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 Aco Delta Covenant (05/04/13)* 
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Joined: Mon Oct 01, 2012 7:14 am
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Post Re: Aco Delta Covenant (28/09/12)*
I've observed a similar crash, I think it's due to the homing missiles themselves trying to wrap the edge of the map.

Any chance the delta could get some tweaks? It tends to bury itself in soft terrain really easily and/or crouch into a little ball rendering it incapable of firing at enemies. The November cannon is also overly vulnerable to enemy fire which leaves the unit weaponless really easily - I'd say the majority of the time it gets it's gun shot off in the first engagement.


Wed Oct 03, 2012 9:04 pm
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Joined: Mon Aug 27, 2012 11:13 am
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Post Re: Aco Delta Covenant (28/09/12)*
No console errors, except for the all the other errors from other mods that aren't MaximDude's and Aco Delta. I tried removing all the other mods to try again, nothing. EVERYONE still gibs... except for the Foxtrot.


Thu Oct 04, 2012 11:06 am
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Joined: Thu Oct 04, 2012 1:33 am
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Post Re: Aco Delta Covenant (28/09/12)*
I wasn't getting gibbed, but i was crashing when some of the Actors would die from this mod like reported above.


Thu Oct 04, 2012 1:36 pm
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Joined: Tue Jul 27, 2010 6:29 am
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Post Re: Aco Delta Covenant (28/09/12)*
The Delta is way too inexpensive for it's durability, just played a game with techion vs ACO and the silver man plus a pulse rifle is 20oz more expensive and less effective than the delta.


Thu Oct 04, 2012 6:49 pm
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Joined: Wed Feb 17, 2010 12:07 am
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Location: That small peaceful place called Hell.
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Post Re: Aco Delta Covenant (28/09/12)*
I forgot to give the Delta the vanilla AI, so really all it can do is sit in a hole and suck on its thumb for now.

I'll have another update that will fix all these problems. Except for the Aco/MaximDude conflict. That would seem to be something on his end if you're using one of his weapons.


Thu Oct 04, 2012 8:42 pm
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Post Re: Aco Delta Covenant (28/09/12)*
kaboomarang wrote:
The Delta is way too inexpensive for it's durability, just played a game with techion vs ACO and the silver man plus a pulse rifle is 20oz more expensive and less effective than the delta.


The Delta's gun is extremely vulnerable though (and its a huge, sticking out target), it also sinks into the ground really badly. Both of those things IMO offset the cost to toughness ratio.


Thu Oct 04, 2012 10:41 pm
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Post Re: Aco Delta Covenant (28/09/12)*
tankmayvin wrote:
The Delta's gun is extremely vulnerable though (and its a huge, sticking out target), it also sinks into the ground really badly. Both of those things IMO offset the cost to toughness ratio.


Assuming that it's being AI controlled yes, but as Coops said the sinking into the ground bit is being fixed with the next patch.

I'm speaking about player vs player not PvAI, The gun is actually fairly durable in comparison to vanilla gun durability, and if you can shoot it properly you will normally kill the enemy before they kill you (Or your gun for that matter).

Their only weakness at the moment is high explosives, which some factions like the techion lack, though this may be more a problem with the techion than the mod.

Maybe it's too accurate? The vanilla chainguns have a big problem with accuracy that the november lacks which makes them balanced. Elsewise the Delta is a overall better choice than a Bravo with a Lima, or any other weapon for that matter.


Thu Oct 04, 2012 11:23 pm
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Post Re: Aco Delta Covenant (28/09/12)*
They should still sink badly though, isn't that an actor mass behaviour not an AI thing?

Aco crushes other factions, but I actually have trouble with them in a campaign 1 v 3 techion. Although that could just be that AI controlled gigapulsars outrange and outshoot everything else and seem to gib Novembers really easily.

The whitebots are also tiny, the Delta is huge. And they've got the same resilience to anything but explosive weapons. That counts for something. But you're probably right that the price needs increasing.


Thu Oct 04, 2012 11:47 pm
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Post Re: Aco Delta Covenant (28/09/12)*
tankmayvin wrote:
They should still sink badly though, isn't that an actor mass behaviour not an AI thing?


If that's the case then the Bravo's and the Alpha's would sink too.

The foot size is about 2/3rds of a normal Coalition foot.

I can see that the November still needs some tweaking also. Maybe reduce the damage or increase the spread, or maybe even both. I've also increased the price of the Delta to 285oz.


