XTA Development discussion - Page 12

XTA Development discussion

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Better then v7?

Poll ended at 08 Nov 2006, 03:04

Yes
23
82%
No
5
18%
 
Total votes: 28

User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

Noruas wrote:well i ran some tests on frame rate, with the current big version, after 30 dguns, my normal 45 frame rates were down to 12. (on lowest grahpics) Okay, but the dguns mark started to fade away. after the glows were gone, my frame rate was 24, because of the craters, when i took a captured shot of a com exploding, my screenrate dropped to 13! I remember on computers with less than 2.0 ghz, com exploding often lowers frame rate drasticly, so i will make it last lesser, and smaller circles!

Ok, so now its 19-23 frames per second with after glow and such with final version, it isnt so bad when 24-29 is just the craters alone.
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User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

[KnoX]ElementalGizmo wrote:Ow and someone wanted the viper beafed. I done some research and found these stats: (Conpaired to a sniper)

Corvipe

CORVIPE_LASER

weapon1=CORVIPE_LASER;

BuildCostEnergy=24519;
BuildCostMetal=2354;
BuildTime=32190;

range=1350;
reloadtime=3.5;
energypershot=1050;

[DAMAGE]

default=1431;

dps=408.8


****CONPAIR TO SNIPER****

armsnipe

weapon1=ARMSNIPE_WEAPON;

BuildCostEnergy=14727;
BuildCostMetal=935;
BuildTime=18758;

range=1100;
reloadtime=14;
energypershot=1000;

[DAMAGE]

default=2260

dps=161.4

Doesnt seem to need beefing to me!
WTF Ive been bitching about the viper for like 10 months and everyone was like "its fine, LOL" "1v0ry_king needs to play dis mod mores!!1"
the viper is a pack of suck, both balance wise and as an idea for a unit. its just useless, and should be replaced or made interesting/usful
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User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

anyway, I decided to use logic so like:

First, the Viper has a large range (1300) but its weapon velocity is only 800 (200 less than the HLT) which basicly means
1) it misses most the time firing at long range
2) it misses often firing and small targets changing direction
3) it sucks at its primary role of long range sniping cuz it misses
to amend this, i would suggest making its weapon velocity much higher (about 1200) to ensure it actually hits things at long range

secondly, "it cant be crap, it has 408 DPS!" Until you realise wait.. a HLLT has 220 DPS. You can afford 2.8 HLLTs for the cost of one viper. thats pretty much 660 DPS. thats also 8100 HP, 1.6x more health.
A heavy laser is also Level 1, and is also more accurate, and also costs about an eighth of the energy to fire.

The viper has a longer range... but its not accurate against moving targets. urk.

Core Viper
Cost:2350M
Health:4940
Weapon velocity: 800
weapon range: 1350
Weapon DPS: 408
Energy to fire: 1050

Core HLLT
Cost: 825
Health:2700
Weapon velocity: 1000
weapon range: 890
Weapon DPS: 220
Energy to fire: 160

Vipers cost in HLLTs
Cost: 2310
Health:7560
Weapon velocity: 1000
weapon range: 890
Weapon DPS: 616
Energy to fire: 480

Pretty much the point of what Im saying: The Viper is a step DOWN from a hllt in terms of offensive power and health for cost. it is also less accurate over a distance. Imo I would change the following to make it a valid unit:

Core Viper
Cost:2350M---> 2100M
Health:4940
Weapon velocity: 800--> 1200
weapon range: 1350
Weapon DPS: 408
Energy to fire: 1050

this simply makes it accurate at long range
+1
and slightly more cost effective
+1


Oh finally, gizmo, you can afford 2.5 snipers to the Viper.
2.5 snipers makes a total of 4520 damage with their first two shots, and thats rounding 2.5 down to two snipers! If the snipers were at maximum range and were mircoed the viper would probably miss enough for one of the snipers to escape and fire again. 2.5 snipers>Viper
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[KnoX]ElementalGizmo
XTA Developer
Posts: 266
Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

:shock: I stand totally corrected :shock:

No excuses for me; i just havent looked into the stats properly. Consider it done!

