Search found 18 matches

by Noobc0re
Mon Mar 04, 2019 8:19 pm
Forum: Balancing
Topic: There are not enough options vs bases early game
Replies: 28
Views: 10312

There are not enough options vs bases early game

Currently, by far the best strategy to eliminate enemy bases is to turret creep. Problem is, that it seems to the only viable way to of eliminating bases until tanks, basically. Which is far too long. Devs have made it pretty clear that they don't like the turret creep, and are working against it. B...
by Noobc0re
Thu Mar 15, 2018 8:34 am
Forum: News
Topic: Friday Facts #229 - Taiwan report & Lamp staggering
Replies: 45
Views: 22324

Re: Friday Facts #229 - Taiwan report & Lamp staggering

Wow, I've always thought lamp timing depended on position in the map.

While fascinated by the trick I am a bit disappointed.
by Noobc0re
Fri Jan 19, 2018 5:53 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372495

Re: Friday Facts #225 - Bots versus belts (part 2)

I now do definitely agree that bots need a nerf. Could something be done similar to how the factories work? Where you start with tier 1 bots that can lift single ingredient items. Tier 2 bots that can lift two ingredient items and anything more complex than that would have to go on a belt? Or Could ...
by Noobc0re
Thu Jan 11, 2018 1:43 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345251

Re: Friday Facts #224 - Bots versus belts

I think bots should be superior to belts simply because of the difference in resource cost. In a free, long, straight line however, I think max lvl belts should win over bots. Be a fast lane of sorts. I think that nerfing the bots is the wrong way around it. Could there not be an addition to the bel...
by Noobc0re
Thu Aug 10, 2017 8:17 pm
Forum: Not a bug
Topic: Disable expansion ineffective
Replies: 9
Views: 3540

Re: Disable expansion ineffective

Loewchen wrote:
Noobc0re wrote:If it's on, then that explains it. But I remember double-checking that it was off before starting.
There was a bug that caused settings to default back when restarting a map, but it was fixed months ago. I'll file this as NaB until someone can show a way to reproduce this.
Fair enough.
by Noobc0re
Thu Aug 10, 2017 7:51 pm
Forum: Not a bug
Topic: Disable expansion ineffective
Replies: 9
Views: 3540

Re: Disable expansion ineffective

Loewchen wrote:Enemy expansions are not deactivated in the save you provided.
Edit: With what version of the game was the map created originally?
Whatever version it was almost a week ago. Friday.

If it's on, then that explains it. But I remember double-checking that it was off before starting.
by Noobc0re
Thu Aug 10, 2017 7:22 pm
Forum: Not a bug
Topic: Disable expansion ineffective
Replies: 9
Views: 3540

Re: Disable expansion ineffective

Oh no, my railroad nightmare! No one was to know about it!

Is this the correct one, the zip file?

https://drive.google.com/open?id=0B7KGQ ... XJkdGJfQkU

I forgot to note that I did press restart a few times. I don't think that should be it, but thought I'd mention it.
by Noobc0re
Thu Aug 10, 2017 5:44 pm
Forum: Not a bug
Topic: Disable expansion ineffective
Replies: 9
Views: 3540

Re: Disable expansion ineffective

Bilka wrote:Please post a save of your map.
String or file?
by Noobc0re
Thu Aug 10, 2017 5:31 pm
Forum: Not a bug
Topic: Disable expansion ineffective
Replies: 9
Views: 3540

Disable expansion ineffective

Hi.

I disabled enemy expansion, but they still made new bases.
by Noobc0re
Wed Aug 02, 2017 6:58 am
Forum: Balancing
Topic: Big worms too tanky
Replies: 15
Views: 4782

Re: Big worms too tanky

200 mags for a big worm means your ap-ammo damage isn't over the 10 points of flat resistance of the worm, do some upgrades. Problem is that this is early-game cleanup. It shouldn't need upgraded ap-ammo. ap-ammo alone should just clean house at this stage. This change made the whole endeavor point...
by Noobc0re
Tue Aug 01, 2017 10:22 pm
Forum: Balancing
Topic: Big worms too tanky
Replies: 15
Views: 4782

Re: Big worms too tanky

200 mags for a big worm means your ap-ammo damage isn't over the 10 points of flat resistance of the worm, do some upgrades. Problem is that this is early-game cleanup. It shouldn't need upgraded ap-ammo. ap-ammo alone should just clean house at this stage. This change made the whole endeavor point...
by Noobc0re
Tue Aug 01, 2017 7:34 pm
Forum: Balancing
Topic: Big worms too tanky
Replies: 15
Views: 4782

Big worms too tanky

Have they buffed the living fuck out of the big worms in 0.15?

My turrets used up literally over 200 mags of ap-ammo to kill one of those fuckers.

If they're going to be that insane they shouldn't spawn immediately, they should be late game.
by Noobc0re
Tue Apr 25, 2017 3:43 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 141697

Re: Friday Facts #187 - Space science & 0.15 graphics

Wait. Rocket will still be the victory condition right?
by Noobc0re
Sat Feb 25, 2017 7:12 pm
Forum: News
Topic: Friday Facts #179 - New resource graphics & concrete
Replies: 107
Views: 52683

Re: Friday Facts #179 - New resource graphics & concrete

The new ore looks amazing! I can't wait for 0.15!
by Noobc0re
Tue Jan 31, 2017 3:36 pm
Forum: Balancing
Topic: Actual victory pole
Replies: 8
Views: 3659

Re: Actual victory pole

Interesting, so there was some code preventing aliens from settling near your power poles, and now it has been removed? So aliens can randomly spread to areas near your power poles and inadvertently attack them now? Putting laser turrets near every single power pole is obviously not realistic, and ...
by Noobc0re
Tue Jan 31, 2017 2:41 pm
Forum: Ideas and Requests For Mods
Topic: Mod to bring back victory poles
Replies: 3
Views: 1741

Mod to bring back victory poles

I'd like to see a mod where power poles get back their ability to prevent alien settlements.

I know of the existing mod. But military 3 is too late and the cost is too high for me.
by Noobc0re
Tue Jan 31, 2017 12:57 am
Forum: Balancing
Topic: Actual victory pole
Replies: 8
Views: 3659

Re: Actual victory pole

i don't see the need of a victory pole. glad it was removed. wall off areas and protect them with lasers/robo-ports & construction bots. more, and larger water areas help. they can't make spawners, if they can't get to an area. Well, I have a need. Walling doesn't help as they just break it dow...
by Noobc0re
Mon Jan 30, 2017 7:31 pm
Forum: Balancing
Topic: Actual victory pole
Replies: 8
Views: 3659

Actual victory pole

The removal of power poles blocking alien spread really ruined the game for me.

What I'd love to see is an actual victory pole, that you can place that will prevent alien settling in a radius around it.

inb4 peaceful mode, it's not the same.

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