compare with conveh plsCaydr wrote:Not enough?Nanotower buildtime reduced by 2000, energy cost reduced by 1000,
HP boosted by 50
For comparison, they have over twice the building power of a construction kbot and only 40 less HP, at a cost and buildtime of less than 2 con kbots.
Absolute Annihilation 2.11
Moderator: Moderators
Comparison with arm conveh nanotower has:
1.5x the building power (workertime)
1.67x the energy cost
1.54x the metal cost
1.3x the build time
0.4x the hit points
5.71x the build distance
re berthas: No, that's not intentional. I'll check that and make sure it's fixed. Any other abnormal behaviour like this should be reported immediately.
Regarding naval balance:
The problems, in my eyes, were:
-Too many units
-Too few distinct roles
-Too much "one-upping" of existing units
-Some units much too strong or much too weak
-Gameplay too slow
To fix this, I did the following:
-Subs are now highly powerful, but with a weakness: they must face the target they are attacking. They cannot, for instance, attack something while running away from it
-Several ships which, IMO, were unnecessary, were removed (you know about them)
-Sonar range has been reduced on all units significantly, making subs much more difficult to just accidentally stumble upon.
-Most ship ranges have been reduced by some amount, especially destroyers and battleships, this is counterbalanced by increased range in flagships and especially missile ships
-Ships have been differentiated by giving certain ones restrictive arcs, preventing their use in some situations, while others are capable of firing at any angle
-Also adjusted most secondary firing arcs so they wouldn't shoot "through" the main turrets as much
-Adjusted DPS (damage per second) of ships so that they would be more sensible
-All ship turning rates increase dramatically to speed up gameplay, some ships' acceleration and braking improved
So, now ships have the following roles:
Skeeter/Searcher - Scout, short-range, moderate damage, fragile, fast, with anti-air
Decade/Supporter - Corvette, short-range, moderate damage, good HP for cost, medium-high speed
Crusader/Enforcer - Destroyer, medium-range, moderate damage, good HP, medium speed, depth charge, short range sonar, limited to forward-firing with main weapon
Lurker/Snake - Submarine, short range, very high damage, low HP, medium speed, limited to 45-degree forward firing arc
Conqueror/Executioner - Cruiser, medium-long range, good damage, good HP, medium speed, depth charge with large AoE, short-medium range sonar, full firing arcs
Piranha/Shark - Advanced Submarine, short range, extremely high damage, low HP, medium speed, limited to 90-degree forward firing arc
Millennium/Warlord - Battleship, long range, excellent damage, superior HP, medium-slow speed, full firing arcs, highly expensive
Ranger/Messenger - Rocket Artillery, extremely long range, medium-high damage, medium-low HP, good speed, firing arcs n/a
Archer/Shredder - Anti-air ship, medium range, massive damage, moderate HP, good speed, anti-air only
Serpent/Leviathan - Assault/Artillery Submarine, long range, extremely high damage, medium HP, medium-low speed, limited to 45 degree forward firing arc
Epoch/Black Hydra - Flagship, very long range, outrageously high damage, outrageously high HP, low speed, many firing arcs but full overall coverage, with secondary anti-air
1.5x the building power (workertime)
1.67x the energy cost
1.54x the metal cost
1.3x the build time
0.4x the hit points
5.71x the build distance
re berthas: No, that's not intentional. I'll check that and make sure it's fixed. Any other abnormal behaviour like this should be reported immediately.
Regarding naval balance:
The problems, in my eyes, were:
-Too many units
-Too few distinct roles
-Too much "one-upping" of existing units
-Some units much too strong or much too weak
-Gameplay too slow
To fix this, I did the following:
-Subs are now highly powerful, but with a weakness: they must face the target they are attacking. They cannot, for instance, attack something while running away from it
-Several ships which, IMO, were unnecessary, were removed (you know about them)
-Sonar range has been reduced on all units significantly, making subs much more difficult to just accidentally stumble upon.
