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X3M

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Everything posted by X3M

  1. I have seen the crane being like that before. In other images. Check out the explanation here: https://www.ppmsite.com/
  2. Maybe changing the weapon is the answer here to all the problems. What happens when the range is +1(or even +2)? Rocket infantry already needed a boost. More range means better of use in all situations. The Bikes, can have a little less health to counter the rocket distance. They get a bit more of a support/hit'n'run function this way. I know that grenadiers are less useful now. But the Rocket infantry has more of the role in this regard. I don't know the effect on the Orca. The stealth tank would also benefit from that +1 range. You still can use the extra health. But please keep the price at 900 because of the stealth. If +1 range isn't your cup of tea. Or not sufficient. Have the rockets do a little bit more damage. +15 or +20% or so? If rocket infantry have the chance to shoot only once. They do more damage. For the stealth tank, this would be good as well. I don't know about the orca and bike though. Then there is changing the ROF for the rockets. What would that do? Would rocket infantry still have their first shot? Maybe slowing the fire rate while increasing the damage. This would mean better rocket infantry and stealth tanks, but the bike remains roughly the same in direct combat. They only benefit from the hit'n'run effect. I am talking about the "first shot" here. Just think about it and let me know if you see use to it.
  3. Feedback MRLS: The opponent was massing buggies and bikes. I had M.tanks and grenadiers. The basic battle if you will. I decided to build the Comm Centre in order to get Adv.GT and Adv.Comm Centre. And eventually thus the MRLS. Since the MRLS was available right away. I build those instead of Adv.GT for the reasons we all know. And simply added more factories instead. Since the opponent was panicking, he simply build more bikes. Stealth Tank: It is to bad that it can't be changed. What about other factors? ROF, Range etc? I remember something vaguely about some units having the same weapon from the ini. Is this a fact for the Stealth Tank?
  4. I had the chance to play this on a money map. Having those MRLS sooner than my opponent expected was a great benefit. I raped his army (twice). That was a lot of fun. Either way, I have been thinking about your Stealth Tank adjustments. While they remain a Recon Bike with Stealth option. It is this Stealth that makes them what they are. A surprise amount of damage when hunting harvesters or fending of air units. Also, the scouting of your opponent. So here is my suggestion: Instead of health increase and cost decrease. How about just one extra rocket that they fire? Increasing their damage with 50%. This way, their price stays loyal to the original. And they look a bit like their big brothers in C&C3.
  5. Nice work!!
  6. Do, please do!!!
  7. Try one of the game design forums for this, including board game designers. You can find more skilled people there. Also, supply with more detail. What you are willing to pay. And how much you need. Good luck.
  8. You're saying that 33% extra HP does not mean 33% extra overall power? Yes. Exactly that. As strange as it might sound to you. It depends on the situation (practical balance), counter fire and the damage itself does as well. At first I was doubting what your goals where. At first it looked like you where trying to get buggies equal to hummers, henceforth the +33% health looked doubtful to me. But that is not your goal. Your goal is clearly stated now that hummers have to be a bit better than they used to were. But are not going to be equal to buggies. Then +33% is all good. There is only one situation where +33% health means doing roughly +33% damage (or power as how you put it). And that is when they are dying for sure.
  9. Well, I was simply assuming that you guys did simple reasoning to that. But if it is a coincidence of choice regarding the aspects that you had chosen. Then you may consider it, not said. Has it been tested yet? Did it feel right? It would be pretty neat if the +33% is a coincidence towards practical balance. Aka, the situation of the hummers against buggies+bikes. +33% health does not mean +33% time. (until it does during a fight?) I did not assume here that it was only a hummer vs buggy fight. I am not so sure about the bikes though. Do you understand my reasoning for doubting?
  10. Also, body is only 50% of the unit. What do you do about the hummers weapon?
  11. 185 health for the humm-vee is wrong. It is a classical mistake, so no worries there, ok? +33% health does not mean +33% time. It depends on the opponents damage. Which results in the number of shots needed. Which also need "first strike" to be subtracted. There are several types of balance that you can consider. Depending on the game that you want to make (or rebalance) Chaos balance: You need to consider the opponents army composition. So every NOD unit versus the Humm-Vee and every GDI unit versus the Buggy. Perfect balance: It is different for when you consider same army fights as well, which would sound fair for the multiplayer. But if you do that, you would exclude proper balance between the humm-vee versus buggy. So, consider opposite faction only: Which is the Chaos balance. Unless you plan to play maps with both factions for all players: Which prefers the Perfect balance. Most designers pick the average score, accepting partly imbalance on either side. Practical balance: Players pick the best choice for battling units. What do you use against the buggy and hummer? See how the number of shots are important here. Arrange them from top priority to lowest priority. ROF is also important here. Keep in mind, the practical balance against AI is completely different. This explains why the original game is as how it is.
  12. Beautiful!
  13. I was already wondering where he went. Then I heard the sad news. Surely I could not believe this. And I see this topic being here for a while too. Reality hits hard when one finds out, another player will not be there any more. He was one of those background guys that is always there. You only start wondering when they are gone for a while. I still remember him making a interesting map. Go check it out. https://forums.cncnet.org/topic/8420-new-map-comming-out-soon/?tab=comments#comment-66117 And he shared a lot of his funky looking maps. You could tell he had a lot of fun making them. They can be found under JB2. I got roughly 20 of them. http://mapdb.cncnet.org/search.php?game=td&age=0&search=jb2 And it is those maps and his enthusiastic showing that I will remember. I felt he put some of his soul in them. To share. As a friendly member of the community. RIP BluySY
  14. Well, I had a good laugh with that video. He is now also risking a ban on Youtube.
  15. X3M

