Expand & Exterminate .155 Released! - Page 34

Expand & Exterminate .155 Released!

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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Last i checked amphib units didnt have chainguns, which do 3/4 of lvl3 unit's damage.
Chapparal
Posts: 7
Joined: 04 May 2006, 23:17

Post by Chapparal »

Hiya all; i read the forums once in a while, but typically i like playing more.

Right now ATM I'm studying for my finals (probably less than i should, but i digress)

Little facts:

Age: 21
Loc: Arizona
Studying: Electrical Engineering

As for that duel, that was actually quite fun. 8)
As for watching it, it actually looked very even right up until the end, i'd post it, but i don't have the time.

Thanks for letting me on the team :) Wish i'd be on more often for the next week, but i'll try to squeeze a game in here and there.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

Is that so... well ill have to correct that the miniguns are supposed to maybe accout for 1/3 of its dmg combined.. maybe..
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

thank god for the maybe, a little glimpse of hope still ;-). Miniguns own but except for the lvl1 turret theyre fine as they are! Its fun keeping out of their range to take out lvl3 tanks and to have the choice to keep out of range of defenses but only use weak cannons or come in close, take damage but deal lots of it too! Its unintended, yes, but its not a bug but a feature, and one i really enjoy!

You cant make everyone happy, and even sometimes the majority might want something that messes up more than helps the gameplay, but those are risks you have to take as a mod maker. You can always revert changes provided you do it right anyways.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

Well i think maybe we got confused in your conversation...

GD weapons are supposed to function realtively along these lines:

Cannons: medium dmg, medium range, direct fire no weak to groups single target advantage

Lasers: high dmg, short range, direct fire, weak to longer range/faster units, much stronger against buildings

Rockets: low dmg, medium range, indirect fire, medium area effect, weak against single targets, good against groups

Arty: High dmg, high range, indirect fire, slow rate of fire, good against stationary targets.

Miniguns function between cannons and lasers, but as secondary weapons..
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Image
Image

Something I whipped up for fang, more in the future.

Image

he he where's my fuzzy dice b*OTCH!
Last edited by smoth on 05 May 2006, 19:51, edited 2 times in total.
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Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

i don't get it :P

...is it the cursors?
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Reflections on barrel textures.
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

I see...

not.
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smoth
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Post by smoth »

:? :arrow: :roll: :arrow: :idea: :arrow: :evil:
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

smoth wrote::? :arrow: :roll: :arrow: :idea: :arrow: :evil:
Indeed.
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

Some more feedback:
Plasma is pretty underpowered atm (coudnt see why it got the accuracy nerf in first place, it was just fine)
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I understand why it had the nerf to begin with, but I think it needs to be toned down just a tad...

Also, can someone look into scout vs. intercept aircraft? I have a suspicion the balance might be tipped in the favor of scouts (maybe not 1-to-1, but enough)
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Comp1337
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Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

FizWizz wrote:I understand why it had the nerf to begin with, but I think it needs to be toned down just a tad...

Also, can someone look into scout vs. intercept aircraft? I have a suspicion the balance might be tipped in the favor of scouts (maybe not 1-to-1, but enough)
Yeah, i had 16 scouts on plains and passes, my enemy came with interceptors (lvl 1), 10 of them.
My scouts slaughtered them..
Scouts should die from like one hit, THEY'RE SCOUTS ffs!
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

FizWizz wrote:I understand why it had the nerf to begin with, but I think it needs to be toned down just a tad...

Also, can someone look into scout vs. intercept aircraft? I have a suspicion the balance might be tipped in the favor of scouts (maybe not 1-to-1, but enough)
URC is so underpowered at the moment. I didn't realize how bad it was until I played gd last night in a series of games vs bruce as GD (first time I played GD since before the pub beta I think). I will go more in depth on Teamspeak tonight. There is simply too much for me to write it all down.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Smoth, those gold tank barrels are the shit! lol

PIMP MY RIDE BEEEEOTCH!!!

Maybe some platinum spinners on the treads? hehehe
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

subs need a huge nerf, And Boats need Rebalencing. heres my suggestions:

1. Subs eat anything bigger than a destroyer
2. Gunboats eat subs, And are marginally effective v anything else.
3. Destroyers are generally good all round
4. The sea Defences should eat subs, but aren't amazing versus Anything bigger than a gunboat
5. Add Anti-sub shore defences.
6. The one bigger than destoryer (Can't remeber the name right now) Should kill Ships and shore defences easily.
7. 50% More health for all sea units. I mean, Missle Gunboat V GD missle tank is practically balenced, Even though you pay more for the gunboat, And its factories.
j5mello
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Joined: 26 Aug 2005, 05:40

Post by j5mello »

as fang has said the water is a support system for the land units. use them to clear a beachhead (which is quite easy with both lvl2 and lvl3 ships atm) then send in ur ground units. i think a range decrease on the subs might be in order, as right now they out range the anti sub weapons on ships.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

Image

because some people... like drone fragger do not comprehend why the new barrels are ftw.. here is a side by side comparison.
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

j5mello wrote:as fang has said the water is a support system for the land units. use them to clear a beachhead (which is quite easy with both lvl2 and lvl3 ships atm) then send in ur ground units. i think a range decrease on the subs might be in order, as right now they out range the anti sub weapons on ships.
Boats cost twice as much for about the same damage as a tank of the same level. Boats need a boost, I really don't see them used much.
Subs need a huge nerf. 350 dmg, hihhgrate of fire, And impossible to kill with anything other than subs. Why build ground attack when all you need is subs?
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