-Most ship ranges have been reduced by some amount, especially destroyers and battleships, this is counterbalanced by increased range in flagships and especially missile ships
-Ships have been differentiated by giving certain ones restrictive arcs, preventing their use in some situations, while others are capable of firing at any angle
-Also adjusted most secondary firing arcs so they wouldn't shoot "through" the main turrets as much
-Adjusted DPS (damage per second) of ships so that they would be more sensible
-All ship turning rates increase dramatically to speed up gameplay, some ships' acceleration and braking improved
So, now ships have the following roles:
Skeeter/Searcher - Scout, short-range, moderate damage, fragile, fast, with anti-air
Decade/Supporter - Corvette, short-range, moderate damage, good HP for cost, medium-high speed
Crusader/Enforcer - Destroyer, medium-range, moderate damage, good HP, medium speed, depth charge, short range sonar, limited to forward-firing with main weapon
Lurker/Snake - Submarine, short range, very high damage, low HP, medium speed, limited to 45-degree forward firing arc
Conqueror/Executioner - Cruiser, medium-long range, good damage, good HP, medium speed, depth charge with large AoE, short-medium range sonar, full firing arcs
Piranha/Shark - Advanced Submarine, short range, extremely high damage, low HP, medium speed, limited to 90-degree forward firing arc
Millennium/Warlord - Battleship, long range, excellent damage, superior HP, medium-slow speed, full firing arcs, highly expensive
Ranger/Messenger - Rocket Artillery, extremely long range, medium-high damage, medium-low HP, good speed, firing arcs n/a
Archer/Shredder - Anti-air ship, medium range, massive damage, moderate HP, good speed, anti-air only
Serpent/Leviathan - Assault/Artillery Submarine, long range, extremely high damage, medium HP, medium-low speed, limited to 45 degree forward firing arc
Epoch/Black Hydra - Flagship, very long range, outrageously high damage, outrageously high HP, low speed, many firing arcs but full overall coverage, with secondary anti-air
water changes sound excellent
but with the nanotowers its the situation also
you dont build a con which builds a nanotower
you build a con that assists the fac and builds up a small group of cons that guard the fac (3 is around optimal)
nanotowers use is for metal maps etc for concentrated reliable good ranged building as well as repairing guardians in duels etc
now that we have all these tags hows about removing the nanotowers ability to assist build COMPLETELY and giving it repair ONLY?
im just making suggestions because i think that if nanotowers were balanced to fill that sort of role it would...suck. either have them as a repair only or my previous suggestion maybe???
Just do something to the bloody things, i'd rather you didn't remove them if it came to that which is why im suggesting stuff
but with the nanotowers its the situation also
you dont build a con which builds a nanotower
you build a con that assists the fac and builds up a small group of cons that guard the fac (3 is around optimal)
nanotowers use is for metal maps etc for concentrated reliable good ranged building as well as repairing guardians in duels etc
now that we have all these tags hows about removing the nanotowers ability to assist build COMPLETELY and giving it repair ONLY?
im just making suggestions because i think that if nanotowers were balanced to fill that sort of role it would...suck. either have them as a repair only or my previous suggestion maybe???
Just do something to the bloody things, i'd rather you didn't remove them if it came to that which is why im suggesting stuff
How is massing at t2 harder?
I'm feeling awful tempted to kill nanotowers. Not for any particular reason, I just get eager to cut something when I realize other stuff can do the same job.
Yes, I could rebalance them and make them for massing at tech 2 and so on and so forth, but why not cut them and make existing units do that job better? I.... think.... they're..... gone. *deletes*
I'm feeling awful tempted to kill nanotowers. Not for any particular reason, I just get eager to cut something when I realize other stuff can do the same job.
Yes, I could rebalance them and make them for massing at tech 2 and so on and so forth, but why not cut them and make existing units do that job better? I.... think.... they're..... gone. *deletes*
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
Code: Select all
***---NANOTOWER---***
***RIP***
**~2003-14/09/06**
**"We knew thee well"**
Nano towers are space effieient vs any other con unit, less costly, and easier to maintain.
Nano towers don't wander around between building factory units as assist builders.
They don't unintentionally block factory entrances slowing down production.
They're limited into 3 simple tasks, assisting build/repair or the ocasional reclaim of nearby buildings & trees.
I prefer to build 4 nanotowers to guard a factory, so I can use my other Kbots to build specific units or to have those kbots free on the frontlines for mobile repiars, to build radar/Hlt, or whatever else I need in the LVL1 buildmenu.
They help to reduce the ammount of micro to keep a smooth combat force on the move, and without them people would just spam tons of Conbots/vehicles/planes instead.
Nanotowers also can switch tasks instantly, where normal con units need to go through the complete animation cycles of closing up and re-opening their body to stop/start new tasks.
Its pretty clear they're valuable and they serve a purpose.
Nano towers don't wander around between building factory units as assist builders.
They don't unintentionally block factory entrances slowing down production.
They're limited into 3 simple tasks, assisting build/repair or the ocasional reclaim of nearby buildings & trees.
I prefer to build 4 nanotowers to guard a factory, so I can use my other Kbots to build specific units or to have those kbots free on the frontlines for mobile repiars, to build radar/Hlt, or whatever else I need in the LVL1 buildmenu.
They help to reduce the ammount of micro to keep a smooth combat force on the move, and without them people would just spam tons of Conbots/vehicles/planes instead.
Nanotowers also can switch tasks instantly, where normal con units need to go through the complete animation cycles of closing up and re-opening their body to stop/start new tasks.
Its pretty clear they're valuable and they serve a purpose.
The good thing about nanotowers is they stop units form forming up a clutter at your factories, and with the proposed changes to autoheal they could very-well become usefull on the front lines.
Just read the previous post, needless micro, like turning con bots around so they face the structure their assisting, si just stupid.
Just read the previous post, needless micro, like turning con bots around so they face the structure their assisting, si just stupid.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43