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Troll thread, all trolling to be done here
KTNXBAI
KTNXBAI
Last edited by Nixa on 02 Apr 2007, 15:58, edited 2 times in total.
I reckon he couldve hit the nail on the head with regards to the snipers, those suckers won't be so spammable now, plus I'll take a much larger economy to support their best feature, the dreaded cloak.
Ive yet to play it though, Im gonna as soon as I can however ^^
EDIT -- Praise be! I just noticed Nixa's fixing impulse too!
Ive yet to play it though, Im gonna as soon as I can however ^^
EDIT -- Praise be! I just noticed Nixa's fixing impulse too!
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
lets see:
-bertha ships only shoot one ball not two like they are supposed to...nowhere near worth their cost and build time at this point.
-water sentinel's range is shitty again, needs to be increased like in BA
-man i'd really like the MM's to be just a little bit more efficient. after being used to 60:1 for so long it was really a huge ass change for pretty much everyone in our game. i still say 80:1 is the perfect setting because imo 60:1 is too efficient, but 100:1 is not enough...if you want to win over people from BA you'll probably have to make this compromise.
that's all i can really comment on so far, except for omgosh sweet ass new effects (for the most part)
-bertha ships only shoot one ball not two like they are supposed to...nowhere near worth their cost and build time at this point.
-water sentinel's range is shitty again, needs to be increased like in BA
-man i'd really like the MM's to be just a little bit more efficient. after being used to 60:1 for so long it was really a huge ass change for pretty much everyone in our game. i still say 80:1 is the perfect setting because imo 60:1 is too efficient, but 100:1 is not enough...if you want to win over people from BA you'll probably have to make this compromise.
that's all i can really comment on so far, except for omgosh sweet ass new effects (for the most part)
Hunter... the bertha ships work fine (core fires 2, arm fires 1, but has a sam on the front)
The sentinels r for hovers only and rushing, or theyll just b spamed due to their cost (whish is a third of ba's). Sea combat is fought using units, not static d
The idea behind the metal makers is to make ppl unshell for a while, they'll b buff'd a lil later on
The sentinels r for hovers only and rushing, or theyll just b spamed due to their cost (whish is a third of ba's). Sea combat is fought using units, not static d
The idea behind the metal makers is to make ppl unshell for a while, they'll b buff'd a lil later on
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
The only reason people jump version numbers like that is marketing, for an open source mod it seems like its overcompensation for what it lacks in gameplay.
If it followed http://en.wikipedia.org/wiki/Software_v ... ng#Numeric it would make it appear the person was taking the project more seriously.
So yes the version jump has genuinely put me off I wasn't just being rude for the sake of it :p
If it followed http://en.wikipedia.org/wiki/Software_v ... ng#Numeric it would make it appear the person was taking the project more seriously.
So yes the version jump has genuinely put me off I wasn't just being rude for the sake of it :p
Oh really? or could it cause issues in lobby if people are trying to join a game?TheFatController wrote:So yes the version jump has genuinely put me off I wasn't just being rude for the sake of it :p
(in the case of a map or minor patch)
Or maybe it marks progress towards a goal?
(in the case of gundam)
Or maybe it is a version number to differentiate between versions as one is making releases?
(EE)
no, version numbers exist for more then cosmetic reasons.
The aoe numbers in that changelog don't look like aoe numbers. Aoe should be numbers like 50, not 1.sumthin. Are you perhaps changing the edgeeffectiveness? That tag governs the multiplier for the damage at the edge of the explosion, an ee>1 will mean the blast does more damage the farther you are away from the point of impact.
That tag governs the multiplier for the damage at the edge of the explosion, an ee>1 will mean the blast does more damage the farther you are away from the point of impact
Is this tag used on nukes? Its weird as hell how you can nuke a commander on his head and he lives with half hp but if you nuke some distance away from the comm but still in blast radius, he dies.