Page 113 of 177

Posted: 24 Aug 2006, 06:19
by REVENGE
Arm moho metal extractor can now cloak for 50 energy and is always
radar-invisible; description changed to reflect this
So what's cloak radius for it now? Also, shouldn't there be some cost changes to reflect this, as with L1 you've got the normal mex and a more expensive stealth mex.

Oh btw, could you please make it blow up like the L1 stealth mex? That thing's explosion kicks ass.

Posted: 24 Aug 2006, 06:25
by Dragon45
I know Flash is a bit short of Insti, but can someone fetch numbers just to make sure?

Edit: YES make it go BOOM.

With large Paralyze effect :D


Edit #2: Oh, but make sure they dont damage each other and chain'splode.

Posted: 24 Aug 2006, 06:36
by Egarwaen
ARMFLASH Flash Fast Assault Tank
Type: 3
--
Speed: 100.2
Range: 176
Hitpoints: 630
Cost: 114 Metal 914 Energy
---WEAPONS---
EMG DPS: 89.0323 AOE: 4 ReloadTime 0.31

DPS: 89.0323
DPS Per Cost: 16.2646
Hitpoints Per Cost: 11.509
Estimated Overall value: 356.653

CORGATOR Instigator Light Tank
Type: 3
--
Speed: 89.7
Range: 231
Hitpoints: 770
Cost: 118 Metal 1042 Energy
---WEAPONS---
GATOR_LASERx DPS: 86.0357 AOE: 4 ReloadTime 0.7

DPS: 86.0357
DPS Per Cost: 14.9316
Hitpoints Per Cost: 13.3634
Estimated Overall value: 517.49

Slightly higher DPS/cost, slightly lower HP/cost, slightly higher speed, much lower range.

Posted: 24 Aug 2006, 07:11
by Dragon45
Wouldnt the less gamemessing solution be to increase damage of EMG quite a bit (it is lower ranged after all)

I thought thats how the worked anyway O_o

Posted: 24 Aug 2006, 11:40
by NOiZE
Looks good caydr,

don't forget to change the groundflashes on rapiers/toasters/gols

Posted: 24 Aug 2006, 12:33
by Cabbage
alot of the changes look good, but i don't like the arty changes... diplomats/merls already have a massive range :/ and 1300 damage per shot.. :s

also, most weapons wont dmg the terrain anymore? Imo anything other lasers/emgs SHOULD dmg the terrain, it's largesly dependant on the map to what degree this happens, and in most cases anything less than a guardian in high trajectory isn't really noticeable. Don't underestimate the joy of seeing your opponents base pockmarked to buggery and back whilst your own ramins silky smooth :P

Posted: 24 Aug 2006, 12:41
by KDR_11k
The problem is that it causes major performance hits because all unit pathing must be recalculated to take the newly blocked paths into accoun.

Posted: 24 Aug 2006, 12:45
by NOiZE
AND IMO laser/emg should hardly effect the ground..

Posted: 24 Aug 2006, 12:49
by Cabbage
AND IMO laser/emg should hardly effect the ground..

Thats what i said :P

The problem is that it causes major performance hits because all unit pathing must be recalculated to take the newly blocked paths into accoun.
That only really happens on very soft maps, or people with really poor PC's. It's largely the mapmakers fault for making the ground too soft.

Posted: 24 Aug 2006, 12:53
by KDR_11k
I think Argh can tell you many observations regarding craters and performance.

Posted: 24 Aug 2006, 12:59
by Cabbage
Maybe so, just cosmetic changes for the worse really annoy me. I don't think something should be changed so someone with a 600mhz PIII can play... well, you know what i mean ^^

Same thing with the changes to com explosion smoke someone wanted a while ago, i can have several blow up at once with full effects and be fine, but because someone else couldn't, they wanted smoke removed :evil:

Posted: 24 Aug 2006, 13:30
by chlue
Really interesting and promising changelog.

With the huge buff to the Atlas, is it to much to ask for a small antiair missile for the commander? The commander is very capable of defending against some light ground units, but currently you always need antiair support for him. Running in cirles to avoid being picked up by even one atlas is quite silly for such a strong unit. If he is engaged by a small group of aircrafts, an antiair missle would not make a big difference.
Cabbage wrote:Maybe so, just cosmetic changes for the worse really annoy me. I don't think something should be changed so someone with a 600mhz PIII can play... well, you know what i mean ^^
The problem is, the game slows down for all players, if one systems reach its limits

Posted: 24 Aug 2006, 13:34
by KDR_11k
If the commander doesn't have BadTargetCategory=AIR he should be quite capable of hitting planes with that laser.

Posted: 24 Aug 2006, 14:14
by MR.D
As long as the com is moving you're never in threat of being picked up.

His laser can shoot down transports and conplanes and the like pretty easily, even lvl1 gunships like bladewings and banshees are easily dealt with in small numbers.

If transports had a small range pickup instead of needing to be directly on top of a motionless target, then it would agreeable that the Commander would need a very minimum AA package.

Posted: 24 Aug 2006, 14:19
by Cabbage
BTW caydr, i didnt see mass increase for nanotowers... you already know why that needs to be done :P

Posted: 24 Aug 2006, 14:21
by NOiZE
Cabbage wrote:BTW caydr, i didnt see mass increase for nanotowers... you already know why that needs to be done :P
get glasses :-)

Posted: 24 Aug 2006, 14:54
by Kixxe
Cabbage wrote: That only really happens on very soft maps, or people with really poor PC's. It's largely the mapmakers fault for making the ground too soft.
Making the ground hard will make the effect from normal weapons go away instead. So it... dosen't really matter?

Besides, this fixes other strange issues, such as guardians pushing other guardians into holes untill they are almost underwater. (Small divide for exameple)

Posted: 24 Aug 2006, 15:39
by Cabbage
only on very hard maps, something with the hardness of Q20 seems perfect to me, soft enough to leave marks, but only a guardain fireing in one spot for the entire game will cause a deep hole

Posted: 24 Aug 2006, 15:58
by Comp1337
Q20s hardness is horrible imo.. If you camp the craterwalls with toasters lategame, youll make the terrain so bumpy that any and all units will be slowed to a snails speed. Uberdefence.

Posted: 24 Aug 2006, 16:03
by KDR_11k
Hehe, digging trenches...