Page 9 of 12

Posted: 25 Aug 2006, 03:52
by KlavoHunter
I think you need to re-up the ImpulseFactor of the Butt Missiles back to their original value. Now when they get fired, even if they all hit, half the time they do NOTHING to the pursuing 'mech.

Posted: 25 Aug 2006, 08:01
by Mecha Sonic
Yeah I noticed that too, they are pretty much useless now. Even if they hit their feet, they don't do much. This is what makes Pyros overpowered, once they pursue you, you're toast unless an ally comes to help. This is also why I think the mines should be built faster, so pursuing Pyros run into them.

Posted: 25 Aug 2006, 12:14
by Optimus Prime
KlavoHunter wrote:I think you need to re-up the ImpulseFactor of the Butt Missiles back to their original value. Now when they get fired, even if they all hit, half the time they do NOTHING to the pursuing 'mech.
Butt missiles? You mean the back missiles? I didnt changed their value - only the value of the quad missiles. But i noticed that pyros are hard to kick too, seems that they have a higher mass value thanothers, cause the back missiles work on all other mechs.

Edit: checked his value, its tehe same as from the wargod. Dont know why hes harder to push...

Posted: 25 Aug 2006, 17:39
by KlavoHunter
Optimus Prime wrote:Butt missiles? You mean the back missiles? I didnt changed their value - only the value of the quad missiles. But i noticed that pyros are hard to kick too, seems that they have a higher mass value thanothers, cause the back missiles work on all other mechs.

Edit: checked his value, its tehe same as from the wargod. Dont know why hes harder to push...
No, definately butt missiles. The launcher is mounted on the 'mech's butt. :P

(Seriously, if they were BACK missiles, they would fire in alignment with the back of the 'mech's torso - instead, it's in line with its legs, and fires from a spot behind the "hips". Therefore, butt missiles.)

I just noticed that the quad packs were what you neutered - Hmm. Must be the differences in mass between the new 'mechs that's getting me confused about the ImpulseFactor of the butt missiles. Seriously, though, it's well-nigh impossible to 'throw' a Black Knight/Pyro off your tail once it gets on and starts flaming away like Richard Simmons. The missiles barely do anything to it. If you get caught by one, you're screwed.

It's starting to seem, more and more, that the best teams are 1 Wargod/1 Minelayer, with the rest of the team being Pyros. If you have more Pyros, then you can 'win' the daisy-chain that develops right behind your non-cloaking 'mech.

And yes, that is my tactic - send out the Wargod, and have 2 cloaked Pyros trail it at a bit of a distance. Whenever a enemy Pyro runs behind it and decloaks to start flaming, BOTH your Pyros decloak and flame HIM.

Posted: 25 Aug 2006, 18:33
by Optimus Prime
hm i tried to fix that, but it seems not fixable. I decreased pyros mass to less than 500 - no effect. If i would decrease it even more, it would fly away when hit by something else :(.
But i m working on other changes too, so sentry guns will be more usefull/less free exp for the enemies. Also the turrets will be more resistant vs flames.
edit: it will be like this: wargod > artillery > engineer > pyro > wargod
sure skill and luck will have their roles too.

Posted: 25 Aug 2006, 20:48
by YHCIR
Optimus Prime wrote:hm i tried to fix that, but it seems not fixable. I decreased pyros mass to less than 500 - no effect. If i would decrease it even more, it would fly away when hit by something else :(.
But i m working on other changes too, so sentry guns will be more usefull/less free exp for the enemies. Also the turrets will be more resistant vs flames.
edit: it will be like this: wargod > artillery > engineer > pyro > wargod
sure skill and luck will have their roles too.
Yes, Pyros seem to do most of the work, they XP off turrets then go and kill anyone that goes off alone, or just appear in the middle and flame everyone.

minelayers are OK, but everyone can usually see where you are building the mines (usually a cloaked pyro watching you), then they just artillery/avoid them.

Posted: 25 Aug 2006, 21:17
by Mecha Sonic
Just a thought, but maybe to fix the unmovableness of the Pyro, try moving it's collision sphere up a bit to expose it's feet to the ass misiles or make it smaller.

Posted: 25 Aug 2006, 21:36
by FizWizz
Optimus Prime is working with .3do models, so he can't play around with the collision spheres

Posted: 26 Aug 2006, 07:41
by ingach
maybe im an idiot, but how the fuck do i install this mod?

i downloaded 1.52 and can't find a .sdz file or whatever, do i need to download 1.5 first?

btw, Optimus, it might be helpful if you had a readme or something explaining to retards like me how to install this

Posted: 26 Aug 2006, 08:02
by ingach
Nevermind. For some reason my computer was downloading the file off unknown-files as a .zip, which is why i saw all the folders.. I guess it un-archived the .sdz. I fixed it by changing it to a .sdz and it worked fine.

