Page 10 of 67
Posted: 07 Oct 2006, 15:52
by MR.D
Actually, just adding some velocity to the Stumpy/Raider's primary weapon would help alot in hitting moving targets.
Adding a machinegun, while cool, how would it be balenced vs its normal weapon?
What kind of nerf would need to be done to its main gun so that its not overpowered?
I'd love to see a Mg on the Medium tanks as well, but adding speed to the shots would acomplish the same goals that the light damage, shorter range Mg would.
Posted: 07 Oct 2006, 16:03
by Drone_Fragger
it would have to be pretty small. If the new machinefun turret is too big, It'll look out of place.
Posted: 07 Oct 2006, 16:04
by Soulless1
actually I'm pretty sure people were just proposing a straight buff - ie add a MG and leave the cannon the same - this is probably something to do with medium tanks sucking atm

Posted: 07 Oct 2006, 17:13
by Snipawolf
Caydr, I may have to jack your stumpys script... K?
I have put my first model in game and it looks okay, except for the fact it rolls and shoots backwards!
I still need to add flares and stuff, so thats probably partially to blame...
<.< It does look pretty funky when it shoots plasma balls out of the back of its turret...
Posted: 07 Oct 2006, 18:14
by jackalope
EXit_W0und wrote:+1 for the idea of giving stumpies/raiders a 2nd weapon
I think sounds like a good idea, but I'd like to say two things about it:
1. I think the only acceptable weapon would be the weak flea/jeffy laser with a short range, otherwise it would be weird for a lvl 1 unit to have 2 weapons.
2. Won't it be weird if stumpies/raiders have two weapons, and then you tech up to reapers/bulldogs/golaiths which only have 1?
Posted: 07 Oct 2006, 18:17
by jackalope
alternatively, maybe if the medium tanks' DPS should be boosted a bit. If this happened they could fill a role as assault units that are not so hot at skirmishing with units. They'd have good HP, good range, good damage, but poor targeting.
Posted: 07 Oct 2006, 18:21
by Machiosabre
jackalope wrote:
2. Won't it be weird if stumpies/raiders have two weapons, and then you tech up to reapers/bulldogs/golaiths which only have 1?
I don't think it'd look weird since medium tanks (especially stumpies) look a lot like conventional tanks anyway.
I also don't think lvl2 would be weird since both bulldogs and reapers actually have 2 big barrels, ok a Goliath only has one but its huge.
Posted: 07 Oct 2006, 18:26
by Caydr
You just need to put a reverse on the pitch and heading, Snipawolf. Learned this very quickly while I was working on those anti-air kbots that people STILL haven't commented on...

You've got my MSN if you want to talk to me about the scripting, I'm no longer in the "hopeless" skill level.
Yeah, noticed the stumpy range vs speed bug myself too, it's fixed. Here's my changes so far:
Fixed Manticore buildpic
Reduced anti-air kbot HP by 200 (arm), 250 (core)
Annihilator health bar fixed properly
Core HLT is now as tall as arm HLT
Stumpy/Raider shot velocity increased by 20
Gremlin, Stumpy, Sharpshooter, Skuttle seismic ping size fixed
Commando weapon AoE halved
Goliath health increased by 500, weapon AoE increased to 256 (192)
Commander script reverted to pre-2.2, with some modifications
May have to use some version number besides 2.22 though, that's just irritating.
Going to revert to the old Commander script. At least it d-gunned properly.
Also, working on re-doing the guide for the next version!
MRD, should've mentioned: that file I sent you, you'll have to delete it to play normal 2.21 games.
Posted: 07 Oct 2006, 18:33
by Snipawolf
I will try, if I ever find out what is happening right now...
Go to the topic I made in Art and Modelling for more info...
In short, it doesn't work anymore, I can't even get the model in..
Posted: 07 Oct 2006, 18:43
by Machiosabre
any chance you could make all types of fighters just do .01 damage vs ground units so that doesn't get brought up every time theres a change to fighters?
edit: hehe that was fast, sweet

Posted: 07 Oct 2006, 18:45
by Caydr
I'm going to halve fighter damage vs ground.
Posted: 07 Oct 2006, 18:53
by jackalope
Caydr wrote:I'm going to halve fighter damage vs ground.
oh crap, I'll never beat isaac again.
Posted: 07 Oct 2006, 20:33
by Acidd_UK
Can t2 fighters attack ground? I don't think they should be able to, if they can. I support t1 fighters doing weak strafing runs tho... Ohh ohohhoh, can you give then a different weapon for ground attack? like a flash emg or somtehing?
Posted: 07 Oct 2006, 21:27
by jackalope
Acidd_UK wrote:Can t2 fighters attack ground? I don't think they should be able to, if they can. I support t1 fighters doing weak strafing runs tho... Ohh ohohhoh, can you give then a different weapon for ground attack? like a flash emg or somteh
ing?
flying peewee?
Posted: 07 Oct 2006, 21:38
by KDR_11k
I'd say high DPS but few shots fired (so they suck against swarms) would be a good role for tanks but isn't there another unit already filling that role?
Posted: 07 Oct 2006, 22:36
by hawkki
I Think the lvl 2 antiair kbots are great.The commandos stun on the other hand is totally overkill. Maybe make it a laser so only one unit is stunned ?
Posted: 07 Oct 2006, 22:43
by Machiosabre
"Commando weapon AoE halved "
Posted: 07 Oct 2006, 23:13
by raneti
no offense but AA sucks now, nothing feels natural this mod strays more and more from TA
Posted: 07 Oct 2006, 23:23
by Drone_Fragger
Don't like it don't play it. Go play BOTA or XTA or something.
Posted: 07 Oct 2006, 23:57
by raneti
i suggest a math model, pick a ratio and do a price ratio on power/hp/price also empower lvl 1 a little more, lvl 1 is hardly played and more and more stuff is unbalanced
btw maverick is ridiculous, and don't tell me i don't know to play it i only play arm, just think about it if he can self repair so fast why wouldn't tanks or more spacey units do it? cheeeesy...
i might not play anything at all lol if i get this bored, too few play xta
i want to play not learn to play everytime a new version comes out...