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 Post subject: Re: XTA future
PostPosted: 28 Jul 2010, 21:19 
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Joined: 10 Apr 2006, 04:05
Location: Finland, 1944
Or any. Nobody makes their living playing XTA.


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 Post subject: Re: XTA future
PostPosted: 28 Jul 2010, 21:54 
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Joined: 08 Jun 2009, 16:59
Location: Croatia
I'm flattered for the nomination as the next XTA dev, but I don't see how to fix balance issues without causing more balance issues. The most difficult part of modding is game balance and it usually reflects the modders play style, rather than general player base.

It would be nice to have pools about various game issues so that a community consensus can be made. Otherwise people would just blame me for not balancing it out the way they like it.

When I first started playing Spring on-line, I wanted to play XTA as it was the only mod I played off-line as it came bundled with installer. But there where no hosted games or the average player rank in those games was >5.6, so I went the BA way for several months. Then after familliarising myself with Spring and on-line play style (which is vastly diferent from my singleplayer as I can't pause the game when it's convenient/needed and reassign all orders, without getting kicked from game) I've seen XTA games and autohosts, joined, and got my baptism by fire.
Yes, it's diferent from BA, a lot diferent from BA. People don't like getting acustomed to many very diferent mods and that's probably the reason why we're not gaining XTA players. But I don't know why we're losing them.

We all agree that something needs to change in XTA, but until we are sure what it is, it's not going to change at all.
I hope we'll solve those problems shortly or 10-15 of us are going to play against each other over and over again till we're bored to death by playing against same people over and over again (which has happened several times in XTA history)


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 Post subject: Re: XTA future
PostPosted: 28 Jul 2010, 22:12 
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Joined: 10 May 2009, 11:27
Location: on new sidney
i used to play mutch better xta than i do now,i even suck now tbh, havent played any spring in a long time.
I dont think that are many people that can PWN you that hard in xta
at least these days.
We all tryed to go easy on new people but its hard you know, this isnt CA or BA where you can have a noob spaming stuff or just doing nothing, it requires people to preserve their units and use them wisely, so going easy on someone can cause the loss of a game, and a totaly bad record of losses.

+1000000 for single player support


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 Post subject: Re: XTA future
PostPosted: 28 Jul 2010, 22:44 

Joined: 22 Jul 2008, 01:30
Location: Yorkshire, UK
most newbs you can put an llt or two on your front line put out a que of economy and go afk for 30minutes. they'll still be making defence by the time you get back. if they haven't quit already


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 Post subject: Re: XTA future
PostPosted: 28 Jul 2010, 23:03 
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Joined: 10 May 2009, 11:27
Location: on new sidney
The thing is in teory the best way to learn is to pwn them the hardest way possible.

So that new people start to use the rigth unit compositions.

But still as i said being easy on new people isnt the solution, single player perhaps.

And a better balance sistem that could work well. Elo sistem doesnt really help. Human balance seams to be the best...........


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 Post subject: Re: XTA future
PostPosted: 28 Jul 2010, 23:08 
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Joined: 10 Mar 2006, 10:24
Location: waiting in line for The Expendables 2
com morphing needs to be more for prestiege, not for significant buffs in speed, workertime, regen, cloak e-costs and radar range. the emp laser is stupid op, dgun live was stupid gay and the current ability to use cloaked com with flak and penetrator in place of an army in most teamgames makes the game approximately 0 fun for macro players

imo


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 Post subject: Re: XTA future
PostPosted: 28 Jul 2010, 23:22 

Joined: 22 Jul 2008, 01:30
Location: Yorkshire, UK
needs a jammer noob. :P

and that issue was in before comm morphing, just no-one utilised it


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 Post subject: Re: XTA future
PostPosted: 29 Jul 2010, 12:38 
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Joined: 17 Jun 2009, 12:21
JohannesH wrote:
Too strong comms, could be countered by playing bigger maps though
Too strong scouts, makes expansion slower by too much
Too strong mines, something that's invisible and so powerful is just lame, kinda luck-based


Cant agree more to this.


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 Post subject: Re: XTA future
PostPosted: 29 Jul 2010, 13:13 

Joined: 22 Jul 2008, 01:30
Location: Yorkshire, UK
then why have you never agreed with me when I've said scouts are too strong?


