Least used units?
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Re: Least used units?
Golly use is entirely situational. It offers a class of unit that Arm do not even have access too, and the weapon it carries is godly. I never even see people repair skirmishing them, or compushing for that matter.
Buffing hovertank would lead to me going hover in 100% of my comet 1v1 matches. It already absolutely dominates all t1 (including sea: dodge the rockets= gg) If anything, it should be made cheaper, or the AA hover made more expensive (but it is already shit AA for cost, just an epic skirmisher).
Buffing hovertank would lead to me going hover in 100% of my comet 1v1 matches. It already absolutely dominates all t1 (including sea: dodge the rockets= gg) If anything, it should be made cheaper, or the AA hover made more expensive (but it is already shit AA for cost, just an epic skirmisher).
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Least used units?
I wanna get my hands into those fbis and prune some numbers like no-ones buisness
1)
???????????????
3)
profits
also: Golly is situational; when all enemy coms are dead it kicks ass. same as with zeus. This is a fairly rare situation.
1)
2)[ARM_DISINTEGRATOR]
energypershot=400; //was 350//
Commander t0
autoheal=2; //was 4//
commander t1
autoheal=4; //was 6//
max velocity=1.3; //was 1.4// (t0 = 1.2)
radardistance=1100; //was 1600/// (t0=800)
sonardistance=1100; //was 1600/// (t0=800)
cloakcostmoving=900; // was 700// (t0=1000)
commander t2
autoheal=8; //was 12//
max velocity=1.4; //was 1.5// (t0 = 1.2)
radardistance=1600; //was 2400/// (t0=800)
sonardistance=1600; //was 2400/// (t0=800)
cloakcostmoving=800; // was 700// (t0=1000)
???????????????
3)
profits
also: Golly is situational; when all enemy coms are dead it kicks ass. same as with zeus. This is a fairly rare situation.
- TheMightyOne
- Posts: 492
- Joined: 26 Feb 2007, 14:32
Re: Least used units?
especially if we play "kill all commanders"1v0ry_k1ng wrote: also: Golly is situational; when all enemy coms are dead it kicks ass. same as with zeus. This is a fairly rare situation.
- FaerieWithBoots
- Posts: 149
- Joined: 17 Jun 2009, 13:21
Re: Least used units?
well, if you are lucky and can get one a commander hit with a golly...
Re: Least used units?
* bertha/intimidator: don't hit anything twice, and what's the point of killing winds power generators at t2 eco?
* fark/necro: is used for resurrecting, but not for its original role (which was to act as a field medic and help with buildpower).
* hawks are also underused, freedom fighters provide the same function for a cheaper price
* fark/necro: is used for resurrecting, but not for its original role (which was to act as a field medic and help with buildpower).
* hawks are also underused, freedom fighters provide the same function for a cheaper price
Re: Least used units?
Berthas are tools of terror, not precision
Re: Least used units?
Stop bitching golly is Up.. it is a really powerful unit, much much more powerful than zeus in a no-commander situation.
Hawk is definitely not UP, if anything it is the opposite, freedom fighter is nowhere near as effective for cost, slower, and not radar stealthed (enemy can see you massing them).
Necro *could* rez in ota, it could do fuck all else tho. Fark had BP equal to a t2 veh con (for less cost) and its main advantage was fitting in a smaller space (more bp in range of lab). Both were nerfed to be less BP for cost than t2 bot cons (very silly move imo, i argued against it at the time).
LRPC is useful in FFA, not really greatly viable in team games. Is this a huge problem? :)
Hawk is definitely not UP, if anything it is the opposite, freedom fighter is nowhere near as effective for cost, slower, and not radar stealthed (enemy can see you massing them).
Necro *could* rez in ota, it could do fuck all else tho. Fark had BP equal to a t2 veh con (for less cost) and its main advantage was fitting in a smaller space (more bp in range of lab). Both were nerfed to be less BP for cost than t2 bot cons (very silly move imo, i argued against it at the time).
LRPC is useful in FFA, not really greatly viable in team games. Is this a huge problem? :)
Re: Least used units?
Yes, berthas are now tools of terror, but they used to be tools of both precision and terror (hence the long barrel). Improving their precision could make the targetting facility more useful again.
- Spawn_Retard
- Posts: 1248
- Joined: 21 Dec 2006, 14:36
Re: Least used units?
+1 for keeping the abillity to knap enemy shit.
less qq people.
less qq people.
Re: Least used units?
gollie, core arty, gimp, sumo.
what else does core have that does lots of damage?
none except core arty have huge range.
all are slow. (more or less easy to dgun)
Sniper, maverick, penetrator, fido.
all are not slow or can cloak. and have huge range.
Ive actually stopped using sumos and core arty, unless the map is big, or im sure there is no commander, its lost money.
But i really like the units, and dont think the units are underpowered.
add morty as an exception to the rule, with medium range though.
if you add the fact that game is com ends, makes those core units even more pointless. commander dies, games has no point.
there MUST be another way to discourage CB/dgun walking.
