Ithilis_Quo wrote:
Omg Mycen, Every single time, every, you argue for status Quo? Why?!? You never support any good point to make game batter. Its anoying argue with somone who is in every situation against everything.
That's not true at all. In this very thread I support the idea of removing the free intel from upgrading buildings, because it would make the game better. I merely pointed out that this issue is not new, and as far as I know it is an engine limitation for which a suitable workaround has not been found.
Don't get confused between support for good game-improving ideas and support for any ideas. I usually support the status quo because SupCom is already a very good game. There aren't a lot of changes that need to be made. Also, a number of changes that people suggest would improve the game from their perspective, but might make it worse from others' perspectives. Look at all the 'pro players' and their perspectives on balance. There's a great deal of discussion about how little players who aren't that good at the game have to add. (Which I think can be questionable, but is not always untrue.)
Ithilis_Quo wrote:
So that, that make game better, transport start be use more offen, transport is beatuful units, nearly not use, becase that intel say you everytime tranposrt is coming.
You're right, transports are awesome, beautiful units. But to but in my experience, they are used quite often. Much of the time, however, they are used in a non-combat situation. Look at a game where one player has a few transports with engineers on hand to drop after every battle and one player doesn't. Guess who's usually going to win?
But even in combat situations, they biggest reason they aren't used as often as they might be isn't because it's easy to see them coming on radar. It is because of things like this. Transports are difficult to load properly and very micro intensive to use. You cannot queue up orders for transported units without using the ferry command (which takes all the precise control out of your hands) so for a sensitive drop you have to devote inordinate amounts of attention. Those are much more significant reasons why we don't see transports being used as much as we might, without even getting into the basic transport use tradeoffs. (Risking the loss of several units with the destruction of a single one, etc.)
Also, as I said before, transports showing up clearly on radar can easily be used to your advantage.
Ithilis_Quo wrote:
Radar cant recognite whith units it is, Do you know that some units is small scout what can be recognize like smaler object ? - NO, do you know that its BIG T3 bomber or small T1? - NO. Why transport is exemtion, is absolutly no reason for that. Its bug, like was here many others bug, who are mostly fixed.
You can't see what kind of units are on the transport, nor can you identify the type of transport. You can only, exactly as you describe, see how many units are there. So what is that point supposed to demonstrate?
To say that transported unit showing up on radar is a bug is nonsense. Is it a bug that scouts' radar works while they're in a transport? Is it a bug that a deciever's mobile stealth works while it's in a transport? Is it a bug that a Sparky's jamming works while transported? Is it a bug that LABs can fire while transported? If these units were absorbed into the transport a la planes in carriers none of these features would work. How do you explain that? If the units are not absorbed, and are external to the transport (as they obviously are if you look at them) then how do you explain why they should not show up on radar?Statistics: Posted by Mycen — 31 Mar 2014, 23:53
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