Funny koth game is my fav:
http://replays.springrts.com/replay/65d ... b40d33262/
All out attack on 3rd player is good idea when 1:30 hilltime left?
Search found 20 matches
- 25 Jan 2015, 19:52
- Forum: XTA
- Topic: Games Of The Month 01/2015
- Replies: 6
- Views: 6406
- 05 Nov 2014, 21:47
- Forum: Community Blog
- Topic: [website] server change on 05. Nov, expect an outage!
- Replies: 20
- Views: 15782
Re: [website] server change on 05. Nov, expect an outage!
TASCLient seem to be the only lobby which uses "taspringmaster.clan-sy.com" as lobby server. change to lobby.springrts.com (all other spring lobby clients use this) and it should work fine. Changing to lobby.springrts.com didn't help but changing to 78.46.100.157 helped. Maybe there is a ...
- 05 Nov 2014, 21:30
- Forum: Community Blog
- Topic: [website] server change on 05. Nov, expect an outage!
- Replies: 20
- Views: 15782
Re: [website] server change on 05. Nov, expect an outage!
Nice to have forums up, would be even nicer to be able to play: [22:22:41] Connecting to taspringmaster.clan-sy.com ... [22:22:41] Connection established to taspringmaster.clan-sy.com [22:22:41] Error: Server sent ambiguous command! [#0] [22:22:41] Ambiguous command : REDIRECT 78.46.100.157 8200 TAS...
- 10 Apr 2014, 21:28
- Forum: XTA
- Topic: Proposed balance changes - discuss
- Replies: 34
- Views: 14160
Re: Proposed balance changes - discuss
-10% zeus hp might be good.
IMO the biggest problem with balance is OPness of t1 big ships. They rape all sea and land units. I'd nerf their dmg and aoe.
IMO the biggest problem with balance is OPness of t1 big ships. They rape all sea and land units. I'd nerf their dmg and aoe.
- 09 Mar 2014, 20:46
- Forum: XTA
- Topic: Proposed balance changes - discuss
- Replies: 34
- Views: 14160
- 08 Mar 2014, 21:27
- Forum: XTA
- Topic: Proposed balance changes - discuss
- Replies: 34
- Views: 14160
Re: Proposed balance changes - discuss
The truth about balance can be found in old forgotten writings: http://foto.arcor-online.net/palb/alben/06/205506/1280_6166313834373030.jpg http://foto.arcor-online.net/palb/alben/06/205506/1280_6364653163343339.jpg http://foto.arcor-online.net/palb/alben/06/205506/1280_3662383534336637.jpg Sniper s...
- 19 Feb 2014, 21:37
- Forum: XTA
- Topic: 9.735 with some fixes
- Replies: 6
- Views: 2038
Re: 9.735 with some fixes
Lots of great stuff but something to fix for next release:
1) No stats after battle ???
2) Wanking commander is back
1) No stats after battle ???
2) Wanking commander is back
- 08 Feb 2014, 10:05
- Forum: XTA
- Topic: Proposed balance changes - discuss
- Replies: 34
- Views: 14160
Re: Proposed balance changes - discuss
I'd say decrease by 25%. To revert earlier llt buff, it was given +10% damage per shot and +10% firespeed. Would make early game more interesting.Hermuld wrote:raaar wrote: - increase the dps of llt's by 25%
- 08 Feb 2014, 10:03
- Forum: XTA
- Topic: Proposed balance changes - discuss
- Replies: 34
- Views: 14160
Re: Proposed balance changes - discuss
...raaar wrote: - increase the dps of llt's by 25%
- 02 Feb 2014, 13:41
- Forum: XTA
- Topic: Proposed balance changes - discuss
- Replies: 34
- Views: 14160
Re: Proposed balance changes - discuss
Amphibtanks torpedo range >> t1 ships torpedo range, might be a problem? But it's a minor thingy, would have effect on 1% of the games or so. Same thing with Anni/DDM explosion, not really a big deal. T1 play is missile lines only, sometimes pw/ak and very seldom hammers/thuds. You never see rockos/...
- 25 Aug 2013, 15:55
- Forum: XTA
- Topic: Why is XTA slow (unplayable)?
- Replies: 22
- Views: 7515
Re: Why is XTA slow (unplayable)?
