Author Topic: So, MkII transports  (Read 9363 times)

Offline Cinth

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Re: So, MkII transports
« Reply #60 on: April 24, 2013, 11:37:35 pm »
Also, why isn't the Youngling Firefly called a Neinzul Youngling Firefly?
There was a terrible accident.

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Offline Histidine

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Re: So, MkII transports
« Reply #61 on: April 25, 2013, 12:09:50 am »
They're also labeled in the "short name" (unit selection list) as "Y Firefly," while other younglings use "Yng."

Offline chemical_art

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Re: So, MkII transports
« Reply #62 on: April 25, 2013, 12:14:27 am »
Oh no! My poor fireflys have been discovered!

I was wondering how long it would take before someone else followed up when almost every game I've won have had them.

Still addicted to combining them with parasites though. Having the parasites basically shut down enemy resistance so the fireflys can get shots of enemy blobs is just too addicting...

On the other hand, of course, both can't deepstrike. At all. Even with enclaves it doesn't work the same because they need to use another wormhole crossing to ensure they can enter knife range.

Also, if you don't have another unit to lock them down, you will burn through a lot of resources for very little gain.

As it is, 15 hours in my slugger of a game that I haven't touched in a little while, I lost 100k younglings. On low caps.
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Offline MaxAstro

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Re: So, MkII transports
« Reply #63 on: April 25, 2013, 12:58:00 am »
Just had a crazy idea regarding Mk2 transports I thought I'd throw out there (I know, talking about transports, in this thread?  I'm so behind the times..):

What if they were intended to be 1-way?  For example:

-Cloaking, but no attack
-High armor
-Unloading in enemy territory self-destructs them
-On death, they damage nearby units and deploy a forcefield - both damage and forcefield strength are based on the number of units dropped
-To prevent cheese, can't be loaded in enemy territory

Basically, they are like transport-warhead combos.  Or drop pods, I guess.

Offline PokerChen

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Re: So, MkII transports
« Reply #64 on: April 25, 2013, 03:16:43 am »
What if they were intended to be 1-way?  For example:
-Cloaking, but no attack
-High armor
-Unloading in enemy territory self-destructs them
-On death, they damage nearby units and deploy a forcefield - both damage and forcefield strength are based on the number of units dropped
-To prevent cheese, can't be loaded in enemy territory

Basically, they are like transport-warhead combos.  Or drop pods, I guess.

I would say, for lols:

- On unloading, convert into mini-modular fort with 4 guns and FF. Of course, the fort does not require supply. :P

Offline Zeyi

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Re: So, MkII transports
« Reply #65 on: April 25, 2013, 03:50:58 am »
Can i just bring attention back to my post earlier in this thread as I'm still quite interested to know why transports can't be speed boosted. I mean it makes sense to an extent but I think it'd be a nice buff for the MKII if that were removed.

Offline Kahuna

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Re: So, MkII transports
« Reply #66 on: April 25, 2013, 07:54:37 am »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
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Offline Dichotomy

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Re: So, MkII transports
« Reply #67 on: April 25, 2013, 08:12:31 pm »
New transports sound good. I would unlock them sometimes, but not every game.
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