Expand & Exterminate .155 Released! - Page 35

Expand & Exterminate .155 Released!

All game release threads should be posted here

Moderator: Moderators

Locked
User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

smoth wrote:Image

because some people... like drone fragger do not comprehend why the new barrels are ftw.. here is a side by side comparison.
Oh. I see.

Will it lag more?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

nope. but I did figure out why the arties lag...

they do a lot of impulse damage. Which pushes things which calls the slugish collision system.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

Kickass barrels smoth. oh and the gold barreled tanks need a diamond hood ornament as well :)
User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

smoth wrote:nope. but I did figure out why the arties lag...

they do a lot of impulse damage. Which pushes things which calls the slugish collision system.
On the subject of impulse, Is there any mine clearers? Becuase i've seen an Impulse minefield blow a whole army of urals off the mpa or into the water.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Drone_Fragger wrote:
smoth wrote:nope. but I did figure out why the arties lag...

they do a lot of impulse damage. Which pushes things which calls the slugish collision system.
On the subject of impulse, Is there any mine clearers? Becuase i've seen an Impulse minefield blow a whole army of urals off the mpa or into the water.
That is so much fun! :-) Mine clearer might be a decent idea tho.
User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Yes. Yes it would.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

nice new barrels now we have astandard to compare them against :)
at least FA agrees that the URC are UP :D
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Image

like this j5mello?
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

@Smoth.... YES :shock: :!:

at the rest of you peoples..

I have decided some stuff...

1. Rocket units got made a little to powerful I will be nerfing them
-now before you all go OH NOES NOT TEH ROCKETS, this is a slight range nerf to put them at shorter range than the plasma/cannon weapons, secondly I will be massively reducing the impulse they do to units as this is causing much more dmg than the weapon itself should, especially to URC units.. thirdly I will be giving them a slightly reduced edge effectiveness to reduce the blanket area dmg they do

2.Plasma units got unintentianolly nerfed, the accuracy nerf I did for them was a bit to potent that will be reduced severely by about half, and all inaccuracy will be removed from aircraft plasma weapons

3. The miniguns will be removed from the medium and heavy battle tanks, and replaced with a smaller cannon weapon to keep the tank confined to its intended roll which it is not fulfiling correctly at this time, your are supposed to mix these with lasers and rockets to make an effective group... not to dissimiliar from how lvl 1 currently functions..

those are my 3 main points

the other stuff im going to do includes but is not limited to

-Turrets will no longer return to initial position after attacking
-Flying Height of Missile Superweapons increased to function better on larger maps
-Mine Damage readdressed
-Decreased Dmg/Health of Scout aircraft, specifically GD scout helis
-Ground Attack Aircraft will no long do much if any dmg to other aircraft to prevent them from nukeing eachother during an initial attack..
-lvl 2 anti ship aircraft
-20% health and damage increase for all lvl 2 units
-5% speed increase for lvl 2 units
-10% decrease in cost of lvl 2 factories (both air and land)
-lvl 1 output tidal generator
-increased radar range on radar ships
-sub dmg reduced
-sub range reduced
-ship health/dmg looked into
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Cool, i like everything but taking away the miniguns (a laser buff would be nice, its useless atm). Also try not to nerf the rockets too much, a lot of 5-10% nerfs add up like compound interest! Other than that, add the pimped shiny barrels and keep it up :wink:
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

smoth wrote:Image
I pity the fool who shoot dis tank.
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

pfft, you think you can pick up da' honeys in that thing? Spinners and chrome don't make it go faster, and I'd hate to see the cost of getting it lifted....
...At least you refrained from stickers :lol:
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

krogothe wrote:Cool, i like everything but taking away the miniguns (a laser buff would be nice, its useless atm). Also try not to nerf the rockets too much, a lot of 5-10% nerfs add up like compound interest! Other than that, add the pimped shiny barrels and keep it up :wink:
Lasers useless? Not at all dude. You must not be using them the way they were intended. If you're in a game sometimes I'll play as GD so you can see how effective they really are.

They do an insane amount of damage. It's quite stellar.
User avatar
Corbeau
Posts: 54
Joined: 11 Mar 2006, 03:18

Post by Corbeau »

Not to mention that laser tanks can blow aircraft out of the sky easily at close range, at least the medium laser tank. Really. Try it some time.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Forboding Angel wrote:
Lasers useless? Not at all dude. You must not be using them the way they were intended. If you're in a game sometimes I'll play as GD so you can see how effective they really are.

They do an insane amount of damage. It's quite stellar.
Well, i had lots of people showing how good they are against me, theyre easy to kill with units since you can micro out of their range, they take lots of hits from defenses before firing, when artillery would be better, and for raiding unarmed buildings (only use left besides anti-air) id rather use a scout tank. Hope you can show me something i havent yet seen.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

well if you only attack with laser units they are gonna die, but if you attack with a mixed force and include lasers you up your firepower significantly.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

LOL. Vladost Spam FTW !!!
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Forboding Angel wrote:well if you only attack with laser units they are gonna die, but if you attack with a mixed force and include lasers you up your firepower significantly.
Having other units nearby doesnt increase the laser range. Of course lasers will own people who dont micro, but then you might as well go URC and mass flame kbots. Lasers are paperweights unless theyre in range, and they will rarely if ever be against a good opponent, mixed up or not.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

well maybe we should make it so that they can fire over the main battle tanks. that way they can use the Vladost as a meat shield (rather powerful one at that) allowing them to close with their targets without dying.

also another use for them atm, is if they are mixed into a group of units that make it past a defensive line, the lasers will decimate factories and such. So, keeping them safe until then is a good idea.

meh thats my two cents on the issue
User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

increase the metal:Armour ratio on the URC lvl 2 and 3 bots. At the moment its almost 1:1.5 on some of them :O
Locked

Return to “Game Releases”