Balance problems
Posted: 04 Mar 2013, 21:49
1) popup has greater range than dominator (core t2 vertical rocket kbot)
2) dt > almost all t1 (mex sweetspot should be higher)
2) dt > almost all t1 (mex sweetspot should be higher)
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
we just make the mexx higher so that it can be hit
Why dont you react on my epic suggestion? Do you think, this isnt a serious issue?knorke wrote:the problem is that DT around mexes make mex unraidable by scout/ak/pw.
As I see it, that is the only problem: DT work ok with all other units (llt, mt, hlt etc) so no need to change anything here.
If scouts can kill DT in any reasonable time, the DT would have to have very low hitpoints - so low that it is useless for anything else.
So the only solution is:we just make the mexx higher so that it can be hit
Unless balance has massively changed without documentation, making large ships useful pretty much requires more skill than anything else in XTA. They are very rarely a better choice than hovers.pnöpel wrote:First of all, I mean the ships. How can you build at the beach, when you are being bombarded instantly?
dont think its haxxyJools wrote:Even easier would be to just increase the collision volume height. It's a bit haxxy though.
Just make mex hitbox 100% higher than dt hitbox so any unit can kill mex. Mex has so low hp it even after that can't be used as wall. No micro should be needed to kill it.Jools wrote:The solution to move up the model centre of the mdexx won't work; I estimate the DT is about 50% higher than the mexx, and raising the hitposition of the mexx would favour AA-units instead of skirmish ones, which is what we should want.
Wrong, it must be done from a gadget, not from UnitDefs.Jools wrote:The solution to move up the model centre of the mdexx won't work
Wrong, mex CV (and model) is taller than DT CV, it's just that mex's aimpoint is on half of its height, which is bellow the DT CV heightJools wrote:I estimate the DT is about 50% higher than the mexx
Why is that good? Why shouldn't all units have the same conditions of destroying mexes? With Spring 93.x DTs are destructable by any weapon type (when dealt enough damage) and I don't see any problems if a Flash or Instigator has to destroy DT first to attack the mex behind it.Jools wrote:and raising the hitposition of the mexx would favour AA-units instead of skirmish ones, which is what we should want.
You narrowed the CV of DTs, not mexes, so the gap is between DTs and not mexes. One can also micro AA units, so a commander/tower/whatever behind DTs can be hit with a lot less trouble than before.Jools wrote:I and Scifi instead fixed the problem by putting a gap between the mexxes, it should be a quite good solution. It still blocks muich of the AA, but if you micro a scout you can shoot a DT:s mexx. But it requires micro.
That "fix" also includes lowering the CV of DTs making them a lot less effective in general.Jools wrote:The fix is in the svn.
It won't work because of the relative heights. Anyway, a fix in unitdef is preferable to one in a gadget. I also tried to make it in a gadget, but it didn't have any impact on the mexx. There is already one gadget doing this, the dynamic CV:s. But better to fix the problem at the source.Deadnight Warrior wrote:Wrong, it must be done from a gadget, not from UnitDefs.Jools wrote:The solution to move up the model centre of the mdexx won't work
Because when units are close to the DT they can fire through the holes. From the distance you can't do that and will hit the DT. Logical.Deadnight Warrior wrote: Why shouldn't all units have the same conditions of destroying mexes?
That's the other problem. In spring 93, DT:s will die after about 5 hits frokm an instigator. That's way too little hp. So we also reverted some change in their hp from 2400 to 1200 back to 2400 (for arm). It may still be too little hp.Deadnight Warrior wrote: With Spring 93.x DTs are destructable by any weapon type (when dealt enough damage) and I don't see any problems if a Flash or Instigator has to destroy DT first to attack the mex behind it.
We didn't decrease the vertical height of a dt:s collission volume. Maybe there was some weird vertical offset that I put to default values, but iirc that tag in unitdef doesn't work anymore in any case.Deadnight Warrior wrote: That "fix" also includes lowering the CV of DTs making them a lot less effective in general.
The problem is that with current DT, it is impossible to raid with scouts.With Spring 93.x DTs are destructable by any weapon type (when dealt enough damage) and I don't see any problems if a Flash or Instigator has to destroy DT first to attack the mex behind it.
It will work if the mex's aimpoint is near the top of its CV. Doable by gadget (and only by gadget).Jools wrote:It won't work because of the relative heights. Anyway, a fix in unitdef is preferable to one in a gadget. I also tried to make it in a gadget, but it didn't have any impact on the mexx. There is already one gadget doing this, the dynamic CV:s. But better to fix the problem at the source.
The wobble/dance of AA missiles was removed/greatly reduced so they fly in a straight line and can fly through the DT gap you introduced.Jools wrote:Because when units are close to the DT they can fire through the holes. From the distance you can't do that and will hit the DT. Logical.
I had to lower it because of current and past issues with DTs being too tough due to engine bug. But it's not 5 hits, as DT has 1200 HP ATM, and instigator does 44 dam, so that's 28 hits. And its reload time is 1s so that's 28 sec to destory a DT and not several minutes, and somewhat less for Flash as it does 60DPS (6 dam, 0.1s reload).Jools wrote:That's the other problem. In spring 93, DT:s will die after about 5 hits frokm an instigator. That's way too little hp. So we also reverted some change in their hp from 2400 to 1200 back to 2400 (for arm). It may still be too little hp.
You offseted the entire CV down by 2 (so projectiles can fly over it). Collision Volume Offset works, Model Center Offset was deprecated and moved to gadget. Model center was previously used as aim point, now replaced by dedicated aim point, which defaults to model center.Jools wrote:We didn't decrease the vertical height of a dt:s collission volume. Maybe there was some weird vertical offset that I put to default values, but iirc that tag in unitdef doesn't work anymore in any case.
DTs where always designed as extra armour for small buildings, since mexes are small enough to be protected by DTs, it's a valid anti-raid tactic. Any more powerfull unit can either shoot over DTs (anything with a cannon, missiles partly) or has big enough AoE to damage stuff behind DTs.knorke wrote:The problem is that with current DT, it is impossible to raid with scouts.
In 93.x scouts will be able to destroy the DT but it will take several minutes, so the original problem is not solved.