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PostPosted: Thu Dec 27, 2007 9:07 am 
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I'll stick my Jesus in your torpedo tube if you know what I mean


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PostPosted: Thu Dec 27, 2007 9:21 am 
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You noob forgot Subs can blow stuff up.

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PostPosted: Thu Dec 27, 2007 9:25 am 
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Yes, that is what you buy them for.


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PostPosted: Thu Dec 27, 2007 9:28 am 
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And so you can see what other people are doing with their boats! It's a little thing called espionage. Where you use spies like Jesus.

Oh, and did you forget that Jesus walks on water? That's like launching him straight into concrete. He was a sad boy growing up... never able to jump into the swimming pool...

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PostPosted: Thu Dec 27, 2007 9:51 am 
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The difference is that Jesus can sacrifice himself for valuable intelligence because he always comes back from the dead. You can also sacrifice Recons to a certain extent because 4000 doesn't weigh much, not in large games anyway. A sub costs 20k, so if you send it into the front lines just to get one turn worth of intel before it's immediately sunk by the cruiser inevitably waiting for it in the nearest reef you are pretty damn stupid. Yes, that is where the sub's stealth ability steps in, which just brings me back to my point: The sub is a good recon unit because it has stealth. Not because it has 5 vision, or because it walks on water, or its captain is the goddamn son of Pope John Paul Batman or for any other retarded reason you might already be possibly fabricating in your puny little mind.


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PostPosted: Thu Dec 27, 2007 9:59 am 
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pwnt

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PostPosted: Thu Dec 27, 2007 10:05 am 
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Hehe.. he said he'd stick his Jesus in Zi's torpedo tube

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PostPosted: Thu Dec 27, 2007 10:08 am 
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Yes, definitely one of my best spontaneous flights of wit in a long time

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PostPosted: Fri Dec 28, 2007 5:53 am 
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You hurt me with your words...

But! Would you still say that the Sub would be a good Recon if it didn't have 5 vision? Even if it could dive, that would be meaningless if it had barely any vision.

I'm willing to admit that both factors make it good for Recon. The main point I was making was that anything more than 3 vision for the Corvette would make the Sub obsolete.

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PostPosted: Fri Dec 28, 2007 6:01 am 
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Yes, the sub would be useful for recon even if it had 4 vision and stealth.

The corvette would only obsolete the sub if it becomes a viable counter against battleships and destroyers. But it barely makes a scratch on them...


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PostPosted: Fri Dec 28, 2007 6:14 am 
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I like the corvette, helps B-ships and other indirects. Subs arn't recons anyways, or else if they require intel, the enemy will expect they'll come. Hiding takes fuel and it's not very fast. >.>

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PostPosted: Thu Jan 03, 2008 6:17 pm 
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So uh

what's it take to booth a unit?
being able to clear infantry off shores without shelling out cash for a destroyer sounds pretty nice.


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PostPosted: Thu Jan 03, 2008 8:35 pm 
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I don't think there's anything special needed... the rating system is just for CCOs because of nubs making like millions of them at a time.


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PostPosted: Thu Jan 03, 2008 11:43 pm 
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I've just looked at the damage tables and most of them are high. Its sole purpose should be to rid infantry off shores, so 115% would do, to ensure a 1HKO on plains. I don't think it should do that much against mechs, if enemies want to cover their shores in mechs, more fool them. And against everything else it should barely dent them... It seems to be multitasking when the original idea came about to combat 1 problem.

I'm not head of this forum anymore so I shouldn't really booth things, Frosty is now. Although if it's not done soon I will do it for you.

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PostPosted: Thu Jan 03, 2008 11:59 pm 
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If you look at the damage what other units do to infantry and mech, you will see that they all follow the same trend - 5% less damage to mech. Which I think is fairly logical considering mech doesn't seem to be anything but infantry carrying bazookas. What problem could this unit OHKO'ing mech possibly cause anyway?

And although this unit was inspired by the apparent need for attacking infantry on shores, I didn't design it to be just a solution to this one problem - I wanted it to be also a general low-cost alternative for certain other naval units, though I was careful not to outright obsolete anything (notify me if I did). The reason for this is so that the unit wouldn't just loiter around useless when there are no beaches to clean. Sort of like how AA becomes an infantry-killer in its spare time.


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PostPosted: Fri Jan 04, 2008 1:09 am 
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IZ THS UR CORVET IDEA?
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EDIT: Tplane would make the Lander become Obsolete, not that I use them anyways.

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PostPosted: Fri Jan 04, 2008 1:19 am 
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Yes genius, you got it right, this unit is actually a boat named after a car named after a boat

You don't know what my T-plane does, so you can't really say if it obsoletes anything or not.


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PostPosted: Fri Jan 04, 2008 1:26 am 
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But the Tplane to actually move over these shoals would get a large advantage, people would use it to caus giant blockades of tank after tank, causing them to create a wall that will take some beating to pass through while Tplanes just bring moar.