"much much more powerful than zeus in a no-commander situation." <_<
1 gollie = 8 zeus, 394 vs 1048 DPS, HP = but in spread tagets (zeus = aa). Im not sure.
Hawk had flares (a new feature of this engine) which were removed, who knows why. This gave them higher survivability.
Otoh, missiles fly time was reduced, thus, its possible hawks are outrunning them, (but have not tested), which could equal the equation.
flares back please? they look awesome.
Freedom got buffed, since v9 or around, i dont know the reason either.
ff damage per second went from 28->57.
Otoh, T1 bomber BT and cost was reduced, ( making t1 bombers too cheap for the damage they make ), forcing a "tweak" on their damage to commanders (the only important unit in this game).
This is not AbsoluteA, and noruas is not caydr, afaik,
so does this even the equation for t1 air? what about the rest of the units.
IK numbers i like.
Commander radar at t3 was abit too much.
and hooray for noticing the required cloak energy decrement was a bit too much. (way too much).
You have not touched energy costs for morphing. 1300 e for getting an upgraded commader is very little. not to say 20 secs for bt.
There is another little issue with commanders, and it is the peace at which they gain HP (related to experience?).
Commander used to be more expensive (in the sheets, as no one ever builds it), but the stats got decreased, to avoid autotargetting per cost/value hit too hard on commander. This was LOTS of releases ago, when xta was only mod.
This somehow, was cool, as it gave commander more hp per killing things. (the old way of getting upgraded commanders = getting experience = dgunning stuff)
Today, in current spring, i think this situation has changed, as the autotargetting no longer knows the cost of the units that have not been spotted.
Making the old "tweak" less important/obsolete, as commander wont be automatically aimed by long ranged units.
Finally, dgun range increase. at least for first morphed commander, its too much, as the dgun flare itself, goes out of the actual range like for... 1 cm... like +5% of the new range. I mention again the energy cost of the morph, as it does not reflect/justify this upgrade.
Just test how much longer can an upgraded commander dgun effectively.
further upgrades seem to make more sense cost wise.
normal commander = t1
first upgrade = t2?
second upgrade = t3?
what else does core have that does lots of damage?
none except core arty have huge range.
all are slow. (more or less easy to dgun)
Sniper, maverick, penetrator, fido.
all are not slow or can cloak. and have huge range.
Ive actually stopped using sumos and core arty, unless the map is big, or im sure there is no commander, its lost money.
But i really like the units, and dont think the units are underpowered.
add morty as an exception to the rule, with medium range though.
if you add the fact that game is com ends, makes those core units even more pointless. commander dies, games has no point.
there MUST be another way to discourage CB/dgun walking.
"much much more powerful than zeus in a no-commander situation." <_<
1 gollie = 8 zeus, 394 vs 1048 DPS, HP = but in spread tagets (zeus = aa). Im not sure.
Hawk had flares (a new feature of this engine) which were removed, who knows why. This gave them higher survivability.
Otoh, missiles fly time was reduced, thus, its possible hawks are outrunning them, (but have not tested), which could equal the equation.
flares back please? they look awesome.
Freedom got buffed, since v9 or around, i dont know the reason either.
ff damage per second went from 28->57.
Otoh, T1 bomber BT and cost was reduced, ( making t1 bombers too cheap for the damage they make ), forcing a "tweak" on their damage to commanders (the only important unit in this game).
This is not AbsoluteA, and noruas is not caydr, afaik,
so does this even the equation for t1 air? what about the rest of the units.
IK numbers i like.
Commander radar at t3 was abit too much.
and hooray for noticing the required cloak energy decrement was a bit too much. (way too much).
You have not touched energy costs for morphing. 1300 e for getting an upgraded commader is very little. not to say 20 secs for bt.
There is another little issue with commanders, and it is the peace at which they gain HP (related to experience?).
Commander used to be more expensive (in the sheets, as no one ever builds it), but the stats got decreased, to avoid autotargetting per cost/value hit too hard on commander. This was LOTS of releases ago, when xta was only mod.
This somehow, was cool, as it gave commander more hp per killing things. (the old way of getting upgraded commanders = getting experience = dgunning stuff)
Today, in current spring, i think this situation has changed, as the autotargetting no longer knows the cost of the units that have not been spotted.
Making the old "tweak" less important/obsolete, as commander wont be automatically aimed by long ranged units.
Finally, dgun range increase. at least for first morphed commander, its too much, as the dgun flare itself, goes out of the actual range like for... 1 cm... like +5% of the new range. I mention again the energy cost of the morph, as it does not reflect/justify this upgrade.
Just test how much longer can an upgraded commander dgun effectively.
further upgrades seem to make more sense cost wise.
normal commander = t1
first upgrade = t2?
second upgrade = t3?
