Posted: 24 Jun 2006, 19:13
Congratualations for your proper usage of the word "hordes".
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
true, but still unneeded IMOComp1337 wrote:Yeah. i thought he toned it down a bit?
Yep. I think 2.0 is pretty spot-on when it comes to general balance..NOiZE wrote:true, but still unneeded IMOComp1337 wrote:Yeah. i thought he toned it down a bit?
http://prdownloads.sourceforge.net/ta-a ... p?download2.0 --> 2.1
Custom team death messages fixed
Fido HP reduced by 125 (1275->1150), movement speed reduced by 0.11
(2.01->1.9), energy cost increased 1500 (5349->6849), range reduced
by 15 (595->580), damage per second reduced to 94.4 (100)
Minor shield "weapon" typo fixed (will have no effect at all ingame)
Firestorm HP fixed
Shield generator wreckage metal value reduced to sensible levels
Ground decals are now only 1 footprint unit larger in X/Y instead of
3 (means they're smaller now but still larger than the building),
also improved their appearance using transparency
Claw/Maw accuracy vs aircraft fixed
Flash, Peewee rate of fire increased to 0.31 (0.325), an effective
DPS boost of 5 units (101->106)
Sumo range boosted 10% (500->550)
Slope tolerance adjusted again so maps made with AA's old unit slope
tolerance values in mind should work better
Amphibious units now have the same slope tolerance as kbots
Vanguard HP reduced by 1000 (8250->7250), accuracy versus fast units
reduced, sight range reduced to 220 (370)
Razorback buildtime decreased 6%, metal cost reduced 5%, energy cost
reduced 5%
Combat regen is now as follows:
-LLT: 2 HP per second
-Beamer, HLLT: 4 HP per second
-Commander: 5 HP per second
-Bulldog: autorepair removed
-Sumo: autorepair removed
-Goliath: 25 HP per second (was 20)
-Maverick: 50 HP per second (was 35)
Advanced Fusion HP doubled, output increased to 5000 and 5500 (A/C),
costs made to be more fair when compared with regular fusions
Marauder speed increased to 3 (2.53)
(F)-Tech Forges now have the appropriate ground decal
Rocko, Hammer speed set to 1.54 (Hammer was 1.5)
Storm, Thud speed set to 1.5 (Thud was 1.41)
Torpedo bomber metal cost reduced by 25%, HP increased 10%
Buzzsaw damage increased to 1900 (1750) since it was significantly
weaker than a Vulcan prior to this and that's never how it was
intended
Shields are now on-offable but block all plasma weapon fire,
including owned and allied units, are more transparent when weak and
more visible when strong
Shields are now much stronger but require the same amount of time to
fully charge (3 minutes); Hold-out time versus Bertha is 54 minutes,
versus Intimidator 51 minutes, versus Vulcan/Buzzsaw is 7 seconds
Shield metal cost reduced by 3000 (~6500->~3500), buildtime reduced
by 20000 (~95000->~75000), HP reduced by 1000 (~4000->~3000)
Construction kbot (L1+L2) speed reduced by 0.1
Construction vehicle (L1+L2) speed increased by 0.15
Amphibious construction vehicle handling improved, model sizes
decreased
Construction vehicle (L1+L2+Amphib) costs and buildtime reduced
Beaver, Muskrat corpses reshaped and retextured
Unit death/selfd explosions are now brighter
Anti-Air hovers have now been given depth charges which will only
target subs, also a short range sonar
Explosions generally improved
Juggernaut weapon damage increased 25%
Beaver ground track decals fixed
Arm Advanced Vehicle Plant footprint widened so they won't collide
if built right next to each other
Mod file structure altered for easy patching in the future
Vulcan/Buzzsaw stats redone based on a crazy formula for relative
firepower (the biggest change you'll see here is the HP boost)
Torpedo launcher metal cost reduced by 100
Shipyard HP increased by 500
yeah you really shouldn't be rewarded for that difficult and hard to pull off piece of micro should you?but the Peewee be faster and the AK be longer range - that way microing-to-win is impossible.
...
Changes to T3: Vanguard lost some HP and some tracking ability versus fast units. It's an artillery unit, not a kill-all. Razorback costs reduced to make it more economical.
how many posts have you got requesting them? i see none here. water balance is crappy as it is (no i won't post specifics because EVERYTHING is borked. PLAY IT to find out!)Anti-sub hovers have been requested for a very, v
ery long time, and only in Spring are they possible in any realistic sense. The entire AA community does not consist of you, min3mat, alone.
Gollies autoheal is now 25% better. that makes exponential changes considering the length of time it can survive.Autoheal changes: a 5 unit boost to goliaths isn't much of a difference. It's just 20 to 25, and even Arm players think a Goliath should be the "ultimate" tank. Maverick's larger boost from 35 to 50 is because it was just not strong enough to justify its costs, especially in relation to Zeus.
claoking whilst standing still costs how much e? you made the mod you tell us? what you don't know? begins with 1, ends in 0 has a 0 inbetween and consists of 3 numbers. it is a multiple of 20.The bunker unit was never even added, and it's not a bad idea. The ability to protect your Commander from bertha fire isn't an unreasonable request.
WHY make that 5% change? the PW DOES shread AKs instantly if they arent microed. AKs ARE hard to micro vs PW especially in small groups. YES the micro IS rewarding AND time consuming. YES this is a good balance. no need to make random changes.The buff to PW/Flash was already explained at length, and was a change of less than 5%.
How the hell do you know what Cavedog wanted? :\ and why should you care, why are you spending time tampering with stupid units which should never be seen, even in a game with 2 equally skilled opponents.Buzzsaw's DPS was lower than Vulcan's. That's never how it was intended to be, neither by myself nor by its original designers, Cavedog.
The only reason to get expensive very big and obvious and targetable and weak berthas was to break down someone porcing. now with all the good defenses being popup, let alone the DDM!, they suck at that too. And now there is a cost effective counter as WELL...Shields were weak as hell, and there's an entire thread bearing that testimony. They could be brought down in about 2 minutes by a lone bertha, while costing 50% more than a bertha. Where's the balance there? There isn't any. It needed changing.
They are supposed to be expensive. think how expensive lurkers are. think that 1 torpedo launcher can easily take 3 subs down. think about RPS and the fact that this really shouldn't be.The torpedo launchers were too expensive to be useful at their intended task, early defense against submarines, skeeters, corvettes, and perhaps destroyers. They cost nearly as much as a Shipyard before (500 for torpedo launcher, 600 for shipyard), which is clearly too expensive when you would likely need at least 3 in order to effectively protect any given structure.
Even dumber than my argumentYou need pills.
*cough* Flak Truck *cough*Drone_Fragger wrote:And Make the panthers AA missle better, its next to worthless at the moment.
It never was. There was one player who thought it was too good because one could take out a single PeeWee and a group of four could take out a group of PeeWees. There were a lot of players who thought it was completely fine.Caydr wrote: Changes to T3: Vanguard lost some HP and some tracking ability versus fast units. It's an artillery unit, not a kill-all.
The lvl1 fighters aren't stealth and get hammered by the Phoenix AA weapon...Day wrote:btw now that hawks and vamps lost their missile (a few versions ago)
why bother building them, the t1 fighters are better in everyway