Page 33 of 52

Posted: 09 Jun 2006, 19:15
by kirbyssb
I think if the Demolisher could simply have a faster reload time it would be very much worth it :)

Posted: 09 Jun 2006, 19:39
by Aun
Molloy wrote:I had a game of that water Speed Metal map yesterday (never played Speed Metal in my life, I didn't inhale I swear!) and the ramp got totally jammed with Orcone, Bantha and Krogoth wreckage. Very annoying. I think those units should be able to crush high value wrecks. If they get crused into powedered wrecks then people can still resurrect them, and they're too high in metal value to be worth reclaiming. You'd need an ridiculous amount of storage for it to be worthwhile.
You can't ressurect dust. And yes, with a metal value that high they'd take an age to reclaim.

Posted: 09 Jun 2006, 19:45
by Pxtl
Aun wrote:
Molloy wrote:I had a game of that water Speed Metal map yesterday (never played Speed Metal in my life, I didn't inhale I swear!) and the ramp got totally jammed with Orcone, Bantha and Krogoth wreckage. Very annoying. I think those units should be able to crush high value wrecks. If they get crused into powedered wrecks then people can still resurrect them, and they're too high in metal value to be worth reclaiming. You'd need an ridiculous amount of storage for it to be worthwhile.
You can't ressurect dust. And yes, with a metal value that high they'd take an age to reclaim.
Although SpeedMetal is hardly the map that you want to use as a basis to make design decisions, it does suggest that a "crush an.ything short of a Comm wreckage" unit could be handy. After all, sometimes you just want to clear a path, Krog wreckage or no Krog wreckage. And it being a seperate "bulldozer" unit would also make it quite obvious to the player "dude, be very careful when giving the bulldozer it's moving orders". Something with middling speed and tons of armour so it can be used to clear paths offensively too.

Posted: 09 Jun 2006, 21:10
by LOrDo
There used to be a bulldozer unit in OTA, not very useful, since it was buggy as hell.

Posted: 09 Jun 2006, 21:12
by Aun
LOrDo wrote:There used to be a bulldozer unit in OTA, not very useful, since it was buggy as hell.
Didn't that just explode a lot, damaging nearby wrecks?

Posted: 09 Jun 2006, 21:46
by Leaderz0rz
exploding bombs clear wreckage afaik.

Posted: 09 Jun 2006, 22:23
by Egarwaen
Leaderz0rz wrote:exploding bombs clear wreckage afaik.
And if all else fails, I'm almost positive nukes clear wreckage. ;)

Posted: 09 Jun 2006, 23:06
by Aun
Egarwaen wrote:
Leaderz0rz wrote:exploding bombs clear wreckage afaik.
And if all else fails, I'm almost positive nukes clear wreckage. ;)
Fortress walls, DTs, factorys, buildings... Most things. =)

Posted: 09 Jun 2006, 23:17
by Pxtl
LOrDo wrote:There used to be a bulldozer unit in OTA, not very useful, since it was buggy as hell.
The Lemming? Iirc, the problem with the Lemming was that it wasn't just good at clearing wrecks, it was good at clearing everything. It was essentially a fast-moving L1 crawling bomb. The problem was that the only mobile units that could shoot it before entering detonation range were the L1 missile trucks. Caydr disposed of it as "unbalancable".

Posted: 09 Jun 2006, 23:25
by Aun
Pxtl wrote:
LOrDo wrote:There used to be a bulldozer unit in OTA, not very useful, since it was buggy as hell.
The Lemming? Iirc, the problem with the Lemming was that it wasn't just good at clearing wrecks, it was good at clearing everything. It was essentially a fast-moving L1 crawling bomb. The problem was that the only mobile units that could shoot it before entering detonation range were the L1 missile trucks. Caydr disposed of it as "unbalancable".
OTA not AA.

