Kernel Panic
Moderator: Content Developer
NEW VERSION 0.6.1 OUT
Too many changes to list. Hopefully this is a bit more balanced than the last one. I played some games this evening, and maybe the byte is a bit OP and the pointer is a bit useless. But the pointer will be the only unit that can shoot over wreckage, so as soon as that is implemented it will become a lot more imortant. And concerning the byte, we'll just have to see. Please post your balance experience in this thread!
Oh, and as soon as the balancing is done so far that the game is playable, I'll start adding sounds.
Too many changes to list. Hopefully this is a bit more balanced than the last one. I played some games this evening, and maybe the byte is a bit OP and the pointer is a bit useless. But the pointer will be the only unit that can shoot over wreckage, so as soon as that is implemented it will become a lot more imortant. And concerning the byte, we'll just have to see. Please post your balance experience in this thread!
Oh, and as soon as the balancing is done so far that the game is playable, I'll start adding sounds.
I played the mod online and have some suggestions:
First: make the kernel able to defend hinself. Right now you relly a little on luck because you start with advantage if you start with a builder but if you be unlucly enough to be rushed you are out.
Second (this one assumes that you wont put wreck on the mod): make the byte very slow (enough to be hit by pointers) but very tough (some sort of defensive unit).
Second (assuming that you put wreckage on the mod): give at least a small crushing power to bits, cause after my online experience I believe bit blocking wreckage would cause never-ending games.
Third: Give area attack ability to pointers
Fourth: Put more sound!
First: make the kernel able to defend hinself. Right now you relly a little on luck because you start with advantage if you start with a builder but if you be unlucly enough to be rushed you are out.
Second (this one assumes that you wont put wreck on the mod): make the byte very slow (enough to be hit by pointers) but very tough (some sort of defensive unit).
Second (assuming that you put wreckage on the mod): give at least a small crushing power to bits, cause after my online experience I believe bit blocking wreckage would cause never-ending games.
Third: Give area attack ability to pointers
Fourth: Put more sound!

Boirunner, the bytes are freaking OP in 0.6.1. You may claim 20 bit = 1 byte, but I don't buy. This is particularly true when you group the bytes in sets of 2 or 3, none of the bits even get a chance to fire. (It's Hellcom btw)
This was fixed for the most part in 0.6.1. Kernels now are fine IMOFirst: make the kernel able to defend hinself. Right now you relly a little on luck because you start with advantage if you start with a builder but if you be unlucly enough to be rushed you are out.
Yeah, I tend to agree that bytes are OP. I'll increase their buildtime and decrease their health in the next version. Until then, just only build bytes in your kernel (a few bits at the beginning against rush is advised, though).
edit:
Version 0.6.2 with nerfed bytes.
edit:
Version 0.6.2 with nerfed bytes.
Maybe if you try to make bytes have a pretty diferent function from bits you will get em right? Because generaly in games where there are more of 1 units for a job, only 1 finishes up used.Boirunner wrote:Yeah, I tend to agree that bytes are OP. I'll increase their buildtime and decrease their health in the next version. Until then, just only build bytes in your kernel (a few bits at the beginning against rush is advised, though).
edit:
Version 0.6.2 with nerfed bytes.
Edit: Now that I gave a look at the 0.6.2 version I think bytes are fine now. Except that they cannot shot on units very close to em, what can be quite troublesome.
An idea came to me, think it might be against the gameplay KP is trying to do but ill put it out there anyway.
The story is based on a hacking attempt right? so why not add another side to play as, keeping in theme with the mod, adding a virus team would be interesting, for example, they would have to use more virusey tactics like resurrecting destroyed enemies and stealth.
But as I said, may go against intended gameplay.
The story is based on a hacking attempt right? so why not add another side to play as, keeping in theme with the mod, adding a virus team would be interesting, for example, they would have to use more virusey tactics like resurrecting destroyed enemies and stealth.
But as I said, may go against intended gameplay.
I like the idea, I think as the game has no radar and no resource system it would be really hard to make a playable stealth-type faction.RaiFox wrote:The story is based on a hacking attempt right? so why not add another side to play as, keeping in theme with the mod, adding a virus team would be interesting, for example, they would have to use more virusey tactics like resurrecting destroyed enemies and stealth.
Btw, KP rocks like ass on mars. Try it!
You aren't supposed to send the bits in small numbers, they have to reach the byte all at roughly the same time. Bonus if they come from multiple directions.Relative wrote:Boirunner, the bytes are freaking OP in 0.6.1. You may claim 20 bit = 1 byte, but I don't buy. This is particularly true when you group the bytes in sets of 2 or 3, none of the bits even get a chance to fire. (It's Hellcom btw)
You can fight me :p
Arty is OP. 2500 damage per shot??? Perhaps against the kernel and socket but against units that's way too much.
Also the damage to armor classes goes into the [damage] section in the weapon definition. Though I don't think it's a good idea to prevent bits and bytes from hurting buildings. In fact I'd say they should be better at it than artillery because arty has such a huge range that it has no risk when shooting at buildings and building positions are predictable so it'd be too easy to simply bombard the area you know the enemy kernel is in while your enemy is still busy fighting through your bits.
Arty is OP. 2500 damage per shot??? Perhaps against the kernel and socket but against units that's way too much.
Also the damage to armor classes goes into the [damage] section in the weapon definition. Though I don't think it's a good idea to prevent bits and bytes from hurting buildings. In fact I'd say they should be better at it than artillery because arty has such a huge range that it has no risk when shooting at buildings and building positions are predictable so it'd be too easy to simply bombard the area you know the enemy kernel is in while your enemy is still busy fighting through your bits.
I dunno, that was kind of the point. Hitting units with arty is pretty much impossible anyway. And killing kernels and sockets from far away is what they are in the game for in the first place. I've played about a dozen games in 0.6.2 and none was won by arty alone.KDR_11k wrote: Arty is OP. 2500 damage per shot??? Perhaps against the kernel and socket but against units that's way too much.
Also the damage to armor classes goes into the [damage] section in the weapon definition. Though I don't think it's a good idea to prevent bits and bytes from hurting buildings. In fact I'd say they should be better at it than artillery because arty has such a huge range that it has no risk when shooting at buildings and building positions are predictable so it'd be too easy to simply bombard the area you know the enemy kernel is in while your enemy is still busy fighting through your bits.
Also, the marble madness map is really, really small. I hope to have a couple maps at least twice or even four times as big with a similar style soon, and there you won't be able to kill other kernels from your own base. Try mars for example, there you can actually have forward arty installations with pointers protected by bytes. It's cool.
I see your point, but I suggest we just play this version. If it turns out that pointers are OP, we can nerf them.
And thanks for the info on the damage tag. Allthough now that kernels and sockets have that many hp, you might be right, it might not be necessary.
edit: Sorry bout crashing out before - this comp sux. But you might be right about the pointer being OP after all

Im making one map for kernel panic already!Boirunner wrote: Also, the marble madness map is really, really small. I hope to have a couple maps at least twice or even four times as big with a similar style soon, and there you won't be able to kill other kernels from your own base.


The map is not 100% symetric like I wanted it to be, but I dont have the patience to waste all day fixing it and it doesnt needs to be SOOOOO balanced in a mod like this one

May submit it soon.
