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Posted: 04 Apr 2006, 19:34
by NOiZE
Well atm my only intention is to do minor changes so balance gets even better notting more.
I'm not saying i don't like your idea's, i simply don't want to put time into them right now.
Unless the SY's think we need to redo XTA entirely i won't do anything more then small changes.
Posted: 05 Apr 2006, 20:56
by PauloMorfeo
Considering smal changes only, i propose:
- Change ARMBRAWLs in weapons to LandAir.
- Import the mod with my mod editor
- Mess with the buildlists of lvl-2 units so they have:
-- All factories
-- Regular mexxes
-- Solar panels
-- MTs
-- Hlts
-- Pops
Posted: 08 Apr 2006, 16:17
by NOiZE
Changes so far.
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
EDIT:
The rocketvelocity decrease is actually a bugfix.. somehow it came messed in Pimped...
Posted: 08 Apr 2006, 16:55
by Min3mat
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

Posted: 08 Apr 2006, 17:01
by NOiZE
Min3mat wrote:..... and Necros building Mohos, again seems borked

FARKs can build moho's too!
Posted: 08 Apr 2006, 17:39
by Min3mat
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! ;.;
Posted: 08 Apr 2006, 17:43
by colorblind
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
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.
And NOiZE, great work on the PE mod!
Posted: 10 Apr 2006, 01:06
by mongus
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).
Posted: 10 Apr 2006, 11:32
by NOiZE
mongus wrote:hm, new version, didt nottice. ak instis nerfed.. no word on lvl1 gunships?
What's wrong with the gunships?
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).
Fixed.
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.
Posted: 10 Apr 2006, 15:37
by NOiZE
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
Posted: 10 Apr 2006, 16:27
by krogothe
Only 20% reduction?
Correct me if im wrong, but get a bulldog (Main assault tank) and the corresponding cost in freakers (supposedly light recon/raiding unit) and pit them against each other. Seemed to me they needed more like a 75% reduction.
Posted: 10 Apr 2006, 16:44
by NOiZE
krogothe wrote:Only 20% reduction?
Correct me if im wrong, but get a bulldog (Main assault tank) and the corresponding cost in freakers (supposedly light recon/raiding unit) and pit them against each other. Seemed to me they needed more like a 75% reduction.
well they do fullfill different roles
Posted: 10 Apr 2006, 16:59
by krogothe
Thats the whole point, if light scout units own heavy assault tanks real hard you know somethings fucked up bad.
Posted: 10 Apr 2006, 17:01
by NOiZE
krogothe wrote:Thats the whole point, if light scout units own heavy assault tanks real hard you know somethings fucked up bad.
Well 1 bulldog could own a HLT but 8 zippers cannot.
Posted: 10 Apr 2006, 17:16
by krogothe
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
Posted: 10 Apr 2006, 17:43
by Min3mat
this is why bulldogs have a impulse factor in AA and a greater AoE. XTA is really annoying, where the hell is 1.45 ~.~
Posted: 10 Apr 2006, 18:03
by krogothe
Caydr secretly lost motivation to work on spring and is working steadly on his yoga workshop, 1.45 wont come out
Posted: 10 Apr 2006, 18:33
by Drone_Fragger
actually, AA 1.44 is quite balence,d so hes working on 2 OTA map ports and GEM.
Posted: 10 Apr 2006, 19:13
by NOiZE
keep on topic
Posted: 10 Apr 2006, 20:45
by Drone_Fragger
Meh. I don't play XTA.