[quote who="Tridus" reply="125" id="3120086"] Quoting RonLugge, reply 122 Quoting thundrbug, reply 119I just want some sort of time frame, "finished when its finished" is very bad idea especially from a business standpoint.Let me introduce you to a company called 'Blizzard', I think they may wish to disagree with you and say that not only is is not a bad idea, but it's the only good idea. And another one that goes by Valve. Seems to work
NexiKuro
maybe it has something to do with the game constructing the replay? can you disable that part of the game and if so can you test that? or am i just being stoopid? [e digicons];P[/e]
yea the problem right now is that titans are immune to anything but movment impairing abbilities and passive regen blocking stuff(afaik), meaning they can spam their abbilities undisturbed most of the time. giving people the chance to destroy their antimatter is a big step towards making them alot more beatable without really making them weaker on paper. interestingly this makes KOLs good against titans (that are running away) as their railgun skill gives you more time to bring one do
While I havent really played with the vasari rebel titan or have any extensive mp experience, I would still like to give my opinion if you dont mind [e digicons];)[/e] I'd say the vasari rebel is one of the more interesting titans out there. it doesnt have alot of staying power, but its abbilities seems rather powerfull. the question is if it has enough staying power to last untill you finish building your fort, so it can take over the assault. the strategy seems alot more
[quote who="NewHorizons" reply="10" id="3112390"]I've never had crashes or frantic disk activity after leaving the stats screen. Large late-game maps, with huge numbers of units, do however take a long time to exit - 10s of seconds rather than 10s of minutes. I would image this CPU time is being spent executing class destructors, freeing up memory, closing files, etc. Just consider all the references to those thousands of strike craft, trade ships & mi
i'd say giving it (increased) secondary effects to the skills would be cool, in the same way it doubles the debuff duration on scattershot. like giving snipe the abbility of hitting a second target along the shells trajectory. that way it would be cooler and deal more damage without turing it into an enemy capital kill switch. probably alot of coding though.. maybe a slightly larger radius aswell for the explosive shot. or bigger knockback [e digicons]:grin:[/e]