this thread is so confusing.
I didnt like the idea of moving mod forums to third party websites, but it does mean you can have a seperate topic for each object in question, each unit, each bug. weve changed subject about 5 times in 2 pages...
Experimental mutator v3 (from BA thread, PART1)
Moderator: Moderators
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
Experimental mutator v3 :
Or if you prefer .txt : http://froob.iamacup.com/temp/changelog.txt
Actual download if you want to test :
http://froob.iamacup.com/temp/EAv3.sdz
Code: Select all
[TWEAK] Pelican : HP boosted by 40, effective DPS raised to 106, turning rate doubled (a little more then double actually).
[TWEAK] Croc : HP nerfed by 300.
[BUILDLIST] Amphibious complex : Added gimp and spy to core's amphib complex, pelican to arm's amphib complex.
[TWEAK] Luger : Reduced Metal cost by 50.
[TWEAK] Merl : Increased damage per shot by 200.
[TWEAK] Advanced Storage buildings : Adv. Metal storages cost aproximately 400 M while E-storage costs aproximately 350ishM, decerased buildtime of each by 10k.
[TWEAK] Decoy Fusion : Metal cost reduced by 100, buildtime reduced by 2k, info of fusion no longer shown to enemies. - Start using! decoy likes to decoy.
[TWEAK] Fusions : Info no longer shown to enemies - to make decoy fusions use-able.
[TWEAK] Liche : Metal cost reduced by 1k, Energy cost reduced by 5k, buildtime reduced by 4k.
[TWEAK] Underwater Moho Mexes : Costs re-done, they're only slightyl more expensive than their land cousins now.
[TWEAK] Underwater Moho Metal Makers : Costs re-done, only slightly more expensive than their land cousins.
[TWEAK] Underwater Fusions : Again, costs re-done, slightly more expensive then it's land counterpart.
[TWEAK] Ressurection Subs : They are now slightly more efficient then their land counterparts, since they cost 2x more.
[TWEAK] Repair pads : Metal cost halved, buildtime reduced by 10k.
[FIX] Repair pads : Exploit regarding this.
[FIX] Dragon's Teeth : Hitspheres fixed / exploit regarding units squeezing through. (Thanks argh!).
[TWEAK] Metal Makers : Now cost 80 to run, instead of 60, just like old AA values (which caydr changed to piss off Greenfielders o.O - This also balances out Metal generators and the fact that you can't just spam Adv Solars + Metal maker combo and still keep 15 energy).
[TWEAK] Metal Generators : 3k cut off energy cost - aproximately a 37.5 metal decrease if we turned energy to metal.
[TWEAK] Shields : Range doubled.
Actual download if you want to test :
http://froob.iamacup.com/temp/EAv3.sdz
Energy storage is great, set a single constructor to mass produce it and you can cloak your commander for a decent amount of time even early game. You can close in on defences that way if your enemy lacks radar or their own commander is there.
(don't know how good llts are at hitting cloaked units with only radar coverage)
(don't know how good llts are at hitting cloaked units with only radar coverage)