Did anybody try this plan?
Cause, yeah, we don't want to see pure cyborg games, but we shouldn't be allowing pure tanks work as well.
http://en.wikipedia.org/wiki/TankHover = tank.
http://en.wikipedia.org/wiki/TankHover = tank.
Shouldn't rockets be more powerful because they are more expensive and take longer to research? If they are nerfed people will not even bother to use them because cannons will give the same effect + cheaper?crab_ wrote: I think rockets can be overpowered in certain cases. I think we can safely nerf rockets 5-10% DPS (reduce DPS of rockets).
I'm afraid if we nerf rockets then cannons can become overpowered.
No.Shouldn't rockets be more powerful because they are more expensive and take longer to research? If they are nerfed people will not even bother to use them because cannons will give the same effect + cheaper?
Cannons are weak against borgs, MG morgs and later lancer borgs can beat cannon player. Rockets + MG borgs are stronger than pure cannonsNoQ wrote:Against mg/rocket tank spam cannon player should be able to hold with pure cannons
After some more testing, it seems it just isn't going to work out the way we have hoped, and we are going to have to go back to the older code.vexed wrote: Will have to tweak the code for VTOLs on rearming pads to see what can be done, that didn't come up in testing.
*edit After some testing, had 20 rearming pads, and had 30 VTOLs, and it was working as it should...the ones sitting on the rearming pads moved away to make room for the 10 more that needed rearming at a later point in time.
*edit2, Made 100 VTOLs and had them patrolling all around the map, didn't notice a issue with that either...
Got any more details ?
Agree, I ask only that cut minirockets in the beginning of the game.I think we can safely nerf rockets 5-10% DPS (reduce DPS of rockets).
That's a totally different test, of course different adaptation would be necessary.against borgs
Lasers remained weak and outdated weapons on the battlefield.Lasers
Pre-requisites: NSRB Mk2->NSRB Mk1 (move up on tech tree, available earlier)
Lasers
Don't auto-upgrade to Pulse Laser
Cyb-Wpn-Laser (Cyb-Wpn-Laser)
Damage 70->90.
Works great, thanks!Bulldozer wrote:Since there isn't a Mac build, I thought I'd cook one up... here's an unofficial build for Mac OS X of 3.1.1 rc2. It was built on Snow Leopard (x86 10.6), and briefly tested on Mavericks (x86_64 10.9), so I expect it will work on just about everything in between. That said, I don't really have time to actively support it, so caveat emptor but enjoy:
http://eisbox.net/downloads/wz2100_3.1.1_rc2.zip
legion_Lex wrote: Nexus Link Turret - needs in a reduction in 3-4 times, reduction of time for the capture of an enemy unit (otherwise players prefer not to use)
EMP Mortal - add the damage bombard or higher and blow on the square (otherwise players prefer not to use)
EMP Cannon - add the damage, comparable with the average level of technologies (otherwise players prefer not to use)
AA Flac Cannon - increased damage in 1,3 - 1,5 times (otherwise players prefer Hurricane AA Turret)
Pepperpot - increased damage in 1,3 - 1,5 times (otherwise players prefer Incendiary Mortar)
Command Turret - add the damage, comparable with the average level of technologies (otherwise players prefer not to use)
legion_Lex wrote:pls, add in v3.1.1 aliances - "locked teams, no shared research", he is in v.master, mode is very interesting, there are people that look forward to it.
EMP is stuff which have ability to stun enemies.legion_Lex wrote:Lasers remained weak and outdated weapons on the battlefield.
And need to increase the damage neddle gun, he was very weak
In general, the balance was slightly better for low-players in the beginning of the game, nothing more changed on sensations.Unfortunately most of these desirable changes will not be implemented in 3.1 because this is not necessary.
Some people here hate high-oil or med.oil games. They getting crazy if someone tries to include more changes related to high-oil gameslegion_Lex wrote: In general, the balance was slightly better for low-players in the beginning of the game, nothing more changed on sensations.
I hope someone from dev team can say how is possible to include 'no shared research' option in 3.1.1legion_Lex wrote: But aliances - "locked teams, no shared research", it very necessary, it will expand the possibilities of the game, it's exists, just drag it from v.master...
All clear, I'll pass this Russian-speaking fans of the game, because I've seen a lot of people worried about the balance on the late stages of the game, they really believe that someone will hear them.Some people here hate high-oil or med.oil games. They getting crazy if someone tries to include more changes related to high-oil games
Cannot reproduce.pls fix