--== XTA v6.0 ==--
Moderator: Moderators
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Changes so far.
EDIT:
The rocketvelocity decrease is actually a bugfix.. somehow it came messed in Pimped...
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V5.5
- Reduced Freaker/Zipper HP by 20%
- Reduced Instigator/AK damage by 10%
- Reduced Storm/Rocko rocketvelocity by 50%
- Increased Reaper size by 10%
- Made Commanders able to push trees
- Fixed up Armor.txt and specific damages in weapons.tdf so they load correctly in paulo's mod editor
The rocketvelocity decrease is actually a bugfix.. somehow it came messed in Pimped...
Last edited by NOiZE on 08 Apr 2006, 16:58, edited 1 time in total.
com can push trees? :>
dunno bout the storm changes, seems to be bending to the AA way of doing things.
and i don't think that adv con for CORE should all be able to get light fusion! its unfair to ARM! only adv vehcile cons should, so if a CORE player goes adv kbots, like the ARM player, he won't have a easy economy (although he will have kick ass units, again like the ARM player!)
and Necros building Mohos, again seems borked
dunno bout the storm changes, seems to be bending to the AA way of doing things.
and i don't think that adv con for CORE should all be able to get light fusion! its unfair to ARM! only adv vehcile cons should, so if a CORE player goes adv kbots, like the ARM player, he won't have a easy economy (although he will have kick ass units, again like the ARM player!)
and Necros building Mohos, again seems borked

if ARM goes adv kbot though:
no step up in e, its cloakable fusions or solars >,<
moho mexes! lol??? u haven't got the e to support them
if ARM goes adv v
w00t light fusions! and they are mobile!...wait...whats that? penetrators SUCK -.- bulldogs are still useful, and merls too. BUT it EATS your factory time pumping those mobile fusions, so you are either behind in unit production or economy -.-
i could bear it if CORE didn't have such a smackdown on their adv kbots. i mean they get pyros (uber useful for everything) necros which get mohomexes, supportable by light fusions that the adv kbot con CAN build! they also can get sumos (eee!) dominators (still very useful) cans (best cannon fodder ever)...the list goes on ;.;
give ARM a chance at tech two. stop the adv kbot con being able to build light fusions!!! and put the damn penetrator back where it used to be, USEFUL! ;.;
no step up in e, its cloakable fusions or solars >,<
moho mexes! lol??? u haven't got the e to support them
if ARM goes adv v
w00t light fusions! and they are mobile!...wait...whats that? penetrators SUCK -.- bulldogs are still useful, and merls too. BUT it EATS your factory time pumping those mobile fusions, so you are either behind in unit production or economy -.-
i could bear it if CORE didn't have such a smackdown on their adv kbots. i mean they get pyros (uber useful for everything) necros which get mohomexes, supportable by light fusions that the adv kbot con CAN build! they also can get sumos (eee!) dominators (still very useful) cans (best cannon fodder ever)...the list goes on ;.;
give ARM a chance at tech two. stop the adv kbot con being able to build light fusions!!! and put the damn penetrator back where it used to be, USEFUL! ;.;
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- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
The other way to fix this 'unbalance' is by adding an ARM mobile fusion k-bot. Although I believe the current situation is pretty much balanced.Min3mat wrote:and i don't think that adv con for CORE should all be able to get light fusion! its unfair to ARM! only adv vehcile cons should, so if a CORE player goes adv kbots, like the ARM player, he won't have a easy economy
And NOiZE, great work on the PE mod!
hm, new version, didt nottice. ak instis nerfed.. no word on lvl1 gunships?
e: are flashes and instis, pewees and aks, are equaled in firepower now?, or which side has the advantage? last time it was core, by a thin margin, not sure if the cost was on pair with that.
this is a issue at least in v5:
Lugers aim very slow, hope you can fix that.
(i mean the speed at which they move its turret).
e: are flashes and instis, pewees and aks, are equaled in firepower now?, or which side has the advantage? last time it was core, by a thin margin, not sure if the cost was on pair with that.
this is a issue at least in v5:
Lugers aim very slow, hope you can fix that.
(i mean the speed at which they move its turret).
What's wrong with the gunships?mongus wrote:hm, new version, didt nottice. ak instis nerfed.. no word on lvl1 gunships?
Fixed.mongus wrote: this is a issue at least in v5:
Lugers aim very slow, hope you can fix that.
(i mean the speed at which they move its turret).
New Changelog:
Code: Select all
V5.5
- Reduced Freaker/Zipper HP by 20%
- Reduced Instigator/AK damage by 10%
- Reduced Storm/Rocko rocketvelocity by 50%
- Increased Reaper size by 10%
- Made Commanders able to push trees
- Fixed up Armor.txt and specific damages in weapons.tdf so they load correctly in paulo's mod editor
- Arm Zeus and Warrior 20 % bigger in size
- Flash metal cost reduced by 10 %
- Fixed Luger turret rotation speed.
Using Maelstrom's modwebgenerator i got all the stats availble for everyone. But it could be so much better if someone is willing to make me a proper template for it.
XTA Pimped V5.5 Unit stats
XTA Pimped V5.5 Unit stats
Okay, 2 bulldogs are needed to kill a HLT and only 1 bulldog with 40% life survives. (80% casualties)
14 zippers attack a HLT and 10 of them survive. (tested on flat chess map, both sides with normal radar coverage) 30% casualties
Vs units zippers are even more effective. They need a 50% cut in their firepower if anything
14 zippers attack a HLT and 10 of them survive. (tested on flat chess map, both sides with normal radar coverage) 30% casualties
Vs units zippers are even more effective. They need a 50% cut in their firepower if anything
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49