View topic - Xta unit stats and balance tweaks (input for next version)



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PostPosted: 08 Apr 2010, 17:44 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
Air planes some units labs eco buildings..When you wrote you wrote all units..


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PostPosted: 08 Apr 2010, 21:34 

Joined: 20 Feb 2010, 12:17
Quote:
I am amazed raar gets so much respect and patiance while suggestions of better players get ignored or trolled much faster.

you cant be saying a unit is oped or uped if ur not a good player youll just get L2P and rightfully so,even if your are actually correct.


People put too much emphasis on who the source is rather than the arguments themselves.

Quote:
sacrificing complexity for easy learning is not the way to go.


One thing doesn't imply the other.

Excluding the "crazy" ideas of reworking xta, i think it would be improved if some less used units got buffed, by either making them stronger at their role, or making them more broadly effective. This would allow for more different unit mixes to be effective.


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PostPosted: 08 Apr 2010, 22:08 

Joined: 22 Jul 2008, 01:30
Location: Yorkshire, UK
Glad you took the time to rebutt my comments.


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PostPosted: 08 Apr 2010, 22:47 
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Joined: 07 Apr 2009, 11:43
raaar wrote:
People put too much emphasis on who the source is rather than the arguments themselves.

Yeah, if you can compare stats you know how the game works


Oh and if a unit isnt used much doesnt necessarily mean it should to be buffed. Some units being more useful than others can create a better game, if theres a gazillion possible unit combinations that work at some time, the game can become a bit too unpredictable.


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PostPosted: 09 Apr 2010, 00:41 

Joined: 20 Feb 2010, 12:17
babbles wrote:
Glad you took the time to rebutt my comments.


i'll get there on the weekend


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PostPosted: 09 Apr 2010, 09:37 
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one cookie for babbs (please dont cry me a river)


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PostPosted: 11 Apr 2010, 18:19 

Joined: 20 Feb 2010, 12:17
I'll just throw a few more stats and go back to playing the game...

NOTE:
wCost = metalCost + energyCost / 60

Code:
-------------- some misc lev2 units
NAME               HP   SPD   WCOST   RANGE   DPS
core_crock / Crock      3510.0   2.0   556   360.0   56.8421052631579(48 aoe)
arm_triton / Triton      3023.0   2.1   560   380.0   62.22222222222222(48 aoe)

arm_zeus / Zeus         3100.0   1.5   590   240.0   131.0344827586207
core_the_can / The Can      5100.0   1.2   763   400.0   84.7
(zeus gets equivalent of 3500 hp when gun holstered)

arm_warrior / Warrior      2690.0   2.8   700   360.0   102.5
core_pyro / Pyro      2240.0   2.0   396   300.0   180.0
core_leveler / Leveler      5769.0   1.85   809   360.0   210.0
arm_panther / Panther      2430.0   3.0   836   280   120
                     704   15.5
core_gimp / Gimp      7910.0   1.2   1492   450.0   110.66666666666667
core_sumo / Sumo      10000.0   0.8   2595   780.0   258.5714285714286   
core_goliath / Goliath      22920.0   1.1   5093   600   394 (144 aoe)
                     250.0   36.666666666666664
arm_bulldog / Bulldog      7867.0   1.65   1448   420.0   105.55555555555556(64 aoe)
core_reaper / Reaper      7310.0   1.8   1366   440.0   103.0(92 aoe)

arm_decoy_commander      3000.0   1.2   914   200   70.6
core_decoy_commander       3000.0   1.07   906   260   80.0


-------------- fast lev1 attack units
NAME               HP   SPD   WCOST   RANGE   DPS
core_instigator / Instigator   808.0   2.05   143   220.0   44.0
arm_flash / Flash      771.0   2.35   137   180.0   60.0
core_ak / A.K.         666.0   1.8   106   230.0   41.0
arm_peewee / Peewee      630.0   1.9   104   195.0   60.0
arm_jeffy / Jeffy      615.0   4.0   139   160.0   46.24277456647399
core_weasel / Weasel      660.0   3.724   143   160.0   46.24277456647399


