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Posted: 03 Dec 2006, 21:54
by hrmph
Ivory I don't understand your argument.. Of course the other units make a difference in balancing (you make no convincing argument as to why this isn't true). I have no idea how anyone can say that other units in the buildtree don't affect the balance of certain units vs. units. I mean its not like your going to balance the penetrator against a flash are you ? And when I used to play XTA I always saw goliaths mixed in with other units, espescially groups of reapers and artillery.
the core goliath isnt supposed to be a damage absorbing assault tank
Are you kidding me? It has always been that way. Used as a heavy unit to absorb attacks and bust through heavy defenses.
Edit: Also pintle made a lot of points that I would have brought up...
Posted: 03 Dec 2006, 22:15
by Peet
Both sea transports have 0 health.
The arm hammer fires from the wrong barrel (the other one recoils).
Posted: 03 Dec 2006, 22:42
by BigSteve
the core goliath isnt supposed to be a damage absorbing assault tank
Heavens t' betsy
^^
Posted: 03 Dec 2006, 23:55
by 1v0ry_k1ng
kk my reasoning must be retarded then. It just feels so wrong though. nevermind. what other balancy issues I suggested were nit so goot?
Posted: 05 Dec 2006, 00:43
by pintle
Just found out krog self d's as a nuke.. i think that is a bit overpowered
Posted: 05 Dec 2006, 00:44
by Neddie
Well then, I would have to disagree with you. It is a bloody Krog. Think about the potential for damage when it is alive.
Posted: 05 Dec 2006, 02:26
by [KnoX]ElementalGizmo
LOL
+1 @ Neddiedrow
Also Chojin has found some yum yums with the lua scripting side of things. So who wants a clear txt box instead of that crappy grey box ?
Ill send pics when i can, but Chojin is bussey with the Tremulouse mod periodicly.
Posted: 05 Dec 2006, 02:29
by Neddie
I hope you don't mind the cleaning job I did on the wiki today... it was a text wall, really. Should get some images up as well.
Posted: 05 Dec 2006, 13:01
by AF
Smoth added a clear text box to EE using ctrlpanel.txt a long long time ago.....
Posted: 05 Dec 2006, 21:09
by pintle
k so maybe krog nuke xplo is ok, just in light of the buffed nuke i got a little scared...
any news on making raiders/stumpies viable?
Posted: 05 Dec 2006, 22:40
by FoeOfTheBee
pintle wrote:k so maybe krog nuke xplo is ok, just in light of the buffed nuke i got a little scared...
any news on making raiders/stumpies viable?
A few versions ago, I used stumpies as very effective early com killers. Takes a lot of micro, but they can do it on a small, flat map. Then small, flat maps seemed to go out of style...
Posted: 05 Dec 2006, 23:47
by [KnoX]ElementalGizmo
Yeah i know about the E&E txt box, i liked it n wanted it in XTA lol. i imagen it being in the next release, last weekend was far to bussey for me to go into the project; should have time this weekend though i hope.
And yeah about the tanks, anny sugestions on what you would like to see with the. Hitpoint/speed/cost ect..
There are alot of things that can be done, but whitch one is the choice. What would the communitty want the stats to be ?
Posted: 06 Dec 2006, 00:47
by pintle
@ foe, they are not totally useless, they are great for countering AA kbot spam, or getting through MT forests. I just think they are pretty poor as they are an a minor buff wouldn't unbalance anything
@ Giz, I think hp buff, they are the heaviest t1 unit, and as i said before, speed/firepower buff could make them infringe upon the flash/insti's role.
It would be cool to, for eg, use them to go in first, engage the defenses (up to and including hlt) and soak the damage long enough for some flash/instis to get past and do some damage.
Posted: 06 Dec 2006, 01:40
by [KnoX]ElementalGizmo
Sounds about right pintle, i hate killing hlt with level one stuff as it is. I still think the hammers need a bit of a range boost and more effective dps. (stil withing llt range btw) But then again Mong would prolly hunt me down in RL and eat my eyes

lmao
Posted: 06 Dec 2006, 12:24
by [KnoX]ElementalGizmo
OWWWWWWWW LOOKY AT DAT!
Credits of this pic go straight to Noruas, and Argh for his nuke FX that Noruas developed to create this work in progress.
I spoke to Noruas last night, and after some chatting he desided to try & make a vertion with no no black smoke in the central white section, and to create an expanding black smoke ring to show the true are of effect. Hopfully if we can get a copy of Argh's OLD nuke effect from nanoblobs (annyone got a linky?) Noruas can add some more indervidual particle effects. Also the black smoke colom that sizes from the surface will be about 2x/3x higher, its a lil short atm.
ATM the fps hit is a lil demanding, stay tuned with more development. And a big thanks to Argh for his nuke fx btw
Is it just me or does it allready look better than the C&C Generals nuke ?
EDIT:
OW Myg had an idea of creating a red vapour cloud to add to the d-gun effects. Would that be over kill FX, or cant u eye candy junkies get enough?
Posted: 06 Dec 2006, 12:37
by [KnoX]ElementalGizmo
OMG almost 4got this!
Credits for this go to Yeha, thanks dude.
We have yet to test this but annyone think this owuld be a welcomed FX ? Hows about a big chungy vertion of it on the arty hmmnnn? Anny ideas ? Pending the tests on performance you maybe seeing alot of this effects, just as you see here on the tank.
Posted: 06 Dec 2006, 14:17
by 1v0ry_k1ng
I dont like the d-gun afterglow at all... I been playing with it.. It just dosnt look right.
Posted: 06 Dec 2006, 14:21
by NOiZE
1v0ry_k1ng wrote:I dont like the d-gun afterglow at all... I been playing with it.. It just dosnt look right.
it glows too long in XTA, i put dgun glow in BA with shorter glowtime, then it does look cool IMO
Posted: 06 Dec 2006, 14:44
by 1v0ry_k1ng
kk, fun bugs:
if you turn a l1 v factory 180 degrees then build a contruction V, it finishes facing the wrong direction, and is to big to get out. IT GETS STUCK. I always thought the const V model was always a bit huge. could be make it like 75% of the size? its like 2x the size of its kbot equivalent
edit:
http://p15111940.pureserver.info/xta_v8/ when will this be updated? the core cans stats are out of date...
Posted: 06 Dec 2006, 15:21
by pintle
1v0ry_k1ng wrote:I dont like the d-gun afterglow at all... I been playing with it.. It just dosnt look right.
I feel the same.
Could we maybe concentrate on fixing sea transports, and if the consensus supports it, stumpy/raider buffing, before implementing new visuals?
Its not that those effects dont look (super) cool, its more that gameplay>graphics.
If nothing else could we get a quick fix where sea transports have got some health please