Constructor Mechanics

Tactical advice, How-to, Post-mortem, etc.
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Drizzo
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Post by Drizzo »

Normal gameplay mode. In experimental, cons are supposed to ignore friendlies and such. Unfortunately, since it doesn't turn pods on, experimental mode is there as a "solves some gameplay issues, but no one uses it" during prime time.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
blackrob
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Post by blackrob »

Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Jan 23 2008, 02:07 AM) Finally someone followed my advice and used ICE. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Hey we know we can take your word for it /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
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SaiSoma
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Post by SaiSoma »

so now we ram the nans into the con and MAKE them hump it, eh? easy enough.
quackdamnyou
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Post by quackdamnyou »

blackrob wrote:QUOTE (blackrob @ Jan 23 2008, 04:31 AM) Hey we know we can take your word for it /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Well I believed him, he just didn't give specific numbers so I didn't have complete perspective.

Sai, think of the childrennanites!
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Ramaglor
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Post by Ramaglor »

So heavy? If constructors are made of solid plutonium, then why don't they detonate when destroyed? Anyway....is it intentional to have them unrammable?
Spidey's tactical advice on TS during Tourny game
QUOTE We don't need to save our thingy.[/quote]
Andon
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Post by Andon »

that's not just DN, that's Alleg 1.25 from MS as well.
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Drizzo
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Post by Drizzo »

Ramaglor wrote:QUOTE (Ramaglor @ Jan 23 2008, 02:08 PM) Anyway....is it intentional to have them unrammable?
Of this I don't know. They were rammable pre-R4, that I do know. I know not the details of the changes that were made in terms of constructor code, all I know now is that it's nigh impossible to ram one off of its line up.

Atleast until someone can prove me wrong /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
Adaven
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Post by Adaven »

Note that the collision code has changed since MS days. Previously there was a bug that allowed rammers to recieve lower damage than intended. Maybe this has some effect?
quackdamnyou
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Post by quackdamnyou »

Drizzo wrote:QUOTE (Drizzo @ Jan 23 2008, 03:13 PM) Of this I don't know. They were rammable pre-R4, that I do know. I know not the details of the changes that were made in terms of constructor code, all I know now is that it's nigh impossible to ram one off of its line up.

Atleast until someone can prove me wrong /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
I don't know man - it's right there in the core, which has not changed. Unless the collision code was changed?
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Drizzo
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Post by Drizzo »

quackdamnyou wrote:QUOTE (quackdamnyou @ Jan 24 2008, 10:19 PM) Unless the collision code was changed?
^^^The most probably observation.



R3, large cons were able to be rammed off of their build line. R4, you go poof when you try to.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
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