-------------- fast attack/harass units
NAME               HP   SPD   WCOST   RANGE   DPS
arm_zipper / Zipper      700.0   3.795   210   315.0   31.25
core_freaker / Freaker      745.0   3.7452   222   315.0   25.0
arm_flea / Mouse      750.0   6.0   392   350.0   71.25

arm_tornado / Tornado      500.0   5.56   239   380.0   55.833333333333336
core_voodoo / Voodoo      550.0   5.58   237   400.0   42.0
arm_brawler / Brawler      1501.0   5.1   558.0   450.0   84.44444444444444
core_rapier / Rapier      1569.0   6.1   522   450.0   71.66666666666667


-------------- morty vs fido
NAME               HP   SPD   WCOST   RANGE   DPS
core_morty / Morty      1254.0   1.37   602   875.0   58
arm_fido / Fido         1440.0   2.0   457   770.0   51.92307692307692


-------------- ballistic artillery units
NAME               HP   SPD   WCOST   RANGE   DPS
arm_raven / Raven      1500.0   1.9   2255   1400.0   266.6666666666667(80 aoe per rocket)
arm_luger / Luger      1020.0   1.2   1199   1240.0   178.0(64 aoe)
core_mobile_artillery / ...   2413.0   1.0   2213   1240.0   140.0900900900901(144 aoe)


-------------- direct fire artillery units
NAME               HP   SPD   WCOST   RANGE   DPS
arm_penetrator / Penetrator   2320.0   1.0   1930   1000.0   400.0
arm_shooter / Sniper      1190.0   1.1   1180   1100.0   161.42857142857142
(penetrator seems way less effective in-game than numbers indicate, hmm.....i'd swear it does 200dps and not 400)


                                 
-------------- some heavy rocket units         
NAME               HP   SPD   WCOST   RANGE   DPS
core_dominator / Dominator   880.0   1.25   761   1200.0   45.875   (120 aoe)   
core_diplomat / Diplomat   850.0   1.1   781   1300.0   47.38461538461539(108 aoe)
arm_merl / Merl         770.0   1.2   762   1300.0   55.083333333333336(96 aoe)
core_nixer / Nixer      765.0   2.1   748   1300.0   62.888888888888886(80 aoe)
arm_wombat / Wombat      750.0   2.1   754   1300.0   65.25(80 aoe)      


-------------- kamikaze subs vs inv/roach      kamikaze   death
core_roach / Roach      195.0   2.0   156   2500(556 aoe)   800(556 aoe)
arm_invader / Invader      185.0   2.1   152   2500(556 aoe)   800(556 aoe)
ARM_hammerhead / Hammerhead   132.0   4.0   173   2500(300 aoe)   2500(300 aoe)
CORE_Barracuda / Barracuda   146.0   4.0   161   2500(300 aoe)   2500(300 aoe)


name            hp   wCost   energy   energy/wCost
-------------- energy sources
core_tidal_generator      203.0   115.2   15-25   0.13-0.21
arm_wind_generator       176.0   60   1-30   0.016-0.5
solar_collector         480   141   20   0.1418   
core_light_fusion      2500   1820   300   0.1648
arm_mobile_fusion      2100.0   1629   260   0.1596
core_cloackable_fusion_reactor   3260   4088   800   0.1956
core_fusion_power_plant      4000.0   11676   3500   0.3


zeus and cans still seem like moderately effective situation-specific units and are overshadowed by units that have either more important strengths or are more broadly effective.

The energy-to-cost ratio of fusions should be a bit improved, it seems more useful to progressively grow eco with low-cost generators(especially with good wind/tidal strength) than to jump to intermediate fusions. Unless, of course, you are low on space.

Kamikaze subs seem too strong for a level 1 unit.

btw, should we be spamming decoy commanders? They seem pretty good (besides tanking and spotting they can repair fast and build stuffs)

There's other unit stat related stuff i've read on other recent threads. there's one about the least used units.


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PostPosted: 11 Apr 2010, 20:20 

Joined: 22 Jul 2008, 01:30
Location: Yorkshire, UK
Why go sub pen at all if kamis are piles of crap? At the moment you can make subs anyway, and without ships they're pretty bad. Minelayers? Scouts are spammed they're largely inefficent. Underwater base? Woo cool, oh, we have no combat units realsitically. Damn.

