War Evolution 1.7 - Page 6

War Evolution 1.7

All game release threads should be posted here

Moderator: Moderators

Post Reply
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

rattle wrote:I'd rather have more hotkeys and full hotkey support in direct control mode. You can't even switch weapons :P

How do you fire the v-rockets anyway? I had 10+ on stock and d-gun simply fired all it's weapons just like attack.
you need an upgrade (you see some black wings at the back of your mech).
OK here it is http://files.filefront.com/War_Evolutio ... einfo.html

Report all balance issues and bugs you can find here.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

The ass rockets are a very very clever idea, i frequently turn around in a fight to push enemies away. I think it would be quite hard to really add many tactical choices but use these to their fullest extent:
-Units could build mines/spawn little robots/whatever
-Experience doesnt need to be the only scripting control, damage levels could also trigger things (though making robots much weaker when theyre low is probably a bad idea)
-Metal could be used as a resource for some weapons as well, or even a special resource, eg at zero XP robots fire an invisible, damage-less weapon (huge range and 360 arc so it will fire at any enemy) that drains all the metal and as soon as they get 0.01xp that weapon disappears and a new one is created that uses metal, which could be reclaimed from dead enemies or whatever. The inverse could be used for emergency power when the hitpoints are very low etc plenty of variations to play around with
-Robots could build a tiny control center at the start (cloaked and stealth, drains E so when player dies it pops up) that can provide more functions and maybe stockpilable stun weapons etc.
-You could play with indirect fire and guided weapons some more
-Zone control/KOTH/CTF maps and modes could be used by having geospot(s) and buildings that can be built on them, which grant more storage or metal that can in turn be used to power a superweapon (meaning the game is won, or just a good weapon to give the KOTH an advantage).
-On/off doesnt just need to be main weapons, units could very well transform into a defensive/runaway mode with shields and armor changes as well as speed and shape...

Theres lots and lots that can be done with a little creativity, im just throwing ideas around, hopefully you can make use of some of it (especially the KOTH/zone control idea). I just hope the number of units stays really small but very diverse (different upgrades, different special powers, different on/off modes etc)
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

most of your ideas sound very good, but some points arent possible at all i think or only by deleting something else.
For example is metal used for the turrets, and in the next release (which will be uploaded soon because there is an exploit) turrets will need metal to shoot. To prevent this exploit i had to give all units except the engineers a metalincome of -10 or so. Else you could give the turrets to an ally and spam hundreds of them.
The point with the extra building sounds a bit strange, but good too. The point is, actually i see only one way to use them (as a nuke launcher or something like that).
Indirect fire will come when i made the artillery mech (needs time, atm i wanna relax a bit).
Zone control sounds nice, but difficult to balance and to create with only 2 ressources. I already need both of them. Would be cool if you could mod the win condition. For example that a team wins if you have placed 5 geo buildings on a map, so this would be a real koft if the geospots are placed well.
On/off is used for switching weapons. If i would make the shields and armour on-off-able, 2 upgrades wouldnt be possible anymore and must be replaced by weapons - thats not difficult, but i think its more fun if armour and shields are randomized by upgrades.
Sadly spring isnt developed for such a one unit mod and when i script and make the units i see that everytime. There is so much i could need (different buttons for different weapons like the d-gun, more different ressources for ammunition, more than one damage modifier, more than one "on/off" button and so on) but i think that we have to wait a long time untill we get some of this stuff.
Also while there are so many great ideas, you have to make small steps. There are some very great mod ideas, but i dont have the time to make them all at once. So first i wanna make one or 2 more mechs and try to make the AI vs player mod (not to speak about balancing, whch will be done constantly).

new version 1.12b (check first page)

- 1.2b:
- Reduced metal from wreckages to 50 (from 1000)
- increased speed of all units (+20-30 %)
- rockets are more accurate now
- increased explosion damage to 500 (from 100)
- reduced HP of turrets to 4000 (from 5000)
- turrets need metal to shoot now (prevents exploiting them)
- backmines fire now 6 instead of 5 mines
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Optimus Prime wrote:
rattle wrote:I'd rather have more hotkeys and full hotkey support in direct control mode. You can't even switch weapons :P

How do you fire the v-rockets anyway? I had 10+ on stock and d-gun simply fired all it's weapons just like attack.
you need an upgrade (you see some black wings at the back of your mech).
OK here it is http://files.filefront.com/War_Evolutio ... einfo.html

Report all balance issues and bugs you can find here.
Ahhh... didn't try again when I got it to level 6.
User avatar
Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

I played the new version and I must say, I'm rather disappointed.

I smell recycled material in the air!.

C'mon - Change the weapons around a bit, upgrades even - they're all the same!

At least change them visually @_@.

Every Mech should be unique in it's own domain, simply having a diffrent ability and damage table does NOT count as unique.

I realize this is an early beta - but diversity is important - it keeps the mod fresh, right now - it's very dull, feels as if nothing got changed from the transition to 3 bots instead of 1.

Edit : Just played 1.2B.

Thoughts :

Pyro is too weak - needs a Boost in speed and it's weapon needs a noselfdamage=1; tag - at the moment to maximize damage you have to come to them in the face - but if you do that you get hit w/ your weapon's AoE and it HURTS!