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 Post subject: Re: XTA future
PostPosted: 29 Jul 2010, 13:53 
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Joined: 30 Jun 2008, 23:08
Location: Germany
they arent THAT powerful (a single one), i mean its not BA where they die when they see a com. but would u use them if they have less dps for same costs


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 Post subject: Re: XTA future
PostPosted: 29 Jul 2010, 14:38 

Joined: 22 Jul 2008, 01:30
Location: Yorkshire, UK
The DPS isn't the problem, it's the health and/or speed. They can kill a slasher/crasher in a 1v1 fight. I know AA units aren't meant to be combat unts in that sense, but still. C'mon.


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 Post subject: Re: XTA future
PostPosted: 29 Jul 2010, 17:18 

Joined: 22 Jul 2006, 18:58
Nerfing coms and mines has general majority vote among players I think. Dunno about scouts I think they are fine. Only a handful of players actually use them other than in 1v1s, surely if they were OP everyone would be making them..

1v0ry_k1ng wrote:
the current ability to use cloaked com with flak and penetrator in place of an army in most teamgames makes the game approximately 0 fun for macro players

imo
Sounds like some early game fail by the player losing to that imo :P


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 Post subject: Re: XTA future
PostPosted: 29 Jul 2010, 17:41 
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Tim-the-maniac wrote:
Nerfing coms and mines has general majority vote among players I think. Dunno about scouts I think they are fine. Only a handful of players actually use them other than in 1v1s, surely if they were OP everyone would be making them..

Only a handful of players actually are decent at XTA. So its no wonder most players dont understand to make scouts


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 Post subject: Re: XTA future
PostPosted: 29 Jul 2010, 18:48 

Joined: 22 Jul 2008, 01:30
Location: Yorkshire, UK
Less health and possibly decrease in cost and they'd be fine imo. It's the fact they have good range, stupid speed and loads of health that makes them stupidly hard to kill.


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 Post subject: Re: XTA future
PostPosted: 29 Jul 2010, 19:07 
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Joined: 07 Apr 2009, 11:43
And the hp/dps ratio makes it so that your own scouts cant kill enemy scouts before they kill your cons or winds... you have to defend from fast units with slow units, you cant spread your units thin at all or you will get raped.


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 Post subject: Re: XTA future
PostPosted: 29 Jul 2010, 23:29 
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Joined: 14 Sep 2004, 10:32
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Scouts are supposed to be lightweight and easy to kill, in 1 shot, in that in a lot of games they dont survive very long anyway, but a skilled player can really cause havoc and use micro to avoid every shot ( with them beign that cheap and lightweight they can be rebuilt anyway )


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 Post subject: Re: XTA future
PostPosted: 30 Jul 2010, 00:03 
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Joined: 07 Apr 2009, 11:43
They arent that easy to rebuild, with the huge bp cost - but if youre low on m theyre really good combat units too for their m cost


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 Post subject: Re: XTA future
PostPosted: 30 Jul 2010, 00:51 
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JohannesH wrote:
And the hp/dps ratio makes it so that your own scouts cant kill enemy scouts before they kill your cons or winds... you have to defend from fast units with slow units, you cant spread your units thin at all or you will get raped.



this is a part of the game that i actualy like :wink:


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 Post subject: Re: XTA future
PostPosted: 30 Jul 2010, 03:05 

Joined: 22 Jul 2008, 01:30
Location: Yorkshire, UK
AF wrote:
Scouts are supposed to be lightweight and easy to kill, in 1 shot, in that in a lot of games they dont survive very long anyway, but a skilled player can really cause havoc and use micro to avoid every shot ( with them beign that cheap and lightweight they can be rebuilt anyway )


By games do you mean different games to Spring/XTA or different games of XTA? 'cos if you mean the latter, you don't have to be *that* skilled to dodge bullets with them, heck they dodge most lasers/rockets themselves, and they survive for large amounts of time.


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 Post subject: Re: XTA future
PostPosted: 30 Jul 2010, 03:24 
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Joined: 07 Apr 2009, 11:43
scifi wrote:
JohannesH wrote:
And the hp/dps ratio makes it so that your own scouts cant kill enemy scouts before they kill your cons or winds... you have to defend from fast units with slow units, you cant spread your units thin at all or you will get raped.



this is a part of the game that i actualy like :wink:

why? its crap

Lets play XTA on a good sized map and see if you still like it?


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