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Posted: 14 Sep 2006, 19:08
by NOiZE
Caydr wrote:
Nanotower buildtime reduced by 2000, energy cost reduced by 1000,
HP boosted by 50
Not enough?
For comparison, they have over twice the building power of a construction kbot and only 40 less HP, at a cost and buildtime of less than 2 con kbots.
compare with conveh pls
Posted: 14 Sep 2006, 19:26
by KDR_11k
By the way, is it intentional that LRPCs in the beta build cannot be set to hold fire?
Posted: 14 Sep 2006, 19:29
by Caydr
Comparison with arm conveh nanotower has:
1.5x the building power (workertime)
1.67x the energy cost
1.54x the metal cost
1.3x the build time
0.4x the hit points
5.71x the build distance
re berthas: No, that's not intentional. I'll check that and make sure it's fixed. Any other abnormal behaviour like this should be reported immediately.
Regarding naval balance:
The problems, in my eyes, were:
-Too many units
-Too few distinct roles
-Too much "one-upping" of existing units
-Some units much too strong or much too weak
-Gameplay too slow
To fix this, I did the following:
-Subs are now highly powerful, but with a weakness: they must face the target they are attacking. They cannot, for instance, attack something while running away from it
-Several ships which, IMO, were unnecessary, were removed (you know about them)
-Sonar range has been reduced on all units significantly, making subs much more difficult to just accidentally stumble upon.
-Most ship ranges have been reduced by some amount, especially destroyers and battleships, this is counterbalanced by increased range in flagships and especially missile ships
-Ships have been differentiated by giving certain ones restrictive arcs, preventing their use in some situations, while others are capable of firing at any angle
-Also adjusted most secondary firing arcs so they wouldn't shoot "through" the main turrets as much
-Adjusted DPS (damage per second) of ships so that they would be more sensible
-All ship turning rates increase dramatically to speed up gameplay, some ships' acceleration and braking improved
So, now ships have the following roles:
Skeeter/Searcher - Scout, short-range, moderate damage, fragile, fast, with anti-air
Decade/Supporter - Corvette, short-range, moderate damage, good HP for cost, medium-high speed
Crusader/Enforcer - Destroyer, medium-range, moderate damage, good HP, medium speed, depth charge, short range sonar, limited to forward-firing with main weapon
Lurker/Snake - Submarine, short range, very high damage, low HP, medium speed, limited to 45-degree forward firing arc
Conqueror/Executioner - Cruiser, medium-long range, good damage, good HP, medium speed, depth charge with large AoE, short-medium range sonar, full firing arcs
Piranha/Shark - Advanced Submarine, short range, extremely high damage, low HP, medium speed, limited to 90-degree forward firing arc
Millennium/Warlord - Battleship, long range, excellent damage, superior HP, medium-slow speed, full firing arcs, highly expensive
Ranger/Messenger - Rocket Artillery, extremely long range, medium-high damage, medium-low HP, good speed, firing arcs n/a
Archer/Shredder - Anti-air ship, medium range, massive damage, moderate HP, good speed, anti-air only
Serpent/Leviathan - Assault/Artillery Submarine, long range, extremely high damage, medium HP, medium-low speed, limited to 45 degree forward firing arc
Epoch/Black Hydra - Flagship, very long range, outrageously high damage, outrageously high HP, low speed, many firing arcs but full overall coverage, with secondary anti-air
Posted: 14 Sep 2006, 20:03
by Min3mat
water changes sound excellent
but with the nanotowers its the situation also
you dont build a con which builds a nanotower
you build a con that assists the fac and builds up a small group of cons that guard the fac (3 is around optimal)
nanotowers use is for metal maps etc for concentrated reliable good ranged building as well as repairing guardians in duels etc
now that we have all these tags hows about removing the nanotowers ability to assist build COMPLETELY and giving it repair ONLY?
im just making suggestions because i think that if nanotowers were balanced to fill that sort of role it would...suck. either have them as a repair only or my previous suggestion maybe???
