The case logic is easy: If the unit has underwater weapons, aim at the sea floor, if not use the sea surface.Peet wrote:Building things underwater works fine in svn, there's a little blue box rendered around the unit that goes from its footprint to the water's surface.
Modifying the click raytracer (iirc that's how it works) so that it falls on the water's surface might be a good idea though, but of course there would have to be an exception or something for targeting or selecting units that are underwater.
Balanced Annihilation V5.91
Moderator: Moderators
What if it has both?KDR_11k wrote:The case logic is easy: If the unit has underwater weapons, aim at the sea floor, if not use the sea surface.Peet wrote:Building things underwater works fine in svn, there's a little blue box rendered around the unit that goes from its footprint to the water's surface.
Modifying the click raytracer (iirc that's how it works) so that it falls on the water's surface might be a good idea though, but of course there would have to be an exception or something for targeting or selecting units that are underwater.
Noize%Day.
think of decreasing weasel jeffy dps by 7-10%.
please think of decreasing flash/gator dps by 5%.
Please think of Increasing merl/diplomat fire speed but leaving the dps the same.
think of increasing hammer/thud hp and decreasing turnrates a bit.
dicreasing flee dps by 5%.
increase panther fire rate decrease dmg appropriatly.
think of decreasing slasher/samson dps by 5 or so percent.
increase t1 arty turn rate a bit.
think of decreasing weasel jeffy dps by 7-10%.
please think of decreasing flash/gator dps by 5%.
Please think of Increasing merl/diplomat fire speed but leaving the dps the same.
think of increasing hammer/thud hp and decreasing turnrates a bit.
dicreasing flee dps by 5%.
increase panther fire rate decrease dmg appropriatly.
think of decreasing slasher/samson dps by 5 or so percent.
increase t1 arty turn rate a bit.
There's a unit attribute hasUWWeapons. If it has both we'll still aim at the sea floor, you can correct manually.BaNa wrote:What if it has both?KDR_11k wrote:The case logic is easy: If the unit has underwater weapons, aim at the sea floor, if not use the sea surface.Peet wrote:Building things underwater works fine in svn, there's a little blue box rendered around the unit that goes from its footprint to the water's surface.
Modifying the click raytracer (iirc that's how it works) so that it falls on the water's surface might be a good idea though, but of course there would have to be an exception or something for targeting or selecting units that are underwater.
well flea gator flash weasle and jeffy are very fast and have huge advantages .they are very egile and speedy,i think that a little tweak making them just a bit weaker will make using raiders stumpies and kbot more viable.
I think that will be a good change to the gameplay eventhough these are smalle changes thats exactly the samll tweaking needed to make the mod even better.
merl and diplomat are units that dont get used alote because they shoot very slowly and it takes them tons of time to do dmg,they also often shoot on targets they cant hit like moving small units,so by making them do less dmg each shot but shooting faster they wil become more viable and more balanced in comparison to the rest of the vehicles in t2 labs.
i dont see any way in which that will make it unbalanced sine it will still be doing the same dmg as it did but dozes in small portions so it can actually hit more and get used easier than before ,requiring less micromanagment on it.
panthers are similair to merls,just make em shoot faster but make less dmg,thus allowing them to hit more things while moving.remember those are all small changes as you can see in my previous massage.
about the arty,perhaps chnaging turn rates wont help,maybe make em faster but make them turn even slower.that way they are more mobile on the battle field and can be used more but when rushed it will still be hard for them to run away.problem with t1 arty is that they are mainly used to kill hlt cause u got smason and slashers ti kill llts and they are also aa and can be very good supproting attackers since they have fast missiles that rarely miss(relativly).i think increasing speed making them turn slower and maybe reducing acceleration will aloow them to move faster to far away location while making sure they cant easily escape rushes.i htink they should also be cheaper since they are ver yspecific units .the cost more than flash while flash has a lote more functions to it and is very flexible.
arties are mainly for bombarind stationary targets and how often do you have a very very steady front line ?rarely.so they are very caprice.i think a slight reduction in cost will make t1 gameplay better.
samsons and slashers should have their dps reduced a bit just cause it feels like it will be better balanced that way,i suggest small changes that cant ruin but its hard to predict if they will worsen the game or not.i think it should be changed and than we will see if it makes gamepla ybetter or not.if not revert but the mod will not be ruined by such a small misbalance(if you look at the percentages i suggested).
