D-gun issues

D-gun issues

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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

D-gun issues

Post by Jools »

We did a little testing with regard to the d-gunning and commander explosion ranges, which we believe have been changed in the latest revision of xta.

According to the xta mod database, xta 9.55 displays the followings stats for commanders:

unit: d-gun range: weapon name
----------------------------------
arm, tech level 0: 240: arm disintegrator
core, tech level 0: 260: core disintegrator
arm, tech level 1: 260: core disintegrator
core, tech level 1: 290: core udisintegrator

There are several issues, namely:

* In a duel between unmorphed arm and core commanders, core has a non neglible likelihood of dgunning the opponent and surviving

* When core has morphed this becomes a rather reliable tactic

* When Core d-guns arm, or vice versa, if commander stands on edge of beam, he may be hit by the d-gun but not die, and instead merely lose a large part of hp. This is an issue because d-gun should always kill, in the spirit of the weapon's reputation.

Semprini tranining camp currently offers classes in dgunning technics, don't forget to sign up to those. Those who sign up withing 10 minutes have the chance of winning a t-shirt with the text:

"I spent half a year in d-gun school and all I got was this t-shirt"
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: D-gun issues

Post by manolo_ »

Jools wrote: * In a duel between unmorphed arm and core commanders, core has a non neglible likelihood of dgunning the opponent and surviving
yeah i know, i thought queles tested that once with joe and its pain in the ass
[/quote]
* When Core d-guns arm, or vice versa, if commander stands on edge of beam, he may be hit by the d-gun but not die, and instead merely lose a large part of hp. This is an issue because d-gun should always kill, in the spirit of the weapon's reputation.
dgun shoots 9 balls with ~9000dmg
Semprini tranining camp currently offers classes in dgunning technics, don't forget to sign up to those. Those who sign up withing 10 minutes have the chance of winning a t-shirt with the text:
i want it
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Spawn_Retard
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Joined: 21 Dec 2006, 14:36

Re: D-gun issues

Post by Spawn_Retard »

As far as being dguned and surviving with like 1% hp.

I've had this done with me and babbs com fighting, it ended up with me dgunning him flat out, but i kinda like it.

The unpredictability of dguning has made xta kinda awesome imo.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: D-gun issues

Post by babbles »

core unmorphed can survive with 14 hp lolol

also, I was d gun'd yesterday but I think it was purely down to my mad ninja/comm skills/reactions that when I dodged it only did 2965 damage.
ansiktsburk
Posts: 7
Joined: 28 Dec 2009, 03:42

Re: D-gun issues

Post by ansiktsburk »

As the other participant in this dgun duel test, I have a few things to add:

The undesirable implication this has on gameplay is that under all other circumstances than when two umorphed arm commanders meet, the currently wisest action for both is to immediately engage in a duel and continue until the possibly mutually fatal outcome. Here's why:

- If you try to flee, you give the enemy the best opportunity to dgun you without dieing. Thus the duel is unavoidable.

- An unmorphed arm commander is obviously unable to win such a duel and can only ensure mutual destruction.

- Any other commander encountering an unmorphed arm commander can of course choose to try to leave knowing that the outcome is either mutual destruction or a succesful escape but the player controlling the arm commander won't know whether that player is actually trying to move to a better position to dgun or really moving away, which means that the player controlling the unmorphed arm commander will try to dgun the enemy anyway to ensure mutual destruction.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: D-gun issues

Post by Jools »

Semprini offers d-gun training by enabling the cheat mode for most well behaving individuals. Enable it by typing /cheat or !send /cheat. Thereafter it's possible to practice d-gunning with many commanders.

Classes are custom tailored to the need of the student, but usually they begin with fairly simple tasks, such as d-gunning 10 teacher controlled pw:s. However the difficulty increases on the higher levels, and the basic course is concluded with a test to see if you can d-gun 20 mice.

Successful students can win this t-shirt:

Image
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: D-gun issues

Post by babbles »

do it in red or gtfo
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: D-gun issues

Post by Jools »

Red is also available, in fact the t-shirt is available in all colours listed in the palette boxes, including red and magenta.
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: D-gun issues

Post by Spawn_Retard »

ansiktsburk wrote:As the other participant in this dgun duel test, I have a few things to add:

The undesirable implication this has on gameplay is that under all other circumstances than when two umorphed arm commanders meet, the currently wisest action for both is to immediately engage in a duel and continue until the possibly mutually fatal outcome. Here's why:

- If you try to flee, you give the enemy the best opportunity to dgun you without dieing. Thus the duel is unavoidable.

- An unmorphed arm commander is obviously unable to win such a duel and can only ensure mutual destruction.

- Any other commander encountering an unmorphed arm commander can of course choose to try to leave knowing that the outcome is either mutual destruction or a succesful escape but the player controlling the arm commander won't know whether that player is actually trying to move to a better position to dgun or really moving away, which means that the player controlling the unmorphed arm commander will try to dgun the enemy anyway to ensure mutual destruction.
Spec moar and lrn how 2 play olololol.
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FaerieWithBoots
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Joined: 17 Jun 2009, 13:21

Re: D-gun issues

Post by FaerieWithBoots »

Id like to see/hear a statememt of most regular players on if D-gunning and surviving is accaptable, and if it should be implemented in XTAs gameplay permanently.

Imo, it shouldnt. Players shouldnt apply this tactic, but since the game allows it, it is hard to forbid.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: D-gun issues

Post by Tobi »

IMO if it's possible it's acceptable, but it should be fixed in the mod ASAP. (just make dgun range not increase with upgrades)
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: D-gun issues

Post by pintle »

There is 0 justification in allowing Dgun survival, it breaks one of the core mechanics of the game.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: D-gun issues

Post by Jools »

I agree with the others here, it shouldn't be possible. But better way to fix it is to make the explosion bigger, imo dgun range should increase with upgrades, it's so short to begin with anyway.
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Tribulex
A.N.T.S. Developer
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Re: D-gun issues

Post by Tribulex »

I disagree entirely. Now, you can get rid of people's commanders with enough skill. I want to make it clear that you cannot survive unharmed. If you have units to support your com you are safe.


But seriously its pretty much all i do these days dont ruin my new rpg :( I thought this was a new step for xta. Used to be just an fps and an rts, but now its an fps, rts, and rpg!!! :D
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: D-gun issues

Post by Jools »

Rocket-propelled grenade?
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FaerieWithBoots
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Re: D-gun issues

Post by FaerieWithBoots »

Rassemblement Pluraliste Gesvois, everyone knows that, tss
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: D-gun issues

Post by babbles »

Tribulex wrote:If you have units to support your com you are safe.
Core comm morphed once survives with like, 1k health. Considering if you have an army with you and they d gun you, it takes the army with it, you've only really made the point for getting rid of it even more justified.
raaar
Metal Factions Developer
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Joined: 20 Feb 2010, 12:17

Re: D-gun issues

Post by raaar »

What if the com explosions were made weaker against normal units and stronger against coms?

That would ensure the mutual destruction in com battles while encouraging the mixing of coms with other units.
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Tribulex
A.N.T.S. Developer
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Joined: 26 Sep 2009, 21:26

Re: D-gun issues

Post by Tribulex »

i dont understand, this is a feature, not a bug. What is wrong with this? It means you can avoid combombs by having some skill.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: D-gun issues

Post by babbles »

It's the fact Core >>>>>>>>>>>>>>>>>>>>>>>arm
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