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Posted: 10 Apr 2006, 21:06
by mongus
Crap, lets create some distraction for aa players, they are everywhere!

* lies muffin mineield using mouse4/5 *

If what krogothe is saying is rigth... well its not ok then, but we need more numbers.

You say a bulldog is owned, by the same metal/energy put into freakers..

Well.. a bulldog has not specially lots of firepower.

It has good firepower, but it has more armor then firepower, that is its use, resist lots of damage, not make lots of it.

You had tested with pewees?aks?rockos? any other unit?

Dull tests, dont allways give good results.

About gunships, they were overnerfed in v5....

i think nobody has played v5 much to really tell about that.. i cant tell at least, but .. im sure of what i ment, lvl1 gunships are easy pray to defenders, and are quite a risk to use them, for that reason, and bc of the energy cost implied.

on a sidenote, no unit can be done "porcing safe", you know what i mean.

You didnt answer who has the advantage now, pewees or aks? instigators or flashes. (im lazy to check)....


can you tell when it will be released please?, how many days I mean..

and tahnks for making lugers what they where again, dangerous artillery!


e: can you please put xtase66 page with modwebgenerator aswell? ty

Posted: 10 Apr 2006, 21:35
by NOiZE
mongus wrote:If what krogothe is saying is rigth... well its not ok then, but we need more numbers.

You say a bulldog is owned, by the same metal/energy put into freakers..

Well.. a bulldog has not specially lots of firepower.

It has good firepower, but it has more armor then firepower, that is its use, resist lots of damage, not make lots of it.

You had tested with pewees?aks?rockos? any other unit?

Dull tests, dont allways give good results.
yes we need more tests, can you do some?
mongus wrote: About gunships, they were overnerfed in v5....

i think nobody has played v5 much to really tell about that.. i cant tell at least, but .. im sure of what i ment, lvl1 gunships are easy pray to defenders, and are quite a risk to use them, for that reason, and bc of the energy cost implied.
I disagree i think they are fine now.... I used them quite a lot in v5, check the min3mat vs noize replay!
mongus wrote: You didnt answer who has the advantage now, pewees or aks? instigators or flashes. (im lazy to check)....
AK/gators still win over Peewee/Flash, even with the extra nerfing of gators, and lowering the flash pricetag (daywalker and i tested that today) So i think i will increase emg damage from 12 to 13 also.
mongus wrote: can you tell when it will be released please?, how many days I mean..
i have no ETA yet.
mongus wrote: and tahnks for making lugers what they where again, dangerous artillery!
Thanks for reporting.
mongus wrote: e: can you please put xtase66 page with modwebgenerator aswell? ty
No i wont, as i'm not supporting xtase66

Posted: 10 Apr 2006, 21:46
by mongus
Will try to make some tests.

no ofense, but testing units/balance requieres more than 2 players and one game.(also i dont have access to that replay).

I know flashes where a bit weak in firepower.. hm, but i think it was a feature.. i mean, if both sides are equal.. it not nice, it must differ somehow.


NOiZE, you like it or not, xta se 66 is the base for what you are working on rigth now. And as you said, you are only making small changes, so it makes sense to have it on sigth, but if you dont like it that much..


Maybe im too conservative, but changes are going a bit fast for my taste. Still, im up to test and see.

Posted: 10 Apr 2006, 22:00
by NOiZE
mongus wrote:Will try to make some tests.
I'll appreciate that.
mongus wrote: no ofense, but testing units/balance requieres more than 2 players and one game.(also i dont have access to that replay).

I know flashes where a bit weak in firepower.. hm, but i think it was a feature.. i mean, if both sides are equal.. it not nice, it must differ somehow.
You don't have to doubt our testing methods, trust me. And indeed the sides should be a bit different, that's why we lower the cost of the flash so you need more units to do the same.
mongus wrote: NOiZE, you like it or not, xta se 66 is the base for what you are working on rigth now. And as you said, you are only making small changes, so it makes sense to have it on sigth, but if you dont like it that much..
Well i'm afraid the mixture of sidedata.tdf and all the download.tdfs inside SE0.66 are gonna make a mess, which i don't want to clean up :)
mongus wrote: Maybe im too conservative, but changes are going a bit fast for my taste.
That could be true :P

Posted: 12 Apr 2006, 00:14
by krogothe
Units should never be "weak" for the sake of having both sides with the same power. All units should have a good balanced cost and benefits that make them worth using.
Personally i find that the raider/stumpies are so similar to flashes/gators they should be removed or changed to fill another role.

Posted: 12 Apr 2006, 00:17
by Min3mat
in XTA yup
they cost 30 odd more metal and slightly more buildtime and have a slightly higher range with a lower Damage per sec (i think) and slightly tougher armour.
XTA takes the biscuit! HLT nerf ;.;

Posted: 12 Apr 2006, 18:46
by krogothe
and yes, further testing has shown that freakers/zippers are better than most units at most things, from raiding to assaulting to distracting to anti-air.