Just do something to the bloody things, i'd rather you didn't remove them if it came to that which is why im suggesting stuff
Posted: 14 Sep 2006, 20:05
by Day
they arent needed at t1... thats why i preposed them to be at t2 where massing units is harder
Posted: 14 Sep 2006, 20:25
by Caydr
How is massing at t2 harder?
I'm feeling awful tempted to kill nanotowers. Not for any particular reason, I just get eager to cut something when I realize other stuff can do the same job.
Yes, I could rebalance them and make them for massing at tech 2 and so on and so forth, but why not cut them and make existing units do that job better? I.... think.... they're..... gone. *deletes*
Posted: 14 Sep 2006, 20:30
by Soulless1
looks good - can't wait!

Posted: 14 Sep 2006, 20:30
by NOiZE
just make them a bit cheaper IMO..
Posted: 14 Sep 2006, 20:50
by TradeMark
Change nanotowers:
buildtime -> 3500
energycost -> 3000
metalcost -> 150
Or something like that...?
Posted: 14 Sep 2006, 22:49
by Drone_Fragger
Code: Select all
***---NANOTOWER---***
***RIP***
**~2003-14/09/06**
**"We knew thee well"**
Posted: 14 Sep 2006, 23:22
by MR.D
Nano towers are space effieient vs any other con unit, less costly, and easier to maintain.
Nano towers don't wander around between building factory units as assist builders.
They don't unintentionally block factory entrances slowing down production.
They're limited into 3 simple tasks, assisting build/repair or the ocasional reclaim of nearby buildings & trees.
I prefer to build 4 nanotowers to guard a factory, so I can use my other Kbots to build specific units or to have those kbots free on the frontlines for mobile repiars, to build radar/Hlt, or whatever else I need in the LVL1 buildmenu.
They help to reduce the ammount of micro to keep a smooth combat force on the move, and without them people would just spam tons of Conbots/vehicles/planes instead.
Nanotowers also can switch tasks instantly, where normal con units need to go through the complete animation cycles of closing up and re-opening their body to stop/start new tasks.
Its pretty clear they're valuable and they serve a purpose.
Posted: 14 Sep 2006, 23:37
by FireCrack
The good thing about nanotowers is they stop units form forming up a clutter at your factories, and with the proposed changes to autoheal they could very-well become usefull on the front lines.
Just read the previous post, needless micro, like turning con bots around so they face the structure their assisting, si just stupid.
Posted: 15 Sep 2006, 01:59
by Cabbage
dont get rid of nanotowers, and dont make them T2 -= i often use them if i end up in a guaqrdian war, and much prefer them for assist building over cons. I often have them queued up before i start my lvl 2 factoey aswell.
Posted: 15 Sep 2006, 02:03
by LOrDo
Don't get rid of them. Mabye you could move them to tech 2 but DON'T get rid of them.
Posted: 15 Sep 2006, 05:40
by LordMatt
Please don't remove nanotowers. I only use them with airplants, but they are very good for counteracting the slow worker time of conairs (and not forcing me to make a cloud of them).
Posted: 15 Sep 2006, 06:02
by Neddie
I too support keeping Nanotowers. They serve a particular role with more alacrity and flavour than other options.
Posted: 15 Sep 2006, 10:13
by Hellspawn
I start using them with lvl 2 usually if I use them.
Posted: 15 Sep 2006, 10:15
by Forboding Angel
I generally find them pretty useful at lv1. My cons have more to do than guard a factory. The buildtime on this is horrible though. That really needs to be addressed.
Posted: 15 Sep 2006, 10:22
by Konane
Naval changes sound really good, especially that sub can fire only in front.
I support keeping nanotowers with some buildtime decrease as well.
Posted: 15 Sep 2006, 11:25
by Elmokki
Core doesn't get fark (though freakers aren't bad assisters.) and Core doesn't get a decent assisting vehicle. I do build them even at their current state, especially when going for vehicles.
But yes, they're very slow to build.