Posted: 19 May 2006, 20:23
I'm still curious as to the intended role of L1 destroyers. As it is they are pretty much replaced by L2 ships where's with a bit of modification they could become the primary escort class once you hit L2.
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WTF???Funny you should mention this, I'd been contemplating a sort of shock torpedo with a large AoE. All it would do is damage or destroy subs in a medium radius. Maybe Cruisers or anti-air ships would have them...
t1I'm still curious as to the intended role of L1 destroyers. As it is they are pretty much replaced by L2 ships where's with a bit of modification they could become the primary escort class once you hit L2.
Very good description.Min3mat wrote:
that is the underwater 'balance' atm
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1.46 --> 1.47
Level 2 jamming structures' area of effect reduced by 1/3, operating
costs increased to 125
Arm "Eraser", Core "Deleter" mobile radar jammer running costs increased
to 75 (10), radii of jamming reduced 33%
Improved audio compression, reducing filesize
Arm "Archon", Core "Adept" anti-air kbots added
Nano Towers can now construct Advanced Nano Towers
Dragon's Claw and Dragon's Maw added back in as stationary units with
stealth and no movement
New model for Core heavy air transport
Commander HP reduced to OTA stats (4000->3000), movement speed reduced by
0.1 (x.x->x.x), explosion size reduced by 1/3 (xxx->xxx), edge
effectiveness reduced to x.x (x.x), cloaking cost when stationary
reduced to xxx (xxx)
Disintegrator and Decoy Disintegrator range reduced by 5% (x.x->x.x), shot
velocity increased by 33% (xxx->xxx), firing interval increased to 1.75
(x.x)
Disintegrator damage increased to xxxxx (xxxx)
Special reduced damage vs. commanders for certain extremely powerful
weapons adjusted to retain the standard minimum number of hits to kill
Level 1 artillery weapon area of effect increased to xxx (xxx), weapon
range increased by 10 units (xxx->xxx)
"Castro" operating cost reduced by 25% (xx->xx), hit points increased by
X00% (xxx->xxxx)
Merl, Diplomat movement speeds reduced by XX%, health increased XX%
Gantry energy/metal costs tripled, buildtime doubled
Hammer/Thud range reduced 10 units, weapon velocity increased 10%
Rocko/Storm range increased 5 units, weapon velocity reduced 5%, weapon
damage increased 5%
Plasma weapons' high trajectory mode damage increased 10%, impulsefactor
increased to x.x (x.x)
Targeting Facility energy/metal cost reduced 30%, buildtime reduced 25%,
operating costs reduced to xxx (xxx)
Arm "Detonator" and "Aegis" weapon EMP effect extended to 20 seconds via
new "paralyzetime" tag (non-cumulative)
Core "Catalyst" reverted to tactical nuke weapon, range reduced to xxxx
(xxxx)
A new factory has been added to Arm and Core L2 construction vehicles;
this factory contains its respective side's "best" units, but the
factory's super fast building time allows these units to be built
very rapidly, even without assistance from construction units
Submarine torpedo damage vs. other submarines fixed
Community-made "Hover Commanders" mutator added as (H)
Old "Underwater <Energy/Metal> Storage" added back in, but as structures
which are built both on land and underwater
Slightly improved L1 fighter handling, strongly improved L2 fighter
handling, hugely improved seaplane fighter handling
Advanced Solar costs increased 40%, output increased 50% (50->75), HP
increased 30%
Removed combat autorepair except on Goliath, Bulldog, commanders; Goliath
is now set to 20, Bulldog to 15, Commanders 10
New Core unit, "Leejen", a medium-fast unarmed kbot scout with high HP
Custom team death messages added
Increased turret and aiming height for LLT, HLT, Beamer, HLLT
All construction kbots' HP reduced by 20%, all construction vehicles' HP
increased by 40%
Destroyer HP reduced by 15%, Cruiser HP increased by 10%, Battleship HP
increased by 20%, Flagship HP increased by 40%
Total unit count is now 387
>.<A new factory has been added to Arm and Core L2 construction vehicles;
this factory contains its respective side's "best" units, but the
factory's super fast building time allows these units to be built
very rapidly, even without assistance from construction units
at best you are DOUBLING its hitpoints???"Castro" operating cost reduced by 25% (xx->xx), hit points increased by
X00% (xxx->xxxx)
O.oDestroyer HP reduced by 15%, Cruiser HP increased by 10%, Battleship HP
increased by 20%, Flagship HP increased by 40%
Another extreme change...which seems 100% unnecessaryAll construction kbots' HP reduced by 20%, all construction vehicles' HP
increased by 40%
Was quite nice on mavs, really encouraged skirmishingRemoved combat autorepair except on Goliath, Bulldog, commanders; Goliath
AmenGantry energy/metal costs tripled, buildtime doubled
Maybe give them a bit of a boost and make the freaker build them?
Dragon's Claw and Dragon's Maw added back in as stationary units with
stealth and no movement
I didn't say low damage. Flak isn't low damage, its just more of a 'spam' (inaccurate, but fires quickly and has a blast effect) weapon than a precise homing weapon, which makes it good against groups. Think of something along the same general lines, though obviously not precisely the same.Pxtl wrote:I like your idea, but in that case I'd give the Destroyers a torpedo launcher instead of depthcharge launchers. Remember that at L1, destroyers are effectively your only mobile anti-sub unit. Relegating them to a low-damage/high blast-radius weapon would be bad. However, I like the idea for the surface-based depthcharge launchers and the cruisers.Soulless1 wrote: depth charges
Er, x could = 8 or something lol, its in the right order of magnitudeMin3mat wrote:at best you are DOUBLING its hitpoints???"Castro" operating cost reduced by 25% (xx->xx), hit points increased by
X00% (xxx->xxxx)
what units previously had this?Min3mat wrote:Was quite nice on mavs, really encouraged skirmishingRemoved combat autorepair except on Goliath, Bulldog, commanders; Goliath
I wasn't around when these used to be in; what do they do?Min3mat wrote:Maybe give them a bit of a boost and make the freaker build them?Dragon's Claw and Dragon's Maw added back in as stationary units with
stealth and no movement
sweetj5mello wrote:they are basically pop-up turrets that use either lightning (Arm) or flame (Core) and are disgiused as DTs.
of course! I wondered why he'd done that. AwesomeMin3mat wrote:ahhh! as units you cant tlel them apart from DT! GENUIS
The problem is that the energy cost is around four times a proportional increase for their output, but the area covered is only about half. So they're only worth building instead of regular solars if you're really cramped for space and don't have access to a geothermal.Caydr wrote:@Noize the rashy: They do NOT! You're kidding me! Well if you want their output higher than 75, you're dreaming. If they are in fact already at +75, the best you're getting is a small cost decrease and an HP increase.
noesA new factory has been added to Arm and Core L2 construction vehicles;
this factory contains its respective side's "best" units, but the
factory's super fast building time allows these units to be built
very rapidly, even without assistance from construction units
it does seem a bit high but on the other hand you're always worse of with vehicle cons compared to kbot cons, so it might be good.BigSteve wrote:Con vehicles are pretty hardy already, a 40% increase in hp is alot, I think the hp for all cons seems bang on at the moment tbh,