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experience system

Posted: 04 Jul 2005, 13:13
by KiviGerbil
i'm interested in knowing how the exp affects an unit

i have noticed a health increase and accuracy increase

what i don't know is that will it be possible to hit radar blips with much exp?, cos' the radar blip seems to be always a bit off the actual target, so will the unit fire at the real unit position or hit more accurately on the blip that is wrong?

Posted: 04 Jul 2005, 18:17
by Min3mat
i think that at 10 or so XP units are 2x as good??? :S i dunno! :S

Posted: 04 Jul 2005, 18:49
by mongus
a normal commander
Image

an experienced one...
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uber comm

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seconds later

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does core commander has longuer dgun range?

Posted: 04 Jul 2005, 20:11
by Kixxe
Can someone make a movie showing the diffrence between a expirenced unit and a unit with out expirence?

Posted: 04 Jul 2005, 22:04
by Metaltrash
Since the units realy aim at the moveing radar blimp,
they should hit the blimp better but not aim at the unit.

Posted: 05 Jul 2005, 05:14
by shnorb
cool... i never thought experience made that much of a difference :roll:

Posted: 05 Jul 2005, 14:55
by KiviGerbil
it doesn't, i now have a jethro, (arm missile kbot) with 700 exprecience and the buffs that exp gives seems to get smaller the higher u go

i'll post pictures and a couple avis when i get home today

Posted: 05 Jul 2005, 16:56
by KiviGerbil
sry dudes, i tried to take a vid from my experiments, but spring crashed

all i have is this picture

Image

Posted: 05 Jul 2005, 19:07
by Min3mat
700!!! did you just leave it shooting at a con guarded comm for 1/2 hour or so!!! :shock:

Posted: 06 Jul 2005, 10:16
by KiviGerbil
i made a spawn script that spawns mad amounts of peepers

Posted: 06 Jul 2005, 13:43
by shnorb
anyone played red alert 2? i think having a rank/experience system like that would be cool... so that not only does a units health increase but also their firing rate and hit points and all that jazz. anyone else think that would be cool...?
being able to make some impact in a battle with a small amount of combat hardened units would be very fun.

Posted: 07 Jul 2005, 00:58
by [K.B.] Napalm Cobra
Nope

Posted: 07 Jul 2005, 10:23
by Min3mat
yeah lvl3 units were WAY OP on that game...fun though!!! lvl3 Airships :twisted: hehe tesla bombs!!! :D

Posted: 07 Jul 2005, 10:41
by KiviGerbil
i like the tesla trooper. it's just simply cool.

i don't recommend anything so drastic to this game, but the exp system does need some kind of boost. experienced dudes should know the weak spots of other dudes, and thus make more damage..

for instance..

if u hit a bmp-1 or 2 tank on the left side, center, about 30-50 cm form the bottom. u get a direct hit on the missiles it carries, also the frag ammo for the cannon on bmp-2. the tank get's totally decimated..

so, give me a LAW and point me at it. ^^

Posted: 07 Jul 2005, 17:14
by Ted
It is from my experience that berthas/intimidators and possibly every other unit get much more accurate as the lvl of experience increases. I'm not sure the diference in damage it will do nor the refire rate, but accuracy - omg yea. When telling an intimidator to target a previously ghosted structure that has no experience versus the same unit with about 40 kills on it, it has a dramatic effect on accuracy. The plasma is much more tightly packed and often shoots a 32x32 pixel area around where you clicked to attack. (32x32 vs the other half of the map!)

I've found that the best way to completely confuse your enemy is to start shelling his base with HIGH TRAJECTORY so that the guy doesnt kow where its coming from. Also works w/ buzzes and vulcans. Then once you see a bunch of debri going everywhere and the shells start falling closer to one another, switch it to low trajectory and the shots will be much much more on target - iff the artillery survives!

Posted: 07 Jul 2005, 17:18
by Min3mat
is that thing about accuracy true? i might have to try that out
dunno why you'd want to use high traj to shell a base, it looks cool but is in NO way as good as normal

Posted: 07 Jul 2005, 17:26
by Ted
think about it. On high trajectory shells just fall from the sky and are COMPLETELY random in hit location and seem to come from random locations. Thats why I said that. but yea, the more exp. a unit gets it becomes more accurate. Thats at least from my observations.

Brings a whole new meaning to the rading theory and how good it is to keep experienced units.

Posted: 07 Jul 2005, 22:33
by LathanStanley
Min3mat wrote:is that thing about accuracy true? i might have to try that out
dunno why you'd want to use high traj to shell a base, it looks cool but is in NO way as good as normal
works pretty good for harassment and making your opponent panic while you rally a line of Goliaths on his front door and he's building peepers as fast as he can and running them everywhere... you can almost march in without a fight and just blow whatever you want up :wink:

Posted: 10 Jul 2005, 18:48
by KiviGerbil
ahh, the days....

when TA was still something like 1.4, u could do something very interesting..

units got kills from every unit they kill, even own units.. even UNFINISHED ones. that's how i ended up with a PW that had 4000+ kills.. sadly then i noticed that the shots it fired came in bursts of 3 and it didn't hasten that.

sometime units that have massive amouts of kills would shoot like crazy, ie this one time that i fought against my friends, 7 v me.

i built this karganeth, and i used it slowly to decimate them. in one of the fights it alone took out 2 orcones. nice. firing rate was mad.

Posted: 11 Jul 2005, 01:18
by FLOZi
Ted wrote:think about it. On high trajectory shells just fall from the sky and are COMPLETELY random in hit location and seem to come from random locations. Thats why I said that. but yea, the more exp. a unit gets it becomes more accurate. Thats at least from my observations.

Brings a whole new meaning to the rading theory and how good it is to keep experienced units.
Actually, a unit with perfect low trajectory accuracy also has perfect high trajectory accuracy. :)