(Glad to find someone not on the dev team taking this seriously!)
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Chojin
Posts: 141
Joined: 04 Oct 2006, 11:22

Post by Chojin »

nononono, this calculation is too easy, ivory king... you are missing, that... [stay tuned, to be continued]
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

Ive backed up my calculations with numerous tests.
i can defeat a viper with a single sniper by changing its direction every timer I hear the viper fire sound. viper misses every time.

The viper is a unit designed for large range power, but with its lack of area damage and disability to fire over wrecks or hit moving targets its actualy inferior in cost effectiveness to its cost in l1 popups. its just crap atm.
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AF
AI Developer
Posts: 20678
Joined: 14 Sep 2004, 11:32

Post by AF »

The vipers a bit of a fluke, its not apparent what exactly its role is, and it seems to be just a weak doomsday machine that doesn't have abeam weapon or a HL weapon.

Its also odd because the vipers been scaled up from the OTA model and it makes it look weird imo.

I'd say make it scaled down to its original size, give it a beam weapon and twiddle its costs so its effectively halfway between a HLT and a doomsday.
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

i heard that their was a new version of spring coming out very soon and i have the xta version that is suppose to go with it, but i couldnt get it to the person i was suppose due his bad email service, i need to know if you need it NOW, because i have a 7 day link up for it.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

the core commander also sucks. he is a squat dwarf wearing a dress. the arm commander looks like the very picture of ownage, what happened to core!?
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Peet
Malcontent
Posts: 4382
Joined: 27 Feb 2006, 22:04

Post by Peet »

1v0ry_k1ng wrote:the core commander also sucks. he is a squat dwarf wearing a dress. the arm commander looks like the very picture of ownage, what happened to core!?
I'll remodel it if someone will make some decent concept sketches for me. Gizmo will probly texture it for me.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

A remodel is under construction, check the Art & Modelling forum.
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

Some us are fully aware of it, while others arent....
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

I was aware of it, but I somehow didn't put 2 and 2 together =\

Damn school is messing with my head.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

same. when do you think it will be useable?
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Peet
Malcontent
Posts: 4382
Joined: 27 Feb 2006, 22:04

Post by Peet »

After Caydr or someone scripts it.
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[KnoX]ElementalGizmo
XTA Developer
Posts: 266
Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

Well good news and bad new:

The new core nuke silo MODEL & nuke FX will not make it this release. Just not enough time, soz folkes.

There is still quite a few good things coming out, ill post a change log shortly.

The development has been rushed/cut short due to Yeha's next update of spring which `should` come along with v8.1.

Ill try n get some time to incorperate some cool stuff when i get a chance. But waiting for Argh to release nanoblobs so i can incorperate his nuke fx just isnt an option right now :(

Also Noruas is going to do some work on a few more fx abusing some l8est script. This will be for the geo, and energy staradge. That all depends on how much i poke him lmao.

Next update hitting ur dl list very shortly!
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AF
AI Developer
Posts: 20678
Joined: 14 Sep 2004, 11:32

Post by AF »

What is the next release coinciding with the 0.74b1 release?

Don't feel you have to do a release every 3 or so weeks, take the extra time to finish them off.

and IIRC, the remodelled core commander should work fine if it where twiddled a little and then combined with the arm commanders script.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

BTW mat, what were the typos... cause i can send you replacemnets tonight if you can tell me.

aGorm
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[KnoX]ElementalGizmo
XTA Developer
Posts: 266
Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

mat ¿ whos that ? Im Luke lmao. Annyways, Napkin found the typo's not I. As you can tell from the last load screens, my spelling sux :wink:
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

No worries I talked to him on #SY... we sorted it. Unfortunatly they wont make the release as it was already with yhea (or whoever was doing the new installer... ), so im goona included them with a few more and send them over for the next next version. (That unfortunatly means the one with the water is out... :cry: )

I think I was typing in mate very fast BTW... not mat... :P

aGorm
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