Xta unit stats and balance tweaks (input for next version) - Page 9

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

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Gota
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Re: What's wrong with XTA? (input for next version)

Post by Gota »

Air planes some units labs eco buildings..When you wrote you wrote all units..
raaar
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Re: What's wrong with XTA? (input for next version)

Post by raaar »

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.
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.
babbles
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Re: What's wrong with XTA? (input for next version)

Post by babbles »

Glad you took the time to rebutt my comments.
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JohannesH
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Re: What's wrong with XTA? (input for next version)

Post by JohannesH »

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.
raaar
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Re: What's wrong with XTA? (input for next version)

Post by raaar »

babbles wrote:Glad you took the time to rebutt my comments.
i'll get there on the weekend
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manolo_
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Re: What's wrong with XTA? (input for next version)

Post by manolo_ »

one cookie for babbs (please dont cry me a river)
raaar
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Re: What's wrong with XTA? (input for next version)

Post by raaar »

I'll just throw a few more stats and go back to playing the game...

NOTE:
wCost = metalCost + energyCost / 60

Code: Select all

-------------- 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.
babbles
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Re: Xta unit stats and balance tweaks (input for next version)

Post by babbles »

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.
raaar
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Re: Xta unit stats and balance tweaks (input for next version)

Post by raaar »

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:
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 19 Apr 2010, 00:38, edited 1 time in total.
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knorke
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Re: Xta unit stats and balance tweaks (input for next version)

Post by knorke »

kamikaze subs are cool to blow up hovers
boom boom boom 8)
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manolo_
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Re: Xta unit stats and balance tweaks (input for next version)

Post by manolo_ »

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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Spawn_Retard
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Re: Xta unit stats and balance tweaks (input for next version)

Post by Spawn_Retard »

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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manolo_
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Re: Xta unit stats and balance tweaks (input for next version)

Post by manolo_ »

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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1v0ry_k1ng
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Re: Xta unit stats and balance tweaks (input for next version)

Post by 1v0ry_k1ng »

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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TheMightyOne
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Re: Xta unit stats and balance tweaks (input for next version)

Post by TheMightyOne »

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
mongus
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Re: Xta unit stats and balance tweaks (input for next version)

Post by mongus »

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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1v0ry_k1ng
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Re: Xta unit stats and balance tweaks (input for next version)

Post by 1v0ry_k1ng »

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
babbles
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Re: Xta unit stats and balance tweaks (input for next version)

Post by babbles »

OLD SEA WAS PRO
raaar
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Re: Xta unit stats and balance tweaks (input for next version)

Post by raaar »

What is the problem with xtaids units?
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