Least used units? - Page 7

Least used units?

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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: Least used units?

Post by 1v0ry_k1ng »

FUUUUU
step
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Joined: 30 Apr 2010, 14:06

Re: Least used units?

Post by step »

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.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: Least used units?

Post by 1v0ry_k1ng »

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.
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.

you are trolling because every argument you have presented in this thread has been crushed by counter-arguments, yet you keep repeating yourself
step wrote:Anyway, it is time for change in order for mod not to die.
and changing a unit that is situational and aleady balanced is your all encompassing solution to the death of XTA

the only real problem atm lies in the balance of commanders.
step
Posts: 26
Joined: 30 Apr 2010, 14:06

Re: Least used units?

Post by step »

1v0ry_k1ng wrote:building somewhere in the reigon of v9, in which its accuracy was increased.
One more counterargument and I will end trolling you.

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.
pintle
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Joined: 19 Dec 2005, 16:01

Re: Least used units?

Post by pintle »

1v0ry_k1ng wrote:the only real problem atm lies in the balance of commanders.
I still think sub pen breaks sea.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: Least used units?

Post by Jools »

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.
pintle
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Joined: 19 Dec 2005, 16:01

Re: Least used units?

Post by pintle »

And kamikaze sub rush makes the game blind RPS.
raaar
Metal Factions Developer
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Joined: 20 Feb 2010, 12:17

Re: Least used units?

Post by raaar »

step wrote:
1v0ry_k1ng wrote:building somewhere in the reigon of v9, in which its accuracy was increased.
One more counterargument and I will end trolling you.

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.
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.
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.
step
Posts: 26
Joined: 30 Apr 2010, 14:06

Re: Least used units?

Post by step »

raaar wrote:
step wrote:
1v0ry_k1ng wrote:building somewhere in the reigon of v9, in which its accuracy was increased.
One more counterargument and I will end trolling you.

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.
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.
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.
Yes. And since it now fires rarely, it's performance against "fat" targets (like buildings and t2 tanks) is degraded, because if it
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.
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: Least used units?

Post by Spawn_Retard »

there needs to be more flash.
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