The problem is solved for me, this helped:
disablemapdamage=1
with this cmd 9.729 runs as well as 9.728 on my comp (is playable).
We tested today with Ciracon.
disablemapdamage=1
with this cmd 9.729 runs as well as 9.728 on my comp (is playable).
We tested today with Ciracon.
- 23 Aug 2013, 20:02
- Forum: XTA
- Topic: Why is XTA slow (unplayable)?
- Replies: 22
- Views: 7515
Re: Why is XTA slow (unplayable)?
I tested xta versions with -nocost. 9.725 good 9.726 good 9.727 good 9.728 good 9.729 unplayable slow - starts to lag when I start building an airlab - nothing else but commander and lab nanoframe on screen. SUGGESTION: Someone please put up an autohost which hosts 9.728 OR rename 9.728 to 9.730 and...
- 07 Aug 2013, 19:41
- Forum: XTA
- Topic: Why is XTA slow (unplayable)?
- Replies: 22
- Views: 7515
Why is XTA slow (unplayable)?
XTA is unplayable for me&Ciracon since some versions, it runs so slow. What has been added lately and how to turn it off? It isn't Spring cause BA runs ok (like XTA used to). For some version Kloot showed me how to turn some new shiny effects off, dunno if it should be done again with newer vers...
- 14 May 2013, 21:13
- Forum: XTA
- Topic: Cannon velocity
- Replies: 3
- Views: 2179
Cannon velocity
How about lowering it a bit more? Thuds/popups are too hard to dodge with com imo. Maybe 0.15 or so?
- 19 Apr 2013, 17:31
- Forum: Help & Bugs
- Topic: ATI slow performance in 0.94.x versions
- Replies: 32
- Views: 7370
Re: ATI slow performance in 0.94.x versions
Spring 94 is unplayable for me. Cpu goes 100% and I'm not playing realtime but falling behind every second. Logflush is set 0. I tested this and it can't be a pathfinding issue cause it runs ok with hunders of units moving. When the shooting begins it freezes. Again, when there is no shooting it run...
- 18 Mar 2013, 20:39
- Forum: XTA
- Topic: Balance problems
- Replies: 21
- Views: 5449
Re: Balance problems
Moar balance suggestions
-Aircons have crazy good buildpower nowadays, do we rly want that?
-Cans are easy to spam cause buildtime is low. Pretty much kills anything. Maybe increase buildtime and nerf dmg a bit?
-Raven is way too fast for heavy artillery unit
-Aircons have crazy good buildpower nowadays, do we rly want that?
-Cans are easy to spam cause buildtime is low. Pretty much kills anything. Maybe increase buildtime and nerf dmg a bit?
-Raven is way too fast for heavy artillery unit
- 12 Mar 2013, 15:29
- Forum: XTA
- Topic: Balance problems
- Replies: 21
- Views: 5449
Re: Balance problems
The solution to move up the model centre of the mdexx won't work; I estimate the DT is about 50% higher than the mexx, and raising the hitposition of the mexx would favour AA-units instead of skirmish ones, which is what we should want. Just make mex hitbox 100% higher than dt hitbox so any unit ca...
- 04 Mar 2013, 21:49
- Forum: XTA
- Topic: Balance problems
- Replies: 21
- Views: 5449
Balance problems
1) popup has greater range than dominator (core t2 vertical rocket kbot)
2) dt > almost all t1 (mex sweetspot should be higher)
2) dt > almost all t1 (mex sweetspot should be higher)
- 02 Feb 2013, 11:38
- Forum: Map Creation
- Topic: New map: There is no map faster than this one
- Replies: 16
- Views: 11718
Re: New map: There is no map faster than this one
There is no such a thing. His maps are truly innovative, refreshing gameplay more than anything happened to Spring... I'm looking forward to testing this!Jools wrote:Typical knorkemap.
- 28 Apr 2012, 14:50
- Forum: XTA
- Topic: Todo list for next XTA dev
- Replies: 11
- Views: 6017
Todo list for next XTA dev
Mostly balance fixes (reverts) -air units attack sector -air units shouldn't collide with each other -popup etc cannons speed -hammer speed, turnrate, cannon turnrate -llt hlt values (laser speed, rate of fire, los, damage) -pyro flame speed (shouldn't hit moving units) -some missiles should go over...