I think that will be a good change to the gameplay eventhough these are smalle changes thats exactly the samll tweaking needed to make the mod even better.
merl and diplomat are units that dont get used alote because they shoot very slowly and it takes them tons of time to do dmg,they also often shoot on targets they cant hit like moving small units,so by making them do less dmg each shot but shooting faster they wil become more viable and more balanced in comparison to the rest of the vehicles in t2 labs.
i dont see any way in which that will make it unbalanced sine it will still be doing the same dmg as it did but dozes in small portions so it can actually hit more and get used easier than before ,requiring less micromanagment on it.
panthers are similair to merls,just make em shoot faster but make less dmg,thus allowing them to hit more things while moving.remember those are all small changes as you can see in my previous massage.
about the arty,perhaps chnaging turn rates wont help,maybe make em faster but make them turn even slower.that way they are more mobile on the battle field and can be used more but when rushed it will still be hard for them to run away.problem with t1 arty is that they are mainly used to kill hlt cause u got smason and slashers ti kill llts and they are also aa and can be very good supproting attackers since they have fast missiles that rarely miss(relativly).i think increasing speed making them turn slower and maybe reducing acceleration will aloow them to move faster to far away location while making sure they cant easily escape rushes.i htink they should also be cheaper since they are ver yspecific units .the cost more than flash while flash has a lote more functions to it and is very flexible.
arties are mainly for bombarind stationary targets and how often do you have a very very steady front line ?rarely.so they are very caprice.i think a slight reduction in cost will make t1 gameplay better.
samsons and slashers should have their dps reduced a bit just cause it feels like it will be better balanced that way,i suggest small changes that cant ruin but its hard to predict if they will worsen the game or not.i think it should be changed and than we will see if it makes gamepla ybetter or not.if not revert but the mod will not be ruined by such a small misbalance(if you look at the percentages i suggested).
ah shit.forgot thuds hammers.well basiclly i think the changes will make them differ more in a good way from rocko/storm.rockos and storms are stingers,they attack and back up thuds hammers are more head to head full frontal assault.so i think by making them turn slower but adding either dps or hp will make them even more head on but more suseptible to faster units or attacks from the side.maybe make the, accelerate slower so that they will be good at frontal head on assault but bad vs fast units or when the situaion changes fast .(but they will be better vs buildings and heavier units...while warrior shoule and already is? a tough high hp high dps agile unit..thus it costs more.. so if u fear the thud/hammer hp is closing in on the warrior i dont think you should cause warrior is a different unit that is actually good versus any t1 unit and is agile and flexible.:)
Grow up sleksa.
If you think that those changes are stupid just write why.
If not just dont reply.
i just want to say that about the slahers/samsons i was just trying to say that the might be just a bit oped,shooting air easily outrange llt and are no that low hp or high cost.Plus the kbot aa unit cant shoot ground,only air ...so it cant outrange llts and when it supports a force as aa it cant also support it vs ground yet ir costs only 25 metal less..plus the samson slasher also has double hp..than its kbot counterpart and is of course faster..
If you think that those changes are stupid just write why.
If not just dont reply.
i just want to say that about the slahers/samsons i was just trying to say that the might be just a bit oped,shooting air easily outrange llt and are no that low hp or high cost.Plus the kbot aa unit cant shoot ground,only air ...so it cant outrange llts and when it supports a force as aa it cant also support it vs ground yet ir costs only 25 metal less..plus the samson slasher also has double hp..than its kbot counterpart and is of course faster..