Least used units?
Moderators: Moderators, Content Developer
Re: Least used units?
I do not troll I just suggest. And I was probably more trolled in this tread than others. Just say me why do you think I am wrong? Does my latest analysis seem to have week places somewhere? Have you ever tried to understand why the DPS multiplied by AreaOfEffect was set roughly equal per unit of metal in these two units?
Also for arti against com performance, I have found while digging in 7z mod file, that currently arti makes 666 per shot to com. It could be left as it is.
Anyway, it is time for change in order for mod not to die.
Also for arti against com performance, I have found while digging in 7z mod file, that currently arti makes 666 per shot to com. It could be left as it is.
Anyway, it is time for change in order for mod not to die.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Least used units?
a number of players had a part in rebalancing it so it was worth building somewhere in the reigon of v9, in which its accuracy was increased. It was deemed effective and no further changes were made in subsequent versions. if it aint broke, dont fix it.step wrote:I do not troll I just suggest. And I was probably more trolled in this tread than others. Just say me why do you think I am wrong? Does my latest analysis seem to have week places somewhere? Have you ever tried to understand why the DPS multiplied by AreaOfEffect was set roughly equal per unit of metal in these two units?
Also for arti against com performance, I have found while digging in 7z mod file, that currently arti makes 666 per shot to com. It could be left as it is.
you are trolling because every argument you have presented in this thread has been crushed by counter-arguments, yet you keep repeating yourself
and changing a unit that is situational and aleady balanced is your all encompassing solution to the death of XTAstep wrote:Anyway, it is time for change in order for mod not to die.
the only real problem atm lies in the balance of commanders.
Re: Least used units?
One more counterargument and I will end trolling you.1v0ry_k1ng wrote:building somewhere in the reigon of v9, in which its accuracy was increased.
Core arti in 9.1:
http://modinfo.adune.nl/index.php?act=e ... D=xtapev91
Health: 1810
Accuracy: 1000
MovingAccuracy: 1500
DPS: 233
AreaOfEffect: 96
Core arti in 9.55
http://modinfo.adune.nl/index.php?act=e ... =xtapev955
Health: 2400
Accuracy: 1300
MovingAccuracy: 1900
DPS: 140
AreaOfEffect: 144
So, the conclusion is that accuracy was decresed and also nobody looks at stats at all! Developers and players loved the arti in a special way.
Last edited by step on 10 May 2010, 14:54, edited 2 times in total.
Re: Least used units?
I still think sub pen breaks sea.1v0ry_k1ng wrote:the only real problem atm lies in the balance of commanders.
Re: Least used units?
I think sea is partially broken because too many units have sonar, and with too big range, especially commander, so underwater things are too easy to detect. And there is no sonar jammer anymore.
Re: Least used units?
And kamikaze sub rush makes the game blind RPS.
Re: Least used units?
I also like to look at stats. The old one had better dps, accuracy, and the shot also travelled 50% faster and the reload time was lower (4s), although with less aoe. It also did full damage to commanders.step wrote:One more counterargument and I will end trolling you.1v0ry_k1ng wrote:building somewhere in the reigon of v9, in which its accuracy was increased.
Core arti in 9.1:
http://modinfo.adune.nl/index.php?act=e ... D=xtapev91
Health: 1810
Accuracy: 1000
MovingAccuracy: 1500
DPS: 233
AreaOfEffect: 96
Core arti in 9.55
http://modinfo.adune.nl/index.php?act=e ... =xtapev955
Health: 2400
Accuracy: 1300
MovingAccuracy: 1900
DPS: 140
AreaOfEffect: 144
So, the conclusion is that accuracy was decresed and also nobody looks at stats at all! Developers and players loved the arti in a special way.
The health and aoe buff make the artillery a bit more effective against being overrun by tier1 raiders (leveler should be good at this, not artillery).
I'd say it has been nerfed slightly.
Re: Least used units?
Yes. And since it now fires rarely, it's performance against "fat" targets (like buildings and t2 tanks) is degraded, because if itraaar wrote:I also like to look at stats. The old one had better dps, accuracy, and the shot also travelled 50% faster and the reload time was lower (4s), although with less aoe. It also did full damage to commanders.step wrote:One more counterargument and I will end trolling you.1v0ry_k1ng wrote:building somewhere in the reigon of v9, in which its accuracy was increased.
Core arti in 9.1:
http://modinfo.adune.nl/index.php?act=e ... D=xtapev91
Health: 1810
Accuracy: 1000
MovingAccuracy: 1500
DPS: 233
AreaOfEffect: 96
Core arti in 9.55
http://modinfo.adune.nl/index.php?act=e ... =xtapev955
Health: 2400
Accuracy: 1300
MovingAccuracy: 1900
DPS: 140
AreaOfEffect: 144
So, the conclusion is that accuracy was decresed and also nobody looks at stats at all! Developers and players loved the arti in a special way.
The health and aoe buff make the artillery a bit more effective against being overrun by tier1 raiders (leveler should be good at this, not artillery).
I'd say it has been nerfed slightly.
hits them, irrespectively of the AreaOfEffect, the damage would be
933. In XTA 9.1, it could hit them twice, because of higher reload time. So, this is bad. I would suggest to return ReloadTime and AreOfEffect of version 9.1, but who listens such a fat troll.
- Spawn_Retard
- Posts: 1248
- Joined: 21 Dec 2006, 14:36
Re: Least used units?
there needs to be more flash.