mongus wrote: Can someone enlighten me on why slashers got a damage buff over crashers in v9? thanks.
no >_>
good thing you brought it up. i didn't know they got buffed. maybe i just forgot. i can remember a discussion about kbots beeing much better then vehicles maybe this is one of it's outcomes. i'm up for reducing its dmg, it already got more hp.
v8.1
jethro 18 dps samson 17.14 dps
v9.55
jethro 18 dps samson 19.52 dps
i'm ok with samsoms beeing a bit better, they have to coz veh have more HP in general and samson lines shouldnt become obsolete, but thats a bit too much i guess... (we need a "balance" subforum)
I agree on this samson/slasher issue. They are a bit too strong. (note a BIT) In team games going all in slasher spam is allmost compulsary. However, i dont think XTA should be balanced to suit team games, team balance comes second to compatitive 1v1. In 1v1 games slasher you see far less slasher spam. Flash/gator are the weopon of choice most of the time.
To start with id sugest a small reduction of hp and maybe los. This would make them more funarable to raiders/stumpys without harming there AA capabilitys.
mongus wrote: Can someone enlighten me on why slashers got a damage buff over crashers in v9? thanks.
no >_>
good thing you brought it up. i didn't know they got buffed. maybe i just forgot. i can remember a discussion about kbots beeing much better then vehicles maybe this is one of it's outcomes. i'm up for reducing its dmg, it already got more hp.
v8.1
jethro 18 dps samson 17.14 dps
v9.55
jethro 18 dps samson 19.52 dps
i'm ok with samsoms beeing a bit better, they have to coz veh have more HP in general and samson lines shouldnt become obsolete, but thats a bit too much i guess... (we need a "balance" subforum)
I agree on this samson/slasher issue. They are a bit too strong. (note a BIT) In team games going all in slasher spam is allmost compulsary. However, i dont think XTA should be balanced to suit team games, team balance comes second to compatitive 1v1. In 1v1 games slasher you see far less slasher spam. Flash/gator are the weopon of choice most of the time.
To start with id sugest a small reduction of hp and maybe los. This would make them more funarable to raiders/stumpys without harming there AA capabilitys.
if tmo is right, why didnt spammed the ppl crasher-lines in the past time, maybe increase the hp of thuds/hammer to counter them better
And take into account you can fit almost 2x the number of kbots as you can veh into the same space= much much more effective dps.
Kbots can also turn and retreat much better, facilitating much easier com push micro.
You also get more bots faster (I'm pretty sure), and since gaining critical mass is absolutely key to winning via mass missile units, this factor should not be overlooked either.
I have never found them too powerful, except in the context of puny flash tanks.
I think cost should be related to physical size (corresponds more or less to metal expenditure), but not to dps. Dps should be should be related to weapon type, which is indirectlky related to hp as well, because heavier units can carry heavier weapons. But not a direct relationship between dps and cost.
The harder to manufacture the weapon, the higher the cost.
Weapon cost is a hole system, but "theorically" assiging part of the metal and energy cost to the dps or effectiveness of the weapon is a good imaginery.
In my taste, the higher damage the weapon, the higher in energy cost (at buildtime) it shall require.
As this is not analized nor written anywhere, (that i know), and its a hard, controversial and highly theoretical/Fictional issue, its up to the good eye and experience of the ones managing the mod.
Blah appart.
Quote:
And take into account you can fit almost 2x the number of kbots as you can veh into the same space= much much more effective dps.
This.... while true... im reluctant to accept as a valid thing.
that means, you can fit 83.8% samsons in the space of 1 crasher.
thats 16.2% less samsons.
thats odd as the footprint is 50% bigger. (2x2 vs 3x3).
so does cost 16% more metal, and does 5.5% more damage...
but as 1 crasher = 83.8% samsons, you should get an effective dps of = 16.36 DPS. vs an equally longer crasher line. (effectively 90.9% damage).
With +4.2% hp.. but that must be converted too. so, you get 628.5 HP in the same length of space than a crasher.
About production, samsons get to produce 19% faster.
Without taking space into account, you would still get +5.5% damage +4.2% HP (9.1% in slashers case) (in 81% of the time of your opponent... given resources... not sure how this influences the game, it has to do with metal richness...).
The picture is of 10 jethros/samsons, in flat terrain.
This is... an usual setup if you really want to missile push. Its an ideal number of units. I wouldnt produce more than 10 for compushing purposes... although at times this happens (but its hard to repair them).
While the arguments and differences are true, you see that the amount of space is ... not a big issue (for a normal compush).
Unmanaged testing, with repeat repairing commanders, shows
samsons win 100% with 7 or 8 units still alive (7 usually) (ofc babbles can dgun all your samson and your base, build an llt in your commanders head, nuke you no matter where you are, fly a jethro past your defense lines with his dgun, and still have time to dance his skeeters)
(ofc babbles can dgun all your samson and your base, build an llt in your commanders head, nuke you no matter where you are, fly a jethro past your defense lines with his dgun, and still have time to dance his skeeters)
Enough theory craft! show 10 test-games with different setups XD
For testing: Just dld the file, i uploaded, put it into spring main dir, and erase the crasher slasher name part. Dld cheat save widget. load spring , and enable cheat save widget, and the titan duel map.
/cheat /godmode /spectator
set speed to 2x
-Repeat- Press control F8.
watch count
Self-d remainigs -end repeat-
For dull repairing commanders, Pause the game, then set are repeat repair (with alt holded) area zone. unpause.
That way you get test games. ive done around 8 of each setup i posted about.
JohannesH wrote:
Do you consider it a bad thing if either is better in a blind unit vs unit comparison?
not bad.
What is bad is samsons/slashers are owning too much. bc of repair speed, BT, ... and some other factors.. This seems to be the case, in few Real games ive had. anyone else? the tests... are up to be interpreted, depending on that.
pintle wrote:
DPS for cost is more relevant than DPS per unit.
What about BT and E cost? if it aint for that, freakers rules t1. same for gunships.... That dps/cost page, is not good for xta For it to be usefull for this mod, it really needs to tell something about BT and E cost. Not to mention unit speed, turnrate, turret turnrate, accuracy, e cost per shot, weapon velocity, range. RANGE.
In this specific case, you have a slight higher dps/cost for crashers. But you will get samsons out of the lab faster. Massing more dps in less time. anyone with the numbers of this?
Users browsing this forum: No registered users and 0 guests
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum