I have created a very small (34K) mutator for Balanced Annihilation called EMP Annihilation. It Replaces the commanders d-gun weapon with an e-gun which EMPs anything it touches for 60 seconds. It also replaces the commander's explosion with an EMP blast that also lasts for 60 seconds. No more combombing!
http://spring.unknown-files.net/file/3347/EA55.sdz/
EMP Annihilation
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
60 seconds is rather a long time, it will be interesting to see how it plays. Im sure people will still combomb, but i guess now you need to follow up with something, and if he can protect himself for the 60 seconds, then he gets his mans back.
I wonder how all the immobile flash tanks which will inevitably end up surrounding your commander will effect things. Will they offer a barrier, or just trip the commander up? I can imagine that whatever happens, it'll take more micro (as EMP always does).
Finally, there is also the matter of wrecks. D-guns not leaving wrecks is a major game mechanic- yet now they not only leave wrecks, but you can actually capture the enemy!
You might want to put avoidfriendly=0 on the d-gun though, because no there's no reason not to.
Did you put the special damages on so that the commanders cannot paralyze eachother? Or do you think a quick-draw game of 'fastest d-gun in the west' should play a factor?
I wonder how all the immobile flash tanks which will inevitably end up surrounding your commander will effect things. Will they offer a barrier, or just trip the commander up? I can imagine that whatever happens, it'll take more micro (as EMP always does).
Finally, there is also the matter of wrecks. D-guns not leaving wrecks is a major game mechanic- yet now they not only leave wrecks, but you can actually capture the enemy!
You might want to put avoidfriendly=0 on the d-gun though, because no there's no reason not to.
Did you put the special damages on so that the commanders cannot paralyze eachother? Or do you think a quick-draw game of 'fastest d-gun in the west' should play a factor?
I put the same special damages as the stiletto has, which includes commanders. I definitely think a game of quick draw is a bad idea. It may be a good idea to tone down the special damages to only commanders. Right now, a commander can't EMP a Krogoth/Orcone/BlackHydra/SeaDragon/Commander.
It isn't a black and white situation of which is better, d-gun or e-gun. I would rather have the e-gun if 5 flash attack me, as I can stun them and capture. I would probably rather have the d-gun if 20 flash attacked in the open, as I stand no chance of keeping 20 flash EMP'd and running away.
Sixty seconds, I think, is the sweet spot for something meant to replace the d-gun. It is long enough to fight off small groups of flash. But you stand no chance against large groups.
Overall, I think it is nicely balanced (except in relation to the Krogoth/Orcone) and adds some new, interesting elements to the gameplay.
edit: Now that I think of it. I prefer e-gun in the early game and d-gun in the late game. Perhaps it could be an upgrade.
It isn't a black and white situation of which is better, d-gun or e-gun. I would rather have the e-gun if 5 flash attack me, as I can stun them and capture. I would probably rather have the d-gun if 20 flash attacked in the open, as I stand no chance of keeping 20 flash EMP'd and running away.
Sixty seconds, I think, is the sweet spot for something meant to replace the d-gun. It is long enough to fight off small groups of flash. But you stand no chance against large groups.
Overall, I think it is nicely balanced (except in relation to the Krogoth/Orcone) and adds some new, interesting elements to the gameplay.
edit: Now that I think of it. I prefer e-gun in the early game and d-gun in the late game. Perhaps it could be an upgrade.
I think, unless set outherwise with capturespeed tags, capture takes same time as reclaiming, except it doesnt take remaining health into account.Sleksa wrote:well this means you can dgun through your own mexes and solars to kill raiding jeffies/flashes?
also how long does it take to capture a flash with the commander?