Turtle Tactical Commander

The Legacy

Core, lvl1

Morty wannabe

 

[ Old values within brackets ]

Energy    1650 [ 1400 ] Weapon1    artillery cannon
Metal    215 [ 185 ] Range    400 [ 565 ]
Armor    1000 Damage/sec    9 [ 44 ]
Buildtime    2600    
Maxvelocity    2.0    
Turnrate    505    
Special    n/a    

 

 

 

 

 

Update: Just missed that this unit was a hover in this version (unlike the previous).

 

Revision: Read the complete review of the old version here.

 

 

Buildpic: The unit is much less messy and actually hovering above the ground just like the readme says it should. The shading on the pontoons is yet still too messy [3]. The background is greatly improved, yet it still feels like a piece of scenery. Widen your light source so it lightens up the entire background image [1.5]. The merging has greatly improved since last time and it would look very nice if it wasn't for the partly odd (seen from the shading side) texturing of the unit [3].

Buildpic: 7.5

 

Model: I like the model because it is pretty much new and innovative while keeping the face count low. Of course there are a pair of misplaced faces, but they are a minority in an otherwise greater creation. Something also struck me a while ago: If you lower the body just a bit into the tracks, you will automatically get a curved body line that I think would look pretty good [4]. The updated textures actually feels worse than the previous ones. Last time I checked, the Turtle merged completely among a herd kbots, but stood out right when among vehicles and tanks. With the new textures applied, the unit somehow fails to belong in either pack and so the smell of OTA is lost for a brief time. The misplaced shades on the four "corner things" have not been corrected and since I fear the creators misunderstood me somehow, I made an improvement on the matter. I have (almost) completely retextured the unit as I see it should look like to fit in the game and uploaded the classic before and after vision so you can compare [ here ] and the model itself can be downloaded [ here ]. The only real positive thing is that the turret shading has been fixed pretty nicely. [3]. The corpse is alright [1].

Model: 8 [ 9 ]

 

Script: Standard aiming but with a very handsome recoil and wagon shaking. Woooosh! However, there is a disturbing problem. Once in a while the unit grow tired of firing or something similar and just quit firing until you cycle through the fire orders again. I tested one turtle against some enemy plants and it got stuck at least two times/each. I won't give you a lower script score, because I can't locate the problem in the script, that looks pretty clean. What it is, I don't know.

Script: Not counted

 

Balance: The suggestion I made for this unit was to cut down the range to 400 and the damage/second in half. The changes that were made are... overreacted... The range has indeed been cut down to 400, but the weapon damage is one fourth of what it once was and the unit got a minor cost boost. With these stats, you can actually reduce the costs to normal level 1 size. Cut the armor down to 800 and you can decrease the metal costs to 150 (while leaving the energy alone, for this is a hovering, energy-consuming unit after all). In the readme, this unit is described as a new breed of hover tanks, a very strange combination to push out a hover out of the Vehicle plant and since the unit actually is a hover, I must compare with a real hover as well. The Arm Anaconda costs 272 Metal and got only 880 armor. However it is deadly accurate (for ballistic weapons that is) and does 67 d/s on a range of 300. But we have to remember that hovercrafts in OTA are classed as level 2 and a unit of this class early in game can be very important. Yet my requests remain.  As it is, the unit is underpowered.

Balance: 6 [ 5 ] [ 1 ]

 

My score: We are getting close to a good unit here... And oh, change the name, please.

My score: 4 [ 3 ]

   

Total score: 6.8   [ 3.4 ]