Combat Engi is TOO powerful - Games drag on because of this.

Solutions in my opinion :

- Nerfbat it's health to 5000.
- REMOVE Turret Autoheal
- All weapons should do EXTRA damage to turrets - Right now any mech attacking a turret that's being repaired by an engi are doomed to death - the turret is invincible thanks to FAST workertime and autoheal - REMOVE TEH AUTOHEAL DAMN YOU!
- Cutters.Need.A.New.SOUND! - i cannot state this enough - 4.1 speakers + 2-4 cutters in game at one time = the feeling as if I'm playing Casbah TFC on a 32 man server.
- More turret types, please.

WarGod :

-Seems to be fine at the moment, no changes required.
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

- Cutters.Need.A.New.SOUND! - i cannot state this enough - 4.1 speakers + 2-4 cutters in game at one time = the feeling as if I'm playing Casbah TFC on a 32 man server.
Perhaps we could replace much of the music with clips from old music... this feature could be replaced by a clip from the song "rock the casbah" and the contruction unit building things could be from something by The Who or Queen...
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

I smell recycled material in the air!.

C'mon - Change the weapons around a bit, upgrades even - they're all the same!

At least change them visually @_@.
you are right, i reused some weapons. Actually there are 16 different weapons for 3 bots.
Thoughts :
Pyro is too weak - needs a Boost in speed and it's weapon needs a noselfdamage=1; tag - at the moment to maximize damage you have to come to them in the face - but if you do that you get hit w/ your weapon's AoE and it HURTS!
You are doing something wrong ^^ With noselfdamage pyro vs pyro would be forced to use plasma (or does noselfdamage only effects the unit and not the weapon?).
Also i dont think that pyro is weak. Lets wait some more days until we can see which unit is over/under powered. After a couple of games i would say that they are all good in their own way - i dont say that they are balanced, but its to early to say a unit is over/underpowered.
Combat Engi is TOO powerful - Games drag on because of this.

Solutions in my opinion :

- Nerfbat it's health to 5000.
- REMOVE Turret Autoheal
- All weapons should do EXTRA damage to turrets - Right now any mech attacking a turret that's being repaired by an engi are doomed to death - the turret is invincible thanks to FAST workertime and autoheal - REMOVE TEH AUTOHEAL DAMN YOU!
after these changes engineer would be the uselest unit ever ^^.
It still loses vs a wargod and the wargod survives with 4k HP.
Removing autoheal would help cause you are right, you can repair them a bit fast. But perhaps increasing the buildtime would do it. The point is, you can take turrets out from long range, even if the engineer repairs the turret, you get exp - the engineer not.

All in all... sounds good for a first impression, but lets wait at east 20 more games before saying a unit is imba.
To the sounds: give me good sounds for a machine gun and i will bring them in the game - but i dont have any :(
To the weapon visualisations: I m working on it, but its not that easy with the few spring possibilities.
User avatar
Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

I think noselfdamage=1; only affects the unit - hetting something in the face deals 2k damage to yourself.

you can either try noselfdamage=1; in a test build OR decrease the weapons AoE - flame has AoE? O_o.

AoE reduction would also help eliminate SMOKE! - a Large causer of lag.

Here's what I try to do w/ pyro : Attack people from the side - making them unable to use assmissiles but they still do a surprise turn and fire - dealing 1kish damage to pyro and knocking the poor pyro far away.

Sneaking up on a sentry gun - instead - the sentry rapes me once I'm in firing range of the flamer - esp if the engi is next to it.

Also, I believe I have a good sound for machineguns ;).

Also - if you get in TA:S lobby now and we talk - that'l be a good start for discussion @_@.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Foxomaniac wrote:...to maximize damage you have to come to them in the face - but if you do that you get hit w/ your weapon's AoE and it HURTS!
Couldn't resist... hahaha :)

If you change the miniguns to burst weapons I may have something for you. I mixed some of the doom3 minigun sound effects with the ET mg42's sounds once and the outcome was rather nice.

edit:
http://rattle.from-hell.net/mg42.rar
http://rattle.from-hell.net/mp40.rar
http://rattle.from-hell.net/thompson.rar
http://rattle.from-hell.net/rocket.rar

Might be useful.
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

thank you very much. Will testt hem tomorrow. Btw 1.3b is out :)
User avatar
Mecha Sonic
Posts: 162
Joined: 17 Nov 2005, 04:01

Post by Mecha Sonic »

Donno what to say about balance, but I think the texture for the body is kinda...fugly. I hate that it makes all maps look like it's sunset, and that it looks like a friggin cow. I'd like it if they were plain dark gray or normal gray with no cow spots or anything.

Also, could you add icons for the mech classes? People in the battle room can't tell what one another is playing as.