Usually it's much easier to acompany your landers with air units. It's an easier stragety than using a whole new unit altogether. 3 copters should be able to kill off 1 - 2 infantry in one powerless go to allow you to land your lander sucessfully, either that or Battelshipz.

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PostPosted: Fri Jan 04, 2008 1:51 am 
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The requirements for boothing a unit are pretty much "a general positive reception."
This does seem like an interesting unit. If you lowered the damage dealt against Anti-Airs and Black Boats a little, it might actually be a good addition. Although BBoats are overused, they just need to be less common, not lunchmeat for a unit nearly half their price. Maybe 45% instead? Two Corvs could still keep most BBoats at bay like that, especially if the BBoat doesn't have any heavier naval assistance.

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PostPosted: Fri Jan 04, 2008 2:11 am 
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I'm curious, how exactly do you think reducing damage dealt to AAs would make this a better unit? In what situation would the corvette even come to contact with AAs often enough that it becomes an issue? As most of the damage table, I made the damage against AA what it is as an extrapolation based on what attacks by recon and other AAs does to that unit, considering those would be the two closest existing analogues to the corvette's autocannon.

Nerfed the BBoat damage.


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PostPosted: Fri Jan 04, 2008 2:24 am 
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Well, Anti-Air just seem like a kind of expensive unit to be taking such heavy damage from something half their price. I remembered the Anti-Air having higher defenses than it actually seems to have. Nevermind that, I guess.

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PostPosted: Fri Jan 04, 2008 2:39 am 
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lol AA itself routinely swallows units nearly thrice its own cost


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PostPosted: Fri Jan 04, 2008 11:51 am 
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The damage to Copters is still horrendously over the top.

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PostPosted: Fri Jan 04, 2008 9:04 pm 
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adjusted


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PostPosted: Sat Jan 05, 2008 12:09 am 
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Could you make a cute sprite?

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PostPosted: Sat Jan 05, 2008 9:52 am 
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I like this. Off to the booth!

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PostPosted: Sat Jan 05, 2008 4:00 pm 
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Narts wrote:
adjusted


Uh.

You reduced it by 2%

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PostPosted: Sat Jan 05, 2008 9:39 pm 
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Why is it a bad thing there is another unit that can hunt copters?


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PostPosted: Sun Jan 06, 2008 12:30 pm 
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Too many of them do it already and we already have the cruiser and carrier for air-hunting needs. Do B-copters honestly need to take another hit? They're already faring poorly as is.

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PostPosted: Sun Jan 06, 2008 9:39 pm 
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I thought they were pretty damn spammable

They would still be, on pure land maps and even on naval maps it's not difficult for an air unit to evade a boat. (protip: they can't follow you over land)


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PostPosted: Mon Jan 07, 2008 1:28 pm 
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Yeah, but on any map where you'll want Naval units, the Sea is already a dead-zone for copters.

Cruisers should be out to prevent WTFrape from subs and fighters regardless of what you're doing, and picking off the odd B and T Copter that wanders around.

What might be interesting for this unit, however is to make it ignore Air units completely (AA is the Cruiser and Carrier's job anyhow), give it an ammo limit of like 3-4 and allow it to raid at 1-2 range, with move and shoot?

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PostPosted: Mon Jan 07, 2008 2:37 pm 
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I'm afraid I don't follow.

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PostPosted: Mon Jan 07, 2008 2:40 pm 
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It's probably a silly idea regardless, but it could be fun if done right and allow it to do it's job of raiding beaches better.

Basically, make it's Weapon2 a Weapon1 (With limited ammo). Now, give the weapon 1-2 range, so it can attack both directly and indirectly, and move and shoot.

Finally, kill it's ability to hit Air units.

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PostPosted: Tue Jan 08, 2008 2:23 am 
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Oh. Sounds overly complicated. Especially the "direct meets indirect" bit. What would we do for moving and shooting?

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PostPosted: Tue Jan 08, 2008 10:39 am 
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well direct meet indirect isn't that bad of an idea for a cheap boat, the main reason i see it being shot down for other units, is the fact that it was made for and infantry type unit which can't handle not moving for one turn to attack. where i see this unit would benefit from being able to attack indirectly while being able to attack directly, if it moves before attacking it cannot attack indirectly, but it can attack directly after moving.

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PostPosted: Tue Jan 08, 2008 9:14 pm 
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I guess that could be done by giving it another weapon (mortar/grenade launcher?) that has a range of 2. Though there aren't any pre-existing examples of units with two weapons of different ranges.


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PostPosted: Wed Jan 09, 2008 4:06 am 
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Sounds like the new AW comes early.

An unreliable Source wrote:
The Anti-Tank is an indirect attacker that can counter-attack.

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PostPosted: Wed Jan 09, 2008 4:37 am 
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Lol even if this unit got in it would be months after DoR's release before it would be actually implemented.


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