Re: Least used units?
hawk flares were removed 'cos hawks couldn't be killed and were wtfop
sumos aren't exactly d gun targets, keep them with a comm/decoy repairing and they're fine, add some pyros in front...
tmo and some other cows were using lots of core arty on comet today
sumos aren't exactly d gun targets, keep them with a comm/decoy repairing and they're fine, add some pyros in front...
tmo and some other cows were using lots of core arty on comet today
- TheMightyOne
- Posts: 492
- Joined: 26 Feb 2007, 14:32
Re: Least used units?
thisbabbles wrote: tmo and some other cows were using lots of core arty on comet today
you dont see them coz we dont play maps suited for them that often. kbots do just fine on tabula. but ccr is so huge, you need this long range heavy stuff.
the bigger the map the smaller role the com plays. if you spam gollies on cooper hill i assure you, they will be dgunned, if you make gollies on epic prolly not :)
sniper, mav and pene are slow imho.
berthas are epic, its a game ending weapon. i suppose you havent been around for long enough to know how 3 berthas shooting your base feels like coz you want to give up instantly. they do HUGE dmg. with BIG AoE. they used to be more precise in earlier versions but they were way too good there. plz stop comparing them to OTA ones. you had to manage every single one and give it a shoot order as long as you havent built the targeting facility. you dont have to do anything here.
- FaerieWithBoots
- Posts: 149
- Joined: 17 Jun 2009, 13:21
Re: Least used units?
All units are under used!!!! Because XTA doesnt get enough games. All balance changes and new units are hardly testded and played on a limited number of maps.
Compare a spring mod with Starcraft, it took Blizzard allmost 10 years to balance out that game. With a player base 1000 times bigger then any spring mod has.
Also compare the XTA players playstyle to that of the BA-players. (Most)XTA players dont know how to spam and play a big macro game. We try to balance things out with that player base (no offense meant to anyone one or any mod, just pointing this out)
The other ones asre used regularly (to XTA standards that is)
Something else:
XTA is an old mod with a lot of 'old' players. It is hard for most people to unlearn something, or to change an old habbit (in rl too, i mean the gameplay habbits here). XTA has changed a lot in past years... see my point? Keep an open mind to the game and do not compare it to its predecessor.
This game still evolves, new strategys,counter strategys etc. are discovered. This is what makes the game fun imo and i hae a lot of fun playing it. Im not pessimistic or something
:)
A good thing:
I saw 7 (!!!!) XTA games running at the same time past week, probalaby because of the hollidays. I hope not though
Also compare the XTA players playstyle to that of the BA-players. (Most)XTA players dont know how to spam and play a big macro game. We try to balance things out with that player base (no offense meant to anyone one or any mod, just pointing this out)
They are all fine to me (for as far my opinion is worth anything). Gimp just isnt used that much, so maybe it can be put in the "least use units list"gollie, core arty, gimp, sumo.
Something else:
XTA is an old mod with a lot of 'old' players. It is hard for most people to unlearn something, or to change an old habbit (in rl too, i mean the gameplay habbits here). XTA has changed a lot in past years... see my point? Keep an open mind to the game and do not compare it to its predecessor.
This game still evolves, new strategys,counter strategys etc. are discovered. This is what makes the game fun imo and i hae a lot of fun playing it. Im not pessimistic or something
A good thing:
I saw 7 (!!!!) XTA games running at the same time past week, probalaby because of the hollidays. I hope not though
Re: Least used units?
some units should have orbital fire suport such as the mouse, gimp, raven.
also add more shields to the amphibius tanks, jumpjets on t2 scout bots, double dgun damage
ALOS PLEAS IMPROVE THE RANGE OF HOVER TRANSPORTER SO ITS BETTER SO I CAN USE IT TO GRAB STUFF UP ON HILLS HIGHER THX!!!!
also add more shields to the amphibius tanks, jumpjets on t2 scout bots, double dgun damage
ALOS PLEAS IMPROVE THE RANGE OF HOVER TRANSPORTER SO ITS BETTER SO I CAN USE IT TO GRAB STUFF UP ON HILLS HIGHER THX!!!!
Re: Least used units?
hawk vs freedom fighter.....hmmm
wcost = metalcost + energy/60
arm_freedom_fighter / Freedom Fighter
HP = 431.0
SPEED = 8.0
WCOST = 160.11666666666667
RANGE = 510.0
DPS = 57.39130434782609
arm_hawk / Hawk
HP = 521.0
SPEED = 16.0
WCOST = 368.8833333333333
RANGE = 510.0
DPS = 114.78260869565219
wcost = metalcost + energy/60
arm_freedom_fighter / Freedom Fighter
HP = 431.0
SPEED = 8.0
WCOST = 160.11666666666667
RANGE = 510.0
DPS = 57.39130434782609
arm_hawk / Hawk
HP = 521.0
SPEED = 16.0
WCOST = 368.8833333333333
RANGE = 510.0
DPS = 114.78260869565219
Re: Least used units?
...what are you saying again?
Re: Least used units?
just harmlessly throwing some stats to the discussion.
