Planetary Annihilation: TITANS

Planetary Annihilation: TITANS

View Stats:
AcapitalA Dec 11, 2016 @ 7:45am
Orbital scouting
I made this topic because of the removal of the deepspace radar, and because it seems way too easy now to scout for orbital units. Before Titans, you had to build one just to see every orbital movement, and now you can see them anytime you want. Does Uber have a plan for this?
Last edited by AcapitalA; Dec 12, 2016 @ 8:22am
< >
Showing 1-15 of 18 comments
Sagi Dec 11, 2016 @ 7:59am 
I like that they removed the deepspace radar because it was to punishing for a small thing.
AcapitalA Dec 11, 2016 @ 8:24am 
Originally posted by Stylistic Sagittarius NL:
I like that they removed the deepspace radar because it was to punishing for a small thing.
You mean that in a sense of "just one radar detecting every orbital unit is OP" or "you should detect them normally without a radar"?
Jinx Dec 11, 2016 @ 9:26am 
I feel like orbital is in a bad spot, your opponent for the most part can tell where your base is as soon as you go orbital and they can see that you have some orbital builders and get a umbrella, etc. in my opinion you should need something to see orbital like an umbrella or if the orbital is direcly above your units.
Jinx Dec 11, 2016 @ 9:28am 
Originally posted by Stylistic Sagittarius NL:
I like that they removed the deepspace radar because it was to punishing for a small thing.
This is also not a small thing, this is a entire battle ground. You could easily get smashed for not seeing 4 SXX lazers.
AcapitalA Dec 11, 2016 @ 12:08pm 
Originally posted by Jinx:
I feel like orbital is in a bad spot, your opponent for the most part can tell where your base is as soon as you go orbital and they can see that you have some orbital builders and get a umbrella, etc. in my opinion you should need something to see orbital like an umbrella or if the orbital is direcly above your units.
Agreed. We need some kind of deepspace radar, but not like the one we have in Classic. Just like a radar it has to have limited range.

At this point going orbital puts the enemy at an advantage because they exactly know where to nuke, and what your plan is. (stacking SXX, building Anchors, ARKYD the enemy base) Scouting is one of the main factors of winning a game, and i feel like orbital needs to be reworked so it is more feasible on single-planet battles.
blutooth Dec 11, 2016 @ 1:56pm 
I think orbital vision is fine how it is. Yes you you can see who has orbital and what they are building. For systems with more than one planet they can mass jump to any point on any planet and then just jump away again if they are taking big losses.
Orbital scouting for com's and then orbital sniping is very powerful as it is.

I don't think having hidden orbital units is going to be fun on most people.
Jinx Dec 11, 2016 @ 2:06pm 
Originally posted by BluTooth:
I think orbital vision is fine how it is. Yes you you can see who has orbital and what they are building. For systems with more than one planet they can mass jump to any point on any planet and then just jump away again if they are taking big losses.
Orbital scouting for com's and then orbital sniping is very powerful as it is.

I don't think having hidden orbital units is going to be fun on most people.
all though this may be less fun to many people this could be countered easily but some type of orbital radar if added agian. And at this point orbital stuff is so easily countered and weak this would make orbital much more fun, rewarding, and meaningful.
AcapitalA Dec 11, 2016 @ 11:05pm 
Originally posted by BluTooth:
I think orbital vision is fine how it is. Yes you you can see who has orbital and what they are building. For systems with more than one planet they can mass jump to any point on any planet and then just jump away again if they are taking big losses.
Orbital scouting for com's and then orbital sniping is very powerful as it is.

I don't think having hidden orbital units is going to be fun on most people.
Orbital sniping is pretty powerful indeed, but there is only one ground-to-orbit defensive structure, which can be easily spammed at that stage. And even if they sent a radar above your commander, seeing a group of orbital dots afterwards should result in moving your commander and putting more umbrellas everywhere. (That's what i would do) Orbital transfer time is a thing, and most people sadly don't use that free preparation time.
Last edited by AcapitalA; Dec 11, 2016 @ 11:06pm
Jinx Dec 12, 2016 @ 1:20pm 
#MakeOrbitalBalancedUber
MrTBSC Dec 14, 2016 @ 5:28am 
personaly i´m not happy with orbital visibility ...
i do think orbit around planets should require orbital radar for that planet to be fully visible .. units in orbital transition by default should be only visible as dots so while you know your opponent went orbital you don´t know what he´s sending and as long as you don´t have orbital radar or visibility of any kind you won´t know were they`ll arive at your planet ...
what do you guys think about a notification when someone goes orbital similar to a ragnarog notification but when the opponent has finished his first orbital unit (getting only one warning per game or player for the first orbital unit of a match)? this would allow to warn a player of a spacerace happening so he atleast can react with defenses around his base so to not be so easily snipeable ...

AcapitalA Dec 14, 2016 @ 6:08am 
Originally posted by MrTBSC:
personaly i´m not happy with orbital visibility ...
i do think orbit around planets should require orbital radar for that planet to be fully visible .. units in orbital transition by default should be only visible as dots so while you know your opponent went orbital you don´t know what he´s sending and as long as you don´t have orbital radar or visibility of any kind you won´t know were they`ll arive at your planet ...
what do you guys think about a notification when someone goes orbital similar to a ragnarog notification but when the opponent has finished his first orbital unit (getting only one warning per game or player for the first orbital unit of a match)? this would allow to warn a player of a spacerace happening so he atleast can react with defenses around his base so to not be so easily snipeable ...
It might be handy for the announcer to say the enemy has gone orbital when you can spot at least 1 orbital unit, and maybe repurpose the deepspace radar to be more expensive, and now it only scans for transfers. And that's just my 2 cents.
Last edited by AcapitalA; Dec 14, 2016 @ 6:08am
TheEffectTheCause Dec 15, 2016 @ 2:38am 
How about you can track movement between planets but to see orbital on planets you need to have a structure or unit in a certain range of the orbital units in order to see them on planets, they could be on the other side of the planet afterall
?
TheEffectTheCause Dec 15, 2016 @ 2:39am 
Radars and Orbital Radars having the best detection ranges
AcapitalA Dec 15, 2016 @ 8:30am 
Tracking movement should be a thing for the deepspace radar, but let it show only dots. After that i agree with you.
angel bird Dec 15, 2016 @ 5:49pm 
I propose re-adding the deep space radar because being able to see every single orbital unit with just a commander is OP. We can all agree on that. To some degree you will be able to see certain orbital movements with just your commander but not all. You just can't see something behind a moon across the solar system. You need a deep space radar. I also propose adding a new building, an observatory. You can aim it at certain moons and get small glimpses of what is on the moon as long as orbital trajectory allows. For example if the sun is in the way then you can't see it. It wold cost as much metal as let's say to energy storages. For a total of 900 metal. It would have to take energy, so about 500 intake of energy. This could be just the thing to the problem.
< >
Showing 1-15 of 18 comments
Per page: 1530 50

Date Posted: Dec 11, 2016 @ 7:45am
Posts: 18