall will survive long when it has a weak defensive gun-turret on it, or when it has great speed allowing it to escape from in-coming locked-on missiles.

EDIT: Or maybe its even better allowing you to warn your carryalls or even let you order them to evacuate the harvesters by pressing only one button when you see possible danger.

normall carryalls are the fastest units in the game.

the button to retreat harvesters = b

Posted

Granted, the carryall AI does need a bit of work. The Harkonnen repair pad isn't that bad an idea, either; and as for repairing carryalls and other aerial units... I think an Atreides repair vehicle can fix ornis/gunships that are landed 'in the field' (as opposed to being on a pad), but generally I can see the hangar doubling as a repair bay for aerial units (much like the naval yards in RA2/YR).

There're a bunch of things I'd change in Emperor... I'll put them up sometime soon over in the general E:BfD thread for peer review.

Posted

They are the fastest unit, but could they dodge all the AA fire regardless of anything?

And, haha....., once you press that button, would the carryall evacuate themself and the harvester immediately back to the base?

i said they were the fastest units in the ame, not an singleairplane regardless how fast it is could EVER dodge the aa fire of an sard elite.

Posted

lets see... missile tanks.... yes when the carryall is moving.

trooper.. yes.

airdrone... yes

aa trooper... yes

i think the only aa fire it can't out run is instant hit weapons and the aa fire of the rocket turret.

Posted

No matter when and where the missile was fired and the postion of the carryall?

as long as the carryall is flying in an straight line to its base without interuptions.

Posted

i dont think that carryalls can dodge mongoose aa fire if the carryall flies directly over a group of 4 or 5 mongooses

Number doesn't matter, we're counting if the missile hits it or not.

it has to lock on it first.

I'm sure it would automatically if the guard order is on.

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