Beta 03
Ok so just been having a go at Beta 03 on v1.10, and here is the research list
Base 1 - Rocket Autoloader mk1
Base 2 - (one with cyborg factories)
Panther medium body
Dense Composite Alloy
Cyborg Dense Composite Alloy
Base 3 - (one with tank factories)
Hyper Fire Chaingun Upgrade
Heavy Flamer Inferno
Inferno Emplacement
Superhot Flame Gel
Superhot Flame Gel mk2
Superhot Flame Gel mk3
looking at this I notice a couple of mistakes
1.) The following research topics are missing
Superhot Flame Gel mk2
Superhot Flame Gel mk3
2.) you are incorrectly being given the following research topics
Rocket auto loader mk2
Flame auto loader mk2
Rocket auto loader mk3
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Anyone know how powerful the Collective ripple rocket structures should be? If I remember correctly, the current damage is really low compared to past versions.
not sure off the top of my head but i can check on v1.10 and see
[edit]
It's kinda hard to get a read on just how powerful these things are supposed to be on v1.10 because like all artillery on v1.10 there ripple launchers are really really inaccurate.
so what i decided to do instead was take a look at what there mobile ripple launches are because I would assume that the turrets would be much the same, here is a screen shot
I guess your best bet would be to just look at the original source either that or download a couple of the older versions and see what they had it set at.
I use them all the time and have yet to see them be useless. Very good at absorbing multiple hits a lancer unit would never survive from.
True though my issue with cannons is that they are so bloody slow not only movement wise because they are so heavy but in killing stuff as well, taking on collective tracked heavy body heavy cannon units with cannons is a nightmare on insane and it takes absolutely forever because they inflict so little damage you may as well be firing blanks.
More over cannons are useless against everything except vehicles which is also less then ideal when trying to assault an enemy base really cannons should be a general purpose weapon that automatically fire different types of round depending on the target like real tanks to, so for soft targets high explosives, for armoured vehicles kinetic penetrate rounds other wise known as silver bullets in the military and for bunkers and the like incendiary rounds, and as for cyborgs they should just fire which ever round is going to be most effective i would guess probably high explosive since cyborgs are weak against artillery which fire high explosive shells.
although the game as a whole needs a rebalance because lancers and assault guns are overpowered as hell where most other weapons are in fact underpowered cannons being a good example either they need a much faster rate of fire to account for the lower damage per hit or they need to inflict more damage per hit.
That was only for not showing continue on cheat mode. I'm trying to see how escape breaks out of these menus... it is incredible difficult to follow the maddening GUI/widget code.
Ahh I was wondering why ya went about trying to fix this the way ya did, because while its partially effective at dealing with the issue its kind of jarring and would be better to not be able to close the game over screen in the first place which would force players to use one of the 1 of 2 buttons provided, they by stopping this exploit dead in its tracks.