Posted: 09 Jun 2006, 23:31
by krogothe
The comm is unrepairable, please decrease his buildtime a little :)

Posted: 10 Jun 2006, 09:50
by Neddie
krogothe wrote:The comm is unrepairable, please decrease his buildtime a little :)
Oh yes, please! I ran twenty-five Rez K-Bots on one in an AI game... I'm not going to check the reply for how long it took, but it was over fifteen minutes by a large margin, possibly as high as thirty.

Posted: 10 Jun 2006, 11:53
by Comp1337
neddiedrow wrote:
krogothe wrote:The comm is unrepairable, please decrease his buildtime a little :)
Oh yes, please! I ran twenty-five Rez K-Bots on one in an AI game... I'm not going to check the reply for how long it took, but it was over fifteen minutes by a large margin, possibly as high as thirty.
Youve actually succesfully rezzed one? :shock:

Posted: 10 Jun 2006, 12:18
by krogothe
And of course the fact that part of the gameplay of all the other 380 units has been messed up since they almost double in health by hitting a comm once.
Honest to god, im still perplexed as to WHY the comms cost was sent up in the sky. With the overkill damage fixed, there is no good reason to keep his costs so high (and why the buildtime got increased i do not know) just because he might get higher xp than normal units. You cant get more than one of him anyways and the inbalance of his HP increase pales in comparison with the total fuck up all things commander related are atm.

Posted: 10 Jun 2006, 15:42
by Caydr
Here's what I'm doing about comms in 1.49... I've worked it out so I can be more specific now.

The 1.45 costs were like such:

5883
3883
29922

(random number here, just bear with me)

In 1.48 the numbers were like this:

588300
388300
2992200

I just added two extra 0s onto the end, effectively making the unit a) get exp 100 times slower b) take 100 times longer to rez c) give 100 times the experience when destroyed

In 1.49 the numbers will be like this:

58830
38830
299220

This means that a) it will be 10x slower exp gain than 1.45 but 10x faster than 1.48, b) take 10x longer to rez than in 1.45 but 1/10th the time to rez as in 1.48, c) give 10x the experience that it did in 1.45 but 1/10 the amount it gives in 1.48.

Sooo... if it took you 30 minutes to rez a comm in 1.48, it will take you 3 minutes now. However, that was 30 minutes with how many rezzers? So... yeah it just will be pretty good all-around now I think. With good comm-usage, you will be able to probably gain a few hundred HP at least. If that's not the case, what I've just said isn't set in stone so I'll... I'll just make sure everything is fair and works good when I finally get some time to finish up 1.49 and post it.
Molloy wrote:You'd need an ridiculous amount of storage for it to be worthwhile.
That's assuming you wanted to reclaim it. If you rezzed it, free unit krogoth. Who WOULDN'T want a free krogoth? :-)

Oh, plus with the new storage buildings in 1.48, you don't have to build such a ridiculous amount, and they're very well-armoured so they can take quite a beating.

Posted: 10 Jun 2006, 16:06
by knorke
Oh, plus with the new storage buildings in 1.48, you don't have to build such a ridiculous amount, and they're very well-armoured so they can take quite a beating.
yea, I like those.
But I noticed that the CORE level 2 con-sub (I think) can (only?) build landversions of the storages. Seemed a bit strange has all its other constructions are water-buildings.

Posted: 10 Jun 2006, 16:13
by Caydr
They should be submersible, buildable both on land and water. I'll check though.

Ugh. Looks like not all AA files actually came through intact. Quite a number of 0-length files here I'll have to find from another source :(

edit: close to being done the changes now. But I just came up with an idea for a brand-new mutator which I think might become pretty popular, among veterans and newbies alike! :mrgreen:

Posted: 10 Jun 2006, 17:13
by Min3mat
Cadyr...ffs.
with the XP fix the com gains...a FRACTION of the XP. 1.45 costs will be fine. if anything the com will gain XP too slowly!

Posted: 10 Jun 2006, 17:20
by krogothe
Im still gonna reclaim my comm the second i get enough lvl2 storages...

Posted: 10 Jun 2006, 17:39
by Caydr
K mat, I'll try something a little different then.
krogothe wrote:Im still gonna reclaim my comm the second i get enough lvl2 storages...
We'll see about that.