If you can spam tidal then it's most likely a sea map....so yeah? What's the problem?

Also, it's vastly inefficent to spam simply solars and then go straight to Heavy Fusion. How are you gonna get that 10k metal whatever it is whilst fighting the enemy? Espcially if you've spent it all in solars.

Cans/Zeus. Seriously man. What do you want? They're heavily armoured close range Kbots. Zeus cost less than a Warrior, in every respect. Warriors may be useful for microing but if the enemy has a Doomsday and viper, I'd rather send 5ks metal worth of Zeus at it then Warrior.


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PostPosted: 18 Apr 2010, 21:11 

Joined: 20 Feb 2010, 12:17
Well, if anyone is interested in comparing stats and wants more detailed info about unit weapons than the one present at

http://modinfo.adune.nl/index.php?MOD=xtapev955
EDIT2: nvm, that site has all the info, i just hadn't found it, dah.


check the html file generated by my patented ta-analyzer application (ignore the eval field, i'm having trouble calibrating that thing :/)

http://www.megaupload.com/?d=EY4JL3Q0

NOTE: can't attach files to forum posts, i got "The upload was rejected because the uploaded file was identified as a possible attack vector."


edit, btw:
Quote:
Why go sub pen at all if kamis are piles of crap? At the moment you can make subs anyway, and without ships they're pretty bad. Minelayers? Scouts are spammed they're largely inefficent. Underwater base? Woo cool, oh, we have no combat units realsitically. Damn.

maybe the strong point of going sub pen should be changed from kamis to amphib combat units instead?


Last edited by raaar on 18 Apr 2010, 23:38, edited 1 time in total.

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PostPosted: 18 Apr 2010, 22:42 
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kamikaze subs are cool to blow up hovers
boom boom boom 8)


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PostPosted: 19 Apr 2010, 07:06 
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knorke wrote:
kamikaze subs are cool to blow up hovers
boom boom boom 8)

will they explode automatically or do u have to press ctrl+d?


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PostPosted: 19 Apr 2010, 12:03 
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manolo_ wrote:
knorke wrote:
kamikaze subs are cool to blow up hovers
boom boom boom 8)

will they explode automatically or do u have to press ctrl+d?

obviously self d nub, go play more xta


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PostPosted: 19 Apr 2010, 16:36 
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Spawn_Retard wrote:
manolo_ wrote:
knorke wrote:
kamikaze subs are cool to blow up hovers
boom boom boom 8)

will they explode automatically or do u have to press ctrl+d?

obviously self d nub, go play more xta

as u may know (and i told you tons of times), im atmo unable to play (newb)


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PostPosted: 20 Apr 2010, 11:48 
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raaar, alot of dudes have already gone over those stats. the units are the way they are because they have been tweaked for about 5 years until nothing seems out of place.


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PostPosted: 22 Apr 2010, 21:38 
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1v0ry_k1ng wrote:
the units are the way they are because they have been tweaked for about 5 years until nothing seems out of place.


wise words


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PostPosted: 06 May 2010, 04:33 

Joined: 15 Apr 2005, 17:52
TheMightyOne wrote:
1v0ry_k1ng wrote:
the units are the way they are because they have been tweaked for about 5 years until nothing seems out of place.


wise words

lies.


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PostPosted: 07 May 2010, 18:16 
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mongus wrote:
TheMightyOne wrote:
1v0ry_k1ng wrote:
the units are the way they are because they have been tweaked for about 5 years until nothing seems out of place.


wise words

lies.


ok, with the exeption of sea, which was terrible forever and was then modded to be very slightly less terrible


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PostPosted: 07 May 2010, 18:31 

Joined: 22 Jul 2008, 01:30
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OLD SEA WAS PRO


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PostPosted: 08 May 2010, 11:43 
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lul


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PostPosted: 09 May 2010, 11:27 

Joined: 20 Feb 2010, 12:17
What is the problem with xtaids units?


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