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 Aco Delta Covenant (05/04/13)* 
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Joined: Sun Feb 15, 2009 4:59 pm
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Post Re: Aco Delta Covenant (28/09/12)*
Cerevox wrote:
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.


I agree wholeheartedly. They're rather slow on foot, and the Lima is generally no match for any of the assault rifles. Given that the Golf has both a Vulcan and the dumbfire rockets, one could make the case that it and the Delta serve as the primary assault units.


Sat Oct 06, 2012 4:20 pm
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Joined: Fri Oct 05, 2012 5:06 am
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Post Re: Aco Delta Covenant (28/09/12)*
The delta doesn't have a working AI, as pointed out earlier in this thread. Taking one out while the AI is controlling it doesn't say much. Also, it was pointed out in the SAW thread that the missile launcher was probably supposed to have been 400 oz and the 40 was a typo. Even then, it is still a monster gun. Some SAW loadouts can compete with a delta, a few loadouts from the war to end all wars mod can also compete.

Also, there is a rocket launcher in the aco and when I am up against any of the three unitech factions I will often equip my deltas with one of those as well, simple because their whole faction is wearing tank level armor. Plus aco has 2 drones both of which can spam huge numbers of rockets. Explosives are not a problem for aco. The only place they have trouble is assaulting bunkers in a legit way. Sending bravos in just gets them slaughtered. The only way aco seems to be able to handle bunkers is by ripping holes in them with the golf or foxtrot rockets or using the november to shred a hole.


Sat Oct 06, 2012 7:07 pm
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Post Re: Aco Delta Covenant (28/09/12)*
I think there are in fact several mods that have units that can tangle with a Delta (Tek troopers has some lulzy weapons and tough units, Bear Federation ST2 mech, etc, etc.). Talking about base game balance alone is daunting, never mind trying to work out cross-mod game balance. A bunch of mods were evidently not created with factional balance in mind in the first place. I think Aco is actually one of the mod factions more on the side of balance with the base game than not (also has some of the best designs and spriting).

I actually have pretty mixed feelings about the heavy Ahuman pattern mechs in various mods. In no mods are they ever super expensive compared to a base actor + decent gun and well positioned they can shred their way through many times their cost worth of regular actors. As fun as that is not sure about it from a game balance perspective.

I totally forgot about the dumbfire rockets, I stopped using all rockets because of that related crash (which turns out to be homing only).

I agree that something needs to be done about the Bravo, they aren't really usable when you can use get Deltas + two flavours of flying drones. A viable bunker assault tactic would be if you could get Oscars to follow each other and swarm down tunnels with them. I found lone player controlled Oscars really useful for hunting brainbots in their tunnels.


Sun Oct 07, 2012 12:26 am
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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)*
Big balance update is coming.

Fixes a lot of the balance problems I'm reading over here, including aesthetics of the Delta (Doesn't look as dumb in-game and more like the custom sprited one in my sig). The November doesn't have as much penetration and more spread but more damage as well as a 'windup' script. Victor gibs don't collide with actors unless settled which should fix the delivery crush problem, the Foxtrot's mounted gun's reload time is greatly increased, and the Oscar's subgun is less effective.

Also I've been thinking of adding Oscars to the Bravo presets so that the AI can make use of them as well.

Let me know what you guy's think of these changes.

EDIT: Also the November is getting a little visual update


Sun Oct 07, 2012 12:46 am
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Post Re: Aco Delta Covenant (28/09/12)*
Sounds awesome. The oscar/bravo combo sounds good. It will make things more expensive but add some desperately needed weight to the bravos, right now bravos just get chewed up unless they get the drop on the opponent with a rocket launcher. Not on all the presets though, just the short or medium range ones. No point in an oscar with a sniper.

The delta/november change will make it much more of a medium range bruiser which means bravos with sniper rifles will be useful again. However, with less penetration the only way we have to kill bunkers is to have a foxtrot hammer it until it chews down to the brain. Most of the guns for the bravo and the bravo itself feel anemic. Even with an oscar per bravo, the bravo still feels like it would get ripped by a coalition light with an assault rifle, no matter what gun the bravo has.


Sun Oct 07, 2012 1:26 am
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Joined: Sun Feb 21, 2010 10:40 pm
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Post Re: Aco Delta Covenant (28/09/12)*
This mod recaptured my interest in Cortex Command. It's absolutely fantastic.

My only complaint, which has probably been mentioned before at some point, is that it's impossible to use them in campaign. The brain bot gibs immediately after the drop-pod scuttles, making it impossible to do anything. You can't simply eject the brain bot, because the drop-pod is so heavy that it digs through the ground until both ejection doors are blocked with terrain.

Also, the brain bot is rather glitchy in the base editor. After placing one on the map, the category is instantly switched to "Primary Weapons" and the brain bot seems to completely disappear whenever you hover over a brain in the selection menu, but once you actually start the game, everything is fine.


Sun Oct 07, 2012 2:15 am
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Post Re: Aco Delta Covenant (28/09/12)*
Laraso wrote:
My only complaint, which has probably been mentioned before at some point, is that it's impossible to use them in campaign. The brain bot gibs immediately after the drop-pod scuttles, making it impossible to do anything. You can't simply eject the brain bot, because the drop-pod is so heavy that it digs through the ground until both ejection doors are blocked with terrain.


Did this happen more than once?


Sun Oct 07, 2012 2:32 am
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Post Re: Aco Delta Covenant (28/09/12)*
Yes, it happens consistently.


Sun Oct 07, 2012 2:33 am
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Post Re: Aco Delta Covenant (28/09/12)*
I find that it happens mostly on the snow maps but it does happen quite frequently on them


Sun Oct 07, 2012 2:45 am
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Post Re: Aco Delta Covenant (28/09/12)*
You already said that victor gibs won't collide till they settle, which should eliminate this problem. However, right now, when landing on snow or sand I expect my alpha to die about about 50% of the time on landing, and more like 25% of the time on soft dirt. It isn't an issue on rocks or concrete since the pod doesn't dig in. If you can get the pod to strike something on the way down or land on a sharp slope then it also greatly increase the odds of the alpha surviving. This does mean that some maps are almost impossible to attack on the first try because they are all gently rolling hills of snow or sand.


Sun Oct 07, 2012 3:03 am
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Post Re: Aco Delta Covenant (28/09/12)*
I forgot to mention I added a dampening script for the Victor so it can land properly in snow and sand without digging in so much.

I'm on my last test run and if it sits well with me then I'm releasing the update tonight.


Sun Oct 07, 2012 3:06 am
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Post Re: Aco Delta Covenant (28/09/12)*
When did you add that? I just downloaded this today...


Sun Oct 07, 2012 3:07 am
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Post Re: Aco Delta Covenant (28/09/12)*
It hasn't been added yet.

I said I will update this tonight, maybe.


Sun Oct 07, 2012 3:29 am
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Post Re: Aco Delta Covenant (28/09/12)*
Oh, I misunderstood you as saying that it had already been added.


Sun Oct 07, 2012 3:30 am
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Post Re: Aco Delta Covenant (28/09/12)*
Drop Ships are basically unusable for me, they bury themselves so deep into the ground that they can't eject the cargo and explode. Leaving any units/gear in a crater they can't get out of.


Sun Oct 07, 2012 4:29 am
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