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Post by blackflag on May 17, 2011 9:26:46 GMT -5
so i've been playing this great game for 12.5 yrs now and im still discovering and understanding some of the many quirks and obscure facts of this game. today, i finally came to understand the formula behind the total score in the end game stats screen and its a whole lot more simple than i thought for all these years. simply put 1 kill = 50 pts. i figured i would start a thread on the general topic of largely unknown TA phenomenon, bugs, and quirks and even perhaps how to make use of them. it seems there is always someone discovering something new maybe thats part of the reason why the TA gaming community continues to endure today? heres another cool fact that i bet nobody knew about: when a unit is damaged it fires slower.... a unit with 1% life remaining will shoot about 25% slower than a unit with max health. so, ya if anyone knows any weird, cool facts about TA gameplay that you think most all TA players probably do NOT know about please post them here. i'll bet even i could learn a new thing or 2 from yall...
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Post by teawoody on May 17, 2011 15:42:30 GMT -5
One mine is a special mine. Whereas other mines have in the regeon of 100-300 health, one mine has been erronously programmed to have 2000! You hardly even need to cloak it! (A commander has 3000 health for reference). Get those podgers out there!
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Post by teawoody on May 17, 2011 15:44:36 GMT -5
Ah and also, a geo has the same explosion as a nuke, if you see 10 flash heading to your geo, SELF D IT! Not a bug but just somethign few people know about
On that note, a factory thats about to be raped by 10 flash is worth self ding too, as it's explosion will kill any flash next to it, easy to take out a hoard that would have raped elsewhere
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Post by blackflag on May 18, 2011 2:22:04 GMT -5
mine layers should have serious armor like 1.5 bulldogs and keep the same unit speed or be faster with no armor increase and the mines should have even lower bt and cost to be near effective. a mine that never dies is useless and even an intelligent, intuative mine layer would only have a 50% detonation rate so by that virtue the cost should be cut in half at least, as well as the BT, to even make it a viable tactic on most medium land maps. oh and how could i forgot they need to be stealth to radar.. god what a mistake cavedog!!!! oh also the variety of mines is quite gay especially the lightest mine (its called tiny). it should be 3 types only.... EMP w/ decent range, instant sam/flash kill mine with small blast area, and the good old the nuclear mine. anything less would be stupid to ever build. that right there is alot of problems for 1 unit type... its the most bungled area of TA imo and until someone makes the changes in the rev31 i wont be making mine fields infront of my mts anytime soon geo quirk is an oldddddddd skool one i actually forgot until you brought it back to my attention so i gotta give you a nod on that one...
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Post by teawoody on May 18, 2011 4:26:26 GMT -5
Mines are pretty good in ta esc, come play!
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Post by blackflag on May 27, 2011 14:10:46 GMT -5
here's another one i didn't know: seaplanes have special torps that you dont have to target directly... meaning unlike subs and lancets, seaplane torps will explode on contact if they cross the path of other subs. very cool!!
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