War Evolution 1.7
Moderator: Moderators
OK, feedback time.
Pyros should have the cost of their cloaking cost increased by 10-20 energy.
Engineers needs higher mass.
Wargods and pyros should have their regen decreased, while the workertime of the engineer should be increased. The buildtime of the Cutter should also be increased to balance this out.

Pyros should have the cost of their cloaking cost increased by 10-20 energy.
Engineers needs higher mass.
Wargods and pyros should have their regen decreased, while the workertime of the engineer should be increased. The buildtime of the Cutter should also be increased to balance this out.
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
1st : Not bad - I originally set it to 50 - giving the pyro a total time of 44 seconds of hiding.Aun wrote:OK, feedback time.![]()
Pyros should have the cost of their cloaking cost increased by 10-20 energy.
Engineers needs higher mass.
Wargods and pyros should have their regen decreased, while the workertime of the engineer should be increased. The buildtime of the Cutter should also be increased to balance this out.
2nd : I agree.
3rd : Yes and no.... - If you put this then WE will turn into a squad-based DM mod w/ teamwork being a prime focus - I say we leave that to a variant once WE is complete, Eh?
As for buildtime - I agree - makes repairing Friendly bots faster but... wouldn't it induce the old "repair cutter to give it invnicibilty" thing back again?

- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
point 1 and 2 are very good. Will be included.
Regeneration rate is fine in my eyes. Increasing Workertime would make engis too usefull (we had this in an ealier version where they could make turrets invincible).
Also i think that the turrets are very weak like they are now - or say shouldnt be nerved more.
Regeneration rate is fine in my eyes. Increasing Workertime would make engis too usefull (we had this in an ealier version where they could make turrets invincible).
Also i think that the turrets are very weak like they are now - or say shouldnt be nerved more.
Bots need their buildtime cut by 30% so repair works for them without turret problems.
Cloaking should drain more E than what is produced while standing still as well.
stockpileable weapons should either drain more E to build or none, since their cost seems to have no effect on the wargod and engie while the pyro cant cloak properly while building them.
The armor bonus should give a tad more armor (25-30%) so it is as useful as the other upgrades
The upgrades should be a bit more spaced out in XP, getting around 0.5-0.6 XP means you got them all and after that very little improvement is seen, taking away from the fun factor, maybe something like this:
0.10
0.25
0.40
0.55
0.75
1.00
so that you dont get all upgrades every game. Or at least getting maybe a little armor upgrade every 0.10 xp instead of one lump sum one...
Cloaking should drain more E than what is produced while standing still as well.
stockpileable weapons should either drain more E to build or none, since their cost seems to have no effect on the wargod and engie while the pyro cant cloak properly while building them.
The armor bonus should give a tad more armor (25-30%) so it is as useful as the other upgrades
The upgrades should be a bit more spaced out in XP, getting around 0.5-0.6 XP means you got them all and after that very little improvement is seen, taking away from the fun factor, maybe something like this:
0.10
0.25
0.40
0.55
0.75
1.00
so that you dont get all upgrades every game. Or at least getting maybe a little armor upgrade every 0.10 xp instead of one lump sum one...
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
hm it seems that most of you should prove some files before posting 
1. Levels are gained at 0.06, 0.15, 0.30, 0.50, 0.80, 1.20 so its already like you want.
2. Armour gives you a bonus of 20%.
A normal weapon gives you about 40dps more. Your standard dps (only the 2 long range weapons) do about 150dps, so its 26% more damage. Close combat weapons do at least 200dps, so than an extra weapon does exactly 20% more damage (flamers do even more). I think armour is nearly equal especially because it needs no energy, no range and is active everytime (weapons need to be turned towards the enemy).
to the cloaking.. i already said that this will be made.

1. Levels are gained at 0.06, 0.15, 0.30, 0.50, 0.80, 1.20 so its already like you want.
2. Armour gives you a bonus of 20%.
A normal weapon gives you about 40dps more. Your standard dps (only the 2 long range weapons) do about 150dps, so its 26% more damage. Close combat weapons do at least 200dps, so than an extra weapon does exactly 20% more damage (flamers do even more). I think armour is nearly equal especially because it needs no energy, no range and is active everytime (weapons need to be turned towards the enemy).
to the cloaking.. i already said that this will be made.
- Dr.InfernO
- Posts: 223
- Joined: 18 Nov 2005, 13:55
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6485Dr.InfernO wrote:something like a coop would be great. players fighting together against thousands of wild AKs.

actually i tried such a version, but the AI crashes the game at start

- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
which AI did you try using? (and did you give them a 'commander'?)Optimus Prime wrote:http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6485Dr.InfernO wrote:something like a coop would be great. players fighting together against thousands of wild AKs.
actually i tried such a version, but the AI crashes the game at start
this sounds like one helluva good gamemode - give the AI something they can build for free and a very tough com
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
i tried aai. I wanted to make a con vehicle of arm a commander. Dont know whats wrong.unpossible wrote:which AI did you try using? (and did you give them a 'commander'?)Optimus Prime wrote:http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6485Dr.InfernO wrote:something like a coop would be great. players fighting together against thousands of wild AKs.
actually i tried such a version, but the AI crashes the game at start
this sounds like one helluva good gamemode - give the AI something they can build for free and a very tough com
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
some eye candy:
Name: Stormlord, Class: Artillery/Minelayer


also the changelog for the NOT YET uploaded next version, so that people dont post 10 times to increase the cloaking costs.
- 1.5b: - increased mass of werewolf to 680 (from 620)
- buildtimes changed so that each bot repairs HP with the same speed (before it was that wargod had the same buildtime as werewolf but much more HP)
- increased cloakcosts of black knight to 30/50 (before it was 20/40)
- increased velocity of nuclear missiles but also increased flight height
- increased speed and acceleration of black knight: 3.4 speed and 0.05 acceleration (before 3.2 and 0.04)
- decreased impulsefactor of rocketpacks to 6 (from 7) but increased accuracy (wobble is now 5200 instead of 6000)
- decreased damage of a single rocket to 200 (from 300) cause they are more accurate now
- increased impulsefactor of impulse gun to 11 (from 10)
remember: 1.5b is not yet uploaded (i plan to upload it with the next mech, but that can need a full week - depends on my motivation).
Name: Stormlord, Class: Artillery/Minelayer


also the changelog for the NOT YET uploaded next version, so that people dont post 10 times to increase the cloaking costs.
- 1.5b: - increased mass of werewolf to 680 (from 620)
- buildtimes changed so that each bot repairs HP with the same speed (before it was that wargod had the same buildtime as werewolf but much more HP)
- increased cloakcosts of black knight to 30/50 (before it was 20/40)
- increased velocity of nuclear missiles but also increased flight height
- increased speed and acceleration of black knight: 3.4 speed and 0.05 acceleration (before 3.2 and 0.04)
- decreased impulsefactor of rocketpacks to 6 (from 7) but increased accuracy (wobble is now 5200 instead of 6000)
- decreased damage of a single rocket to 200 (from 300) cause they are more accurate now
- increased impulsefactor of impulse gun to 11 (from 10)
remember: 1.5b is not yet uploaded (i plan to upload it with the next mech, but that can need a full week - depends on my motivation).