what is the reason
whyyyyy
I want to be able to match gator spam with ak spam

Moderator: Content Developer
Hope you dont espect balance a mod using 5v5 DSD game as a standard context...jellyman wrote: (within context of a typical dsd 5 vs 5 style game)
Yea I suck cocks D: soz for thatginekolog wrote:Err what?
I dont get this... its 10 damage over 32 aoe.. does it really have impact in game? I have never noticed.Pxtl wrote:Imho, the only thing the raider/scout kbots need changed is the fact that they do too much damage to friendlies when they die. Too much self-pwnage with them.
Code: Select all
if( severity <= 99 )
{
corpsetype = 3;
explode ground type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode head type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode lfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode lfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode lleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode lloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode lthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode luparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode pelvis type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode rfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode rfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode rleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode rloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode rthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode ruparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode torso type SHATTER | BITMAP1;
return (0);
}
Yes it is very annoying.Klopper wrote:Why do Jeffies have self-damage? Put them at point-blank range next to a mex and watch them kill themselves...
ive always thought its the mex explosion which kills them...Klopper wrote:Why do Jeffies have self-damage? Put them at point-blank range next to a mex and watch them kill themselves...
Why not? 5 vs 5 DSD is overplayed, but overplayed for a reason - its one of the best gameplay experience BA has to offer.bashar wrote:Hope you dont espect balance a mod using 5v5 DSD game as a standard context...jellyman wrote: (within context of a typical dsd 5 vs 5 style game)
I do remember before ak self damage that I occasionally saw players spawning large hordes of aks and running through defenses with them. i.e. 2 factories each guarded with 4 nanos and ak on repeat. I remember getting pwned badly by this.ginekolog wrote:I dont get this... its 10 damage over 32 aoe.. does it really have impact in game? I have never noticed.Pxtl wrote:Imho, the only thing the raider/scout kbots need changed is the fact that they do too much damage to friendlies when they die. Too much self-pwnage with them.
SMALL_UNITEX:
Name = Smalltank
AreaOfEffect = 32
Damages:
default = 10
I once saw... several nukes.jellyman wrote: Or a nuke?
iirc it was balanced with it in mind quite a lot, yes.jellyman wrote:Perhaps comet 1 vs 1??
http://replays.adune.nl/?821jellyman wrote:Ever seen in sumo in 1 vs 1 comet? Or a nuke?
ha??its not balanced for 1v1 games....that's why you don't see 80% of all units in 1v1s...[Krogoth86] wrote:BA in fact is balanced towards 1on1 games and not teamgames as its main purpose is to be used for that - that it works fine for games with lots of players is more of a "nice addon"...
Well I don't know who from WarC kept telling this and I'm currently not up for looking up the BA topics to give you a quote. It's not the first time though that people come up with "issues" from their teamgame experience and often the answer was that BA's main focus lies on 1on1 games and not teamgames...Gota wrote:ha??its not balanced for 1v1 games....that's why you don't see 80% of all units in 1v1s...
BA is designed for competitive 1v1 gameplay