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 Request: speed of turrets « View previous topic :: View next topic » 
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Quarko
PostPosted: Fri Nov 04, 2011 3:58 pm    Post subject: Request: speed of turrets Reply with quote

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Joined: 22 May 2009
Posts: 1227
Location: Kaunas, Lithuania

Basically robot buildings are clones of human buildings with nothing specific. I think that each race should have specific traits to their buildings. Aliens have low-range weak tubes, humans have slowly rotating exploding turrets. And as for robots, I think they need some trait to defences too.

Here are several separate ideas:
1) All robot turrets are rotating 2 times slower than human counterpart, shooting 2 times slower too but hitting for 2 times more damage and 2 times longer range. Basically it will make them into something like sniper towers.
2) Move turrets to S3, make them 2 times bigger (if possible), make them longer to build, more expensive and have more life. Turret rotates 2 times slower, fires 4 times slower (real sniper tower), damage is increased 4 times, range 2 times.
Also to compensate - move teslas to S1, leave their damage as it is, range too, but remove knockback effect (so dretches could bite it).

What do you think?
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Redman
PostPosted: Fri Nov 04, 2011 4:07 pm    Post subject: Reply with quote

Marauder
Marauder

Joined: 03 Apr 2009
Posts: 403
Location: Walbrzych, Poland

Your robot turret modification idea is quite good but there's one problem:
Quote:
Damage caused from human turrets and teslas to robots is tripled

I don't think that robots like teslas Razz

Anyway the server needs completely new stuff (cloning existing stuff is just boring).
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pmd
PostPosted: Fri Nov 04, 2011 4:20 pm    Post subject: Reply with quote

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Joined: 16 May 2010
Posts: 268
Location: Novorossiysk city, Russian Federation

gamma-ray/radioactive/sonic field generator. damaging only organic live forms.
ranage: tube < sonic turret <machinegun> machinegun turret

upd:did anybody edited my message?
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Last edited by pmd on Fri Nov 04, 2011 4:42 pm; edited 3 times in total
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Rotacak
PostPosted: Fri Nov 04, 2011 4:27 pm    Post subject: Reply with quote

Tyrant
Tyrant

Joined: 17 Sep 2007
Posts: 1388
Location: Czech Republic

Quarko: with new buildables is one serious problem: I am not able to create them. I am not 3D artist... So I can make only code changes.

That turrets with long range can be done, but don't know how it will change balance.
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ViruS
PostPosted: Sat Nov 05, 2011 7:13 am    Post subject: Reply with quote

Dretch
Dretch

Joined: 23 Sep 2011
Posts: 26
Location: perth, australia

My Lolards mod (this version never released) originally had this sort of thing, it was still balanced but it was extremely unreliable. In return, i made the dcc power up its speed back to default (without dcc - Cool. After that, it was only useful if you built it for moderate range.

Also, a range of 600 isn't much. My current turret range is 500 and is not even considered 'sniping'. A human (from trem, not realism) can run that distance just under two seconds.
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Nod_Nod_Nod
PostPosted: Sat Nov 05, 2011 11:49 am    Post subject: Reply with quote

Tyrant
Tyrant

Joined: 14 Mar 2010
Posts: 1079
Location: Poland

Rota - currently balance is not good too so its good to make changes now and see what will be perfect. I think that robots need to have their own treats like Quarko said. It would be nice if there were some other buildable types in robots with new layouts, but we need help of some ppl here to do so (some 3d artist step forward!)
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Redman
PostPosted: Sat Nov 05, 2011 11:56 am    Post subject: Reply with quote

Marauder
Marauder

Joined: 03 Apr 2009
Posts: 403
Location: Walbrzych, Poland

I created some models for Tremulous (alien mine, pistol, ak47, tesla coil, teleport pad, etc.) so maybe I could help with this mod too.
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Rotacak
PostPosted: Sat Nov 05, 2011 6:29 pm    Post subject: Reply with quote

Tyrant
Tyrant

Joined: 17 Sep 2007
Posts: 1388
Location: Czech Republic

Nod_Nod_Nod: don't judge balance too soon. I decreased value of damage player-to-buildings from 3 to 2, that looks better. But we can judge from bigger games, we played 4vs4vs4 and it looks balanced and fun.

Third team it is not special by different buildings or weapons (yet). Purpose of this mod is just any third team. Even when is exactly same like humans, it is big change to gameplay.

Redman: good. But priority is now to fix that credits rewards, layouts, HUD and another bugs.
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robarm
PostPosted: Sun Nov 27, 2011 1:47 pm    Post subject: Reply with quote

Spectacor
Spectacor

Joined: 15 Aug 2010
Posts: 9

5+5=2... no wait i mean uh... 8? maybe 7... oh well, no more GTK radiant. time to be a hotel manager.... (that made no sense whatsoever)
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