That's an interesting alternative idea. But let's not make it too drastic - maybe 700 light, 500 medium and 300-400 heavy. (Don't see much purpose in Heavies being any slower than that.)TartarusMkII wrote:I think those weight modifiers should effect top speed as well as acceleration. Period. I think it'd look cooler too. Imagine a big floating thing carefully soaring to the target, etc.
Concerns about balance.
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Stratadrake
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Re: Concerns about balance.
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Iluvalar
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Re: Concerns about balance.
I think top speed should not exist at all. It's an easy fix...
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NoQ
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Re: Concerns about balance.
Oh wow, i never had a single thought about acceleration >_<
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Stratadrake
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Re: Concerns about balance.
It's partly for balance reasons.Iluvalar wrote:I think top speed should not exist at all. It's an easy fix...
Internally, speed is calculated as (engine * upgrades * modifier / weight), where modifier is one of:
* Wheels, halftracks, tracks = 80%
* Cyborgs = 100%
* Hover = 120%
* VTOL = 130%
And upgrades provide an additional modifier up to 150% .
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Iluvalar
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Re: Concerns about balance.
It's not. My NRS mod is just going fine without top speed. It as required some effort and tweaking, but it's now looking good without top speed any more. It's certainly surprising when the htrack python inferno start to outrun your mantis hover mra. And you certainly feel miserable when a player start to win due to epic speed upgrade, but it's not game braking at all.Stratadrake wrote:It's partly for balance reasons.Iluvalar wrote:I think top speed should not exist at all. It's an easy fix...
So I reiterate that : It's an easy fix.
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Stratadrake
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Re: Concerns about balance.
But it has very low-level conceptual implications, making it a subject of great debate.
In the meantime, disabling top speed is pretty easy: Just assign a speed limit like 9999 to all propulsion systems, then watch certain units break the sound barrier.
In the meantime, disabling top speed is pretty easy: Just assign a speed limit like 9999 to all propulsion systems, then watch certain units break the sound barrier.
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Iluvalar
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Re: Concerns about balance.
Oh please ! Don't act like I was a pure retard... I have uncapped the maxmum speed in NRS more than 40 version ago and I've played each off them in multiplayer... It's barelly noticeable now unless you start to research engines (that cap at +231% in NRS instead of +50%).
I know it take more than just editing a single file...
I know it take more than just editing a single file...
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Stratadrake
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Re: Concerns about balance.
My bad.
Anyway, I noticed the weapons table recently on the Guide area, and there's one thing that just strikes me as odd ... has anyone noticed that no weapon has 100% effectiveness on VTOL's? AT is the most effective at 80%, but ... that is really weird.
I also had to do a double-take, because apparently this table is based on skirmish mode (campaign keeps the old 1.10 values).
Anyway, I noticed the weapons table recently on the Guide area, and there's one thing that just strikes me as odd ... has anyone noticed that no weapon has 100% effectiveness on VTOL's? AT is the most effective at 80%, but ... that is really weird.
I also had to do a double-take, because apparently this table is based on skirmish mode (campaign keeps the old 1.10 values).
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NoQ
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Re: Concerns about balance.
Note: all dedicated anti-air weapons are AT, no matter what weapon branches they come from. So these values have a relatively little effect.
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Stratadrake
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Re: Concerns about balance.
I know VTOL is basically the only type to be in the "air" targetting group, I'm just thinking that damage modification should always be generally balanced around 100.