So, since my last competition was pretty much a discussion, I'll now close that and move over to this general colony discussion (the others are all specific)
TALK ABOUT ANYTHING RELATED TO COLONY (and beef burgers)
Krin it seem you should make projectiles fly and explode according to timeline as well instead of frame, as explosive weapons are seriously bugged.
I've killed the entire enemy tank army using only 10 chronites, by using the "charge-hold-charge-hold" trick, all the enemy tanks did was fire at the back of my mass that didn't hit anything. Seriously I do not think that should happen.
I don't like the change to hovers, it was already extremely powerful but now it has more range compared to chronites? There are too many stuff that can kill chronites already.
I've confirmed that the left side team has a huge tactical disadvantage, because explosive charge fire upon an enemy almost ALWAYS land on the right side of the enemy tank/unit etc. If you are on the left side your explosive counter would be highly ineffective against a stacked mass that have minimum width-span, and the charge will just miss by overshooting. On the other hand, such projectile of the right side team never miss their intended target.
Well, this bug should've been noticed much eariler. As of now each side have a totally different tactics that works on either side but not both because of this bug.
Good observation. I'll do something about that ASAP.
But the projectiles are definitely not frame based though, everything pretty much runs on the Timer now. It's something else making it miss so far off.
I didn't really change the range of the Hovers, but Chronites MAY need some kind of buff.
My example is the I had a wall of CT's back by a bunch of meds, now the meds were the maximum distance away to still be healing. The enemy also had Chronite Tanks, but his tanks shot past my tanks and killed my meds.
That seemed strange, I noticed my chronites get out-ranged by hovers only since the patch. Previously if my chronites get fired by hovers they can always fire back simutanously (and that gave me the impression that they had the same range), and I actually won such a clash quite often using a few tactics. It looked very strange at first that when a hover the enemy just produced out-ranged my chronite lockdown, also surprised by the fact that my chronite mass cannot counter enemy mass hovers anymore using my old tactic, as I used to blow up hovers with chronites over and over.
Chronites doesn't really need a buff though, they are considered very useful already. Once their guns have the correct ballistics they should be powerful enough. I think tank guns should hit on the closer side of the enemy unit (lies around the mid point of the unit center point and front point, just like the shock cannon in starcraft), that make more sense and is quite strategic if you think about it.
medics should upgrade with the hospital upgrade and be able to heal air targets
Do you know how over-powered that would be?...Phantoms are, as it is, very strong in packs and will only lose to sakatas if massed in 5s or 6s. 1 phantom fighting 1 sakata will result in a near draw. By having air medics, you're going to have Phantoms dominate the whole game if they Scouts for anti air and meat-shields.