Discussion about tank traps/useless objects

Other talk that doesn't fit elsewhere.
This is for General Discussion, not General chat.
3drts
Trained
Trained
Posts: 379
Joined: 01 Aug 2007, 03:50

Re: Discussion about tank traps/useless objects

Post by 3drts »

They are a wall that bunkers and units can fire through....
They are cheaper which might actually matter on low oil maps
Thats about it.

Keep 'em
User avatar
Roux Le Corps
Regular
Regular
Posts: 741
Joined: 11 May 2010, 07:42
Location: Deep in the mountain ranges

Re: Discussion about tank traps/useless objects

Post by Roux Le Corps »

~builds walls, builds tank traps in gaps~ no tank, cyborgs only... bad, BAD flame tank!
Image
User avatar
Verin
Trained
Trained
Posts: 313
Joined: 11 Jun 2010, 00:08
Location: Chicago suburbs USA

Re: Discussion about tank traps/useless objects

Post by Verin »

They avoid path finding, I think. So they get stuck if you click somewhere and the traps are in your tanks generated path.
My multiplayer name is Verin
Usually in ideas and suggestions.
I Am also an ASE certified technician.
User avatar
JDW
Regular
Regular
Posts: 1669
Joined: 18 May 2010, 20:44

Re: Discussion about tank traps/useless objects

Post by JDW »

Verin wrote:They avoid path finding, I think. So they get stuck if you click somewhere and the traps are in your tanks generated path.
Currently yes Actually, they do make their way around tank traps but not very smoothly, but if Zarel's idea were ever to be implemented, the problem would be fixed,
Zarel wrote:One idea would be to make tank traps like gates (sink into the ground when friendly units are nearby). Still wouldn't make them very useful, but at least they'd be fun to use, and an interesting stopgap before "real" gates later on in the tech tree.
Last edited by JDW on 10 Jul 2010, 20:47, edited 1 time in total.
"Speak when you are angry and you will make the best speech you will ever regret."
-- Ambrose Bierce
User avatar
Verin
Trained
Trained
Posts: 313
Joined: 11 Jun 2010, 00:08
Location: Chicago suburbs USA

Re: Discussion about tank traps/useless objects

Post by Verin »

j0shdrunk0nwar wrote:
Verin wrote:They avoid path finding, I think. So they get stuck if you click somewhere and the traps are in your tanks generated path.
Currently yes, but if Zarel's idea were ever to be implemented, the problem would be fixed,
Zarel wrote:One idea would be to make tank traps like gates (sink into the ground when friendly units are nearby). Still wouldn't make them very useful, but at least they'd be fun to use, and an interesting stopgap before "real" gates later on in the tech tree.
No that makes them useful!
My multiplayer name is Verin
Usually in ideas and suggestions.
I Am also an ASE certified technician.
User avatar
Collective Leader
Trained
Trained
Posts: 34
Joined: 06 Nov 2010, 18:01
Location: Collective HQ (Location classified)

Re: Discussion about tank traps/useless objects

Post by Collective Leader »

I use them as a diversion. The enemy instinctively targets them because they are the first thing that comes to their sight, and thus completely ignores the turrets hacking away at them. They are actually very useful in slowing enemy units that I would consider a major threat so that I can eliminate them easily. :3 :)
Warriors of the Collective, attack and destroy all who resist The Machine.
User avatar
Defacto
Trained
Trained
Posts: 32
Joined: 18 Nov 2010, 17:08

Re: Discussion about tank traps/useless objects

Post by Defacto »

I find them being pretty good on the level where Nexus got his big bad space cannon and starts shoopdawooping you, as a diversion for the lazers...
HALO DERE
IMMA DEFDAKTOS INVSIBAL NUB

I HAIDE IN HIS HED AND SPAMM HIS SIGNUTRUES LOLOLOL
JakeGrey
Trained
Trained
Posts: 50
Joined: 11 Dec 2010, 22:17

Re: Discussion about tank traps/useless objects

Post by JakeGrey »

My trick is to use them to create chicanes at chokepoints, forcing the enemy to either approach my base in single file or waste precious seconds blasting them out of the way. I could use walls for this, but tank traps are faster and cheaper to build and don't catch as much crossfire.