Also again, the Cutter seems a little overpowered. Perhaps reduce the range and damage, or change the weapon to a long range laser with higher reload time
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

yeah the textures arent the best, but i m not a texturer. I will see what i can do about it, but i cant guarantee that i will change them for the next release because it needs a bit more time.
Personaly, i think no items are much better - reason: if i would make items, it would be much easier to choose the best counter mech. Ok for this version it seems that all bots are good vs each other, but when i add an artillery bot, it will be better vs turrets than others. Or if you know that there is a minelayer bot in the other team you will walk much more carefully - the same with a spy. So i think this is a feature ;) - use the lobby private chat to check what your teammates are.
To the cutter: did you tried version 1.3b (not 1.2b which was uploaded some hours ago)? I uploaded this version yesterday evening and reduced its firepower by 30%, removed autoheal and increased the buildtime a lot. They should be ok now.
User avatar
Mecha Sonic
Posts: 162
Joined: 17 Nov 2005, 04:01

Post by Mecha Sonic »

Personaly, i think no items are much better - reason: if i would make items, it would be much easier to choose the best counter mech. Ok for this version it seems that all bots are good vs each other, but when i add an artillery bot, it will be better vs turrets than others. Or if you know that there is a minelayer bot in the other team you will walk much more carefully - the same with a spy. So i think this is a feature
Very clever...I like it.
To the cutter: did you tried version 1.3b (not 1.2b which was uploaded some hours ago)? I uploaded this version yesterday evening and reduced its firepower by 30%, removed autoheal and increased the buildtime a lot. They should be ok now.
It was 1.3. Someone had 2 Cutters up and they killed a 3/4 health wargod in about 5-6 seconds
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

It was 1.3. Someone had 2 Cutters up and they killed a 3/4 health wargod in about 5-6 seconds
Thats impossible, you lie.
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

1.14b is onlin http://www.unknown-files.net/browse.php?dlid=1546

- 1.4b:
- reduced damage of laser cannons from werewolf to 220 (250)
- reduced shield regeneration rate to 23 (30)
- added stealth and jamming ability to flamethrower class
- increased cost of engineer, so he will level slower
- increased area of effect of rocketpacks to 172 (142)
- increased speed of all units + 0.2
- black knight is now more resistant to other flamers (he takes only 5 damage instead of 19)
- sound of turrets gattling guns changed
- flamer sound changed
- wargod has now a different long range plasma model (decreased reloadtime and damage, so its still same damage per sec)
- removed unused textures and sounds to reduce filesize
- changed cloaking system (costs and range)
- mass values changed a bit
- and some other small changes
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Optimus Prime wrote: - reduced shield regeneration rate to 23 (30)
Actually, this makes shields regen faster. That is, if you used the tag I think you're referencing here.
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

Buggi wrote:
Optimus Prime wrote: - reduced shield regeneration rate to 23 (30)
Actually, this makes shields regen faster. That is, if you used the tag I think you're referencing here.
- New weapon tdf tag shieldpowerregen, how fast the shield regenerates power
if it is explained correct, it means the higher the falue, the faster the regeneration. Also i think ig it seems slower.
Or does anyone know this better? If i m wrong, what exactly means the value?
User avatar
Mecha Sonic
Posts: 162
Joined: 17 Nov 2005, 04:01

Post by Mecha Sonic »

Noticed a few things to be fixed/changed:

The dgun rockets seem to get "stuck" and won't fire at times, you have to go into FPS mode to fire them.

The ass rockets are very unresponsive and don't fire when you want them to.

Since the Pyro is stealth, I think it should have less mass becuz it's hard to get rid of it with ass missiles once it's right on your ass flaming you to death. The thing is already a little overpowered...

The combat engi dies too fast. Maybe give it some more HP, or make it's weapons more accurate, or a faster worker time.
User avatar
Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Mecha Sonic wrote:Noticed a few things to be fixed/changed:

The dgun rockets seem to get "stuck" and won't fire at times, you have to go into FPS mode to fire them.

The ass rockets are very unresponsive and don't fire when you want them to.

Since the Pyro is stealth, I think it should have less mass becuz it's hard to get rid of it with ass missiles once it's right on your ass flaming you to death. The thing is already a little overpowered...

The combat engi dies too fast. Maybe give it some more HP, or make it's weapons more accurate, or a faster worker time.
Oh I beg to differ.

First two problems : Nothing of that sort for me.

3rd : Oh please - he only got his mass increased by 50 - and that's to COMBAT the fact that when he gets assmissiled, he gets knocked so far away it's not even funny, Pyro was completely useless due to this.

Old :
Vs WarGod : Wargod AMs Pyro - Pyro knocked away - Wargod rapes Pyro w/ MG.
Vs Engi : Engi AMs pyro - Pyro tries to chase but engi is faster then pyro, engi either AMs pyro away again / lures pyro to his 2 cutters on top of the hill OR pyro tries to run away.

New :

VS WarGod : Pyro CAN chase Wargod this time - without bieng knocked 10 feet away but is still no match for wargod 1v1.

Engi : Same thing still happens, just not as bad - engi is still faster then pyro @_@.

4th : Engi doesn't die too fast!
It also has a mean close range weapon, perhaps you fail at playing engi ? :P.
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

The main reason that the engi dies so fast is because almost every weapon sends it flying halfway across the map. Even the wargods plasma cannons spin it around a bit, preventing it from firing.
Post Reply

Return to “Game Releases”