Posted: 12 Apr 2006, 21:49
by mongus
krogothe wrote:and yes, further testing has shown that freakers/zippers are better than most units at most things, from raiding to assaulting to distracting to anti-air.
OMG

*deletes xta*

Posted: 15 Apr 2006, 17:32
by NOiZE
Time for a Release:

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.
- Increased EMG damage to 14 (12)
- Increased L1 Radar Range by 10 %
- Substituted CorSilo for Zenka's Silencer.

Download

Have Fun and please post bugs/issues/suggestions

Posted: 15 Apr 2006, 17:35
by AF
ahk, NTai installer setups are getting annoying to create because I have to create a copy fo the XTAPE folder for XTA PE V2/3/4/5/5.5 could you not shove the file inside another archive so FU doesnt complain XTAPE.sd7 already exists so that when users put it in their mod fodlers it's always XTAPE.sd7?

Posted: 15 Apr 2006, 17:37
by NOiZE
AF wrote:ahk, NTai installer setups are getting annoying to create because I have to create a copy fo the XTAPE folder for XTA PE V2/3/4/5/5.5 could you not shove the file inside another archive so FU doesnt complain XTAPE.sd7 already exists so that when users put it in their mod fodlers it's always XTAPE.sd7?
I always give them a other name, But when they get included in the next spring version the newest version will be renamed to XTAPE.sd7

Posted: 15 Apr 2006, 17:47
by PauloMorfeo
NOiZE wrote:...

Code: Select all

V5.5
- Increased L1 Radar Range by 10 %
...
I would say that that should have been higher even without trying. I am saying this mostly because of Imolators.

For the lvl-1 pop ups, the lvl-1 radar was hardly enough. It needed to be very close to him to cover the same range as the range of the pop up which has 1300. For the Imolators, with 1500 range, they were far from enough. I think that lvl-1 radars should cover somewhat confortably the range of all lvl-1 units.

Personally i hate the imolator. I think it is a insane unit for lvl-1 warfare. But it is there with it's 1500 of range.

Anyway, i liked all of the changes and will try to see how the new range of lvl-1 radars feel like.

Posted: 15 Apr 2006, 17:47
by AF

Code: Select all

[MOD]
{
 // mod_info.txt stuff here
[NTAI]
{
tdfpath=XTAPE;
}
}
Can you make the above changes to mod_info.txt and reupload very quickly? Otherwise you risk messing up XE8 support totally for anyone who switches from an earlier XTA version to this....

Posted: 15 Apr 2006, 17:54
by NOiZE
PauloMorfeo wrote:Personally i hate the imolator. I think it is a insane unit for lvl-1 warfare. But it is there with it's 1500 of range.
The Imolater is Level 2 only in all Pimped versions.

And AF i won't for this version. But you can easy make a mutator for it....

Posted: 15 Apr 2006, 18:08
by AF
Ahk I dont like the sound of that at all, having to explain to people that fi they want to use XTA with NTai they need to use a mutator, forcing everyone who plays in a multiplayer game with a bot to have downlaoded NTai, everyone who wants to watch a replay with NTai having to have the latest version ahk ahk ahk ahk ahk...

It seems I'll ahve to make the change myself and make my installer patch the mod file automatically or add a 7th XTA buildtree folder whose contents are identical to the other 6 XTA folders along witht eh 6 learning files and the 6 DT handling cache data, and the 6 mex cached positions......

Posted: 15 Apr 2006, 21:42
by mongus
- EMG increased damage 16% (right?)

so, is balance more aa like now?

Posted: 15 Apr 2006, 21:48
by Min3mat
well in 1.4 AA flash>>>gator
in pimped 5 flash~<gator
in pimped 5.5 flash~~~gator
:)
its not that simply btw, apparently burst speed etc foul up the simple maths calculations :< NOiZE said the same when i said the same :)
- Substituted CorSilo for Zenka's Silencer.
you aren't using the pretty silencer anymore NOiZE? :< Radar changes i'm loving and the EMG boost as well...but for the love of god NERF HLT :P
i'll still promote it a bit tho :)

Posted: 16 Apr 2006, 10:30
by Zenka
flash and gator balance seems fine. finally a mod where neither is out classing the other.

An min3mat, the original core silencer is replaced with mine. Still I want you to keep your promise and whoop Caydr ;)

Posted: 16 Apr 2006, 11:24
by Day
mongus... WTF in xta 0.66 SE 1 gator could easely beat 2 FLASHES!!
come on.. thats not right.. now the flash and gator are ~equel which is good

dont tell me all this time you never saw that flash were UP


Day

Posted: 16 Apr 2006, 16:31
by PauloMorfeo
I think that the boats ARMPT are not firing they're missiles. Actually, now that i think of it, i seem to remember that hapening from the first version of PE (i haven't remembered well about it and it just kept going).