Posted: 26 Aug 2006, 09:42
by Mecha Sonic
You have no idea how many noobs like you I've had to deal with telling them to do that... Opti, just use 7zip or something...

Posted: 26 Aug 2006, 13:28
by Optimus Prime
Mecha Sonic wrote:You have no idea how many noobs like you I've had to deal with telling them to do that... Opti, just use 7zip or something...
yes i dont know why unknown files renames or shows "sdz" as "zip". But there are so many who dont know how to rename a file (its unbelievable) that i will upload it as a rar including a readme next time (the readme is already in, but you have to unzip it). For some reason i cant pack it as a"7z".

Posted: 26 Aug 2006, 23:07
by Mecha Sonic
Another thought to help nerf the Pyro: MAKE IT SLOWER! It can cloak anyway and hide from damage so it should be slower to make up for it's powerful ability. Make it slower than all the other mechs so it can't irritatingly chase >_<

Posted: 27 Aug 2006, 05:47
by Optimus Prime
if he is slower than all the other mechs, his cloaking ability would be useless. You simply could follow him and stay in his decloaking radius and he wouldnt be able to cloak.
I will try to slower the flames so that if you run away, much less flames will hit you because of the spreyangle. I hope that helps a bit i dont think that he is that overpowered at all. He can be very strong, but a lot of people die very fast with him.

Posted: 27 Aug 2006, 18:58
by Optimus Prime
War Evo 1.62 online
- 1.62
- fixed bug which made it possible to fire high traj weapon in low traj mode
- increased accuracy of lowartillery to 1400 (from 1200)
- reduced impulsefactor of highartillery to 0.5 (from 2)
- reduced impulsefactor of mine to 0.4 (from 0.5) and heavy mine to 0.6 (from 0.8)
- reduced damage of high artillery to 500 (from 550)

- 1.61

- sound volume of movement sounds has been decreased a lot

- 1.6

- reduced buildcosts of cutter to 500 (from 600) so enemy mechs will level slower when attacking a sentry gun
- also increased exp needed to reach next level for sentry gun to 0.35, because it gets faster exp now
- sentry guns are more accurate now: accuracy 1100 instead of 1300
- sentry guns are more resistant versus flamers now: they only take 13 damage (instead of 19)
- acceleration and speed of stromlord increased 0.05/3.0 (0.04/2.8)
- stormlord now can have 9 heavy mines and 14 normal mines (7/11 before). They also need more energy to cloak now
- normal mines buildtime decreased to 300 (from 350)
- accuracy of gattling gun (wargod) increased [means he is less accurate] to 1500 (from 1400)
- some sounds have been changed/added. Thanks do DrInferno!
- decreased speed of high artillery to 540 (from 740) so the bullets will not fly that high and reach their targets faster
- increased damage of low artillery to 105 (from 100) but also increased accuracy to 1200 (from 950) - it is less accurate now
- increased workertime of werewolf to 160 (from 150)
- increased mincloakdistance of black knight to 120 (from 100)
- decreased range of flamer to 400 (from 650)
- increased damage of highartillery done to shields to 2000 (from 1100)
- a lot animation fixes/changes
- reduced unit explosion damage done to mines to 1
- reduced speed of flames to 200 (from 300)
- added move animation sounds (cool!!) and fixed a lot sound volume problems

Posted: 28 Aug 2006, 01:19
by chlue
Optimus Prime wrote:For some reason i cant pack it as a"7z".
Afaik spring does not support solid archives. Maybe that is the problem.

Decompressing your sdz file, recompress to 7z and rename to sd7 works fine (only that the sd7 is much smaler than the sdz).

Posted: 29 Aug 2006, 11:54
by Rayden
- increased accuracy of lowartillery to 1400 (from 1200)
Plz make your correction in a form understandable for normal users :P. In fact this DECREASED the accuracy! I know the value has to be higher but this statement is confusing :wink:.

Btw. i am still for a damage upgrade of Plasma weapon for heavy class. Currently every heavy class mech tries to get into cc range as fast as possible to inflict damage :!:

Posted: 29 Aug 2006, 22:16
by rattle
I demand level up sounds now that you got walking sounds.
SMB powerup/1up :P

Posted: 30 Aug 2006, 14:01
by krogothe
Any way to improve the ass missile reliability (higher tolerance or turnrate?). Currently it will not fire sometimes, and it seems a bit too weak now since most bots got mass increases.
Lastly theres a but with high traj artillery that sends bots flying REALLY far, usually instakilling them by making them go splat on a nearby cliff face.

Posted: 30 Aug 2006, 19:29
by j5mello
its a bug but one that might be hard to nail down. The reason it happens is that if u time it right u can switch to low traj but still fire the high traj shot. Not really sure how to fix that though