Fri Oct 05, 2012 2:05 am
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Joined: Fri Oct 05, 2012 5:06 am
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Post Re: Aco Delta Covenant (28/09/12)*
Honestly, the delta feels like it has so many weakness that it really doesn't need too much of a price bump. On a flat, level, hard surface like the roof of a bunker it will trash pretty much any other opponent from vanilla or from pretty much any other mod. However, it is almost incapable of moving with any speed through a bunker due to its large size. It sinks into almost any surface that isn't hardened. On snow or sand it feels like there isn't even any point in bringing them, they just bury themselves. The delta's only redeeming feature is its toughness and the november it comes with.(ignoring the fact that it is one of the coolest looking units around.)

Also, I don't know if anyone else gets this, but my victor drop pods slaughter my own troops. Probably 1/4 of the time they will kill my own brain on initial deploy in campaigns. They also tend to rip the legs off my deltas. This happens any time it lands on a non-hardened surface. If i can get them to bounce off something on the way down they also do okay. I think they are just sinking too deep when they hit dirt or other soft terrain and collapsing on their own occupant when they die.


Fri Oct 05, 2012 5:23 am
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Joined: Sun Feb 15, 2009 4:59 pm
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Post Re: Aco Delta Covenant (28/09/12)*
That could be looked at as more of a feature. Big, badass mecha with a big, long range chainsaw of a gun. Walking upright, what's it gonna do? Sink into soft terrain. You have a mobile defender for external parts of your base, or internal if you build a large enough chamber along the corridor path to your brain.

As for the soft terrain, that's what I love the Concrete Sprayer for. Any time I attack Slodran Wilderness in the Metagame, I always call down a nimble actor with a CSpray to make myself a landing area and a few defensive platforms. It'll form up on top of snow, sand, anything that provides the slightest resistance. Modify your tactics, understand the role of the Delta, and you may find it much more satisfactory.


Sat Oct 06, 2012 6:25 am
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Post Re: Aco Delta Covenant (28/09/12)*
Nothing wrong with the Delta weakness being that it cannot fight on marginal terrain or indoors, just the fact that it buries itself combined with AI issues makes that a real problem. I don't agree that it'll absolutely trash anything from any other mods though: Outlaw/Sirius from UniTech will outshoot a Delta and they have better mobility. Coop's own S.A.W. faction has far superior weapons on fairly tough and smaller/more handy actors.

I have similar issue with drop pods killing or maiming my troops on soft terrain, mentioned as much in a previous post. It seems to mostly happen with the pod tips a bit in the hole it buries on entry. It also has a bad habit of crushing Oscars outright.


Sat Oct 06, 2012 6:41 am
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Joined: Tue Oct 02, 2012 6:09 am
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Post Re: Aco Delta Covenant (28/09/12)*
I'm seeing a crash with the Foxtrot. If you spam the homing missiles and have four in the air at the same time it'll crash.


Sat Oct 06, 2012 8:30 am
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Post Re: Aco Delta Covenant (28/09/12)*
I wasn't saying the drawbacks for the delta need to be removed, just that they are there. It doesn't need big changes, other than the fixes already mentioned. Honestly, I still use them frequently, just because they look awesome. That and the november can rip through bunker walls at a horrifying rate. I always end up standing to one side of the AI bunker and smashing its brain case from outside by spamming the november.

As for other mods, some of the unitech mechs have more raw firepower, but the novermber has a huge range and accuracy so if you use the better ai mod with it that increases the AI's attack range then the delta can mangle the mechs long before they start shooting. Also, the AI is kinda bad with SAW, I think its partially that it doesn't use the special abilities and partially that it is horrible at controlling the recoil on many of its guns. Plus, most saw stuff is much more expensive than a delta.

The delta really feels like it might be one of the strongest units assuming it is above ground with a solid platform and long line of sight. If you look at strength per cost then it beats pretty much anything else. With a price jump to 285 for it, it is still near the top, just not a complete and obvious choice for the absolute best. Although it seems kind of necessary. The bravos feel like they can only function in specialist roles like sniper or rocketer, I am not sure if I am using them wrong, but my bravos lose to standard coalition soldiers on a regular basis. They need the delta to form the meat of the army and put out the damage.


Sat Oct 06, 2012 8:38 am
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Joined: Mon Oct 01, 2012 7:14 am
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Post Re: Aco Delta Covenant (28/09/12)*
S.A.W. weapons are so cheap given their awesomeness. Thermite cannon, 6 shot homing missile launcher? 'Nuff said. I agree that the AI does not use S.A.W. well at all, other than being deadly with the thermite cannon and they have a nasty habit of self-gibbing when using the missile launchers, the ai will happily kill your guys when you aren't micro-ing them too with the launcher.


I've had no problem with Deltas using a sirius, which isn't saying they aren't super powerful, I just find them clumsy. As a faction aco has basically the same weaknesses as the Techion: no explosives and no bunker busters, November wall chewing notwithstanding. I don't think they are especially overpowered or imbalanced anyway.


Sat Oct 06, 2012 9:21 am
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