    Cn2mc VS CHEM

    I liked that hidden turret. It made Chem win that little battle. Not surrendering so soon after losing key structures. That made the video's better.
  16. Sea units, build with a shipyard: - Caiman; $80, 2CP. The Caiman is like its 2 brothers from land. The Coyote as a ship. Thus a machine gun that can hit ground AND slow air. It is effective against the weakest armor types. But the mine laying ability is from the Armadillo. The mines cost 20. But do massive damage to ships. - Delta; $150, 2CP. The Delta is an amphibious unit. It is build in the sea, but can drive on land. It is like a more expensive Armadillo, but without the mine laying ability. The positive part is that it only takes 2CP each. Thus saving up a lot of these units is possible for a massive strike. Just like how the Hammer works. Just like the Armadillo, it can hit slow air. And just like the Fortress, it can remove mines. - Alligator; $320, 5CP. A heavy tank in the water. But with a missile launcher that can take down any type of air. This bad boy has a range of only 6. But with a certain boost can reach up to 9. It is the best ship to take down an HQ if you see the chance. - Viking; $320, 5CP. This ship is the same as the Alligator. But it misses anti air capabilities. Instead, it uses torpedo's for extra damage in the water. Making it stronger than the Alligator. It can also detect the Baracuda. - Baracuda; $400, 6CP. This is a submarine. It shoots torpedo's, just like the Viking. But is not meant for that kind of combat. It can be detected by the Viking, but also by the Cyclone. That is the first tier air unit of the confederation. The Viking can shoot upon detection. And any other unit in the vicinity that has explosive weapons can help. The Baracuda is very slow and unused by the Rebellion. It's main purpose is to shoot with artillery missiles, from a range of 12 (15 with boost), inland or sea. It is supposed to be a surprise attack. But the costs in CP makes it very unlikely that the enemy doesn't notice something fishy is going on. The damage as well is not that great. It is more an unit to have the confederation occupied by annoyance for 10 to 60 seconds. Target factories that are upgrades to have it cost efficient. Also, attack in any other way at the moment the Baracuda is attacking. This is the only ship that can take down sea defences from afar. Like an artillery in sea. A fleet has often only 1 Baracuda. - Poseidon; $380, 6CP. The Poseidon is not a stealthy unit. It works the same as the Baracuda. Instead of torpedo's, it has a sam as well for targeting any air unit, not only the slow. The range for inland combat is 11(14 with boost). This difference of 1 compared to the Baracuda counts in a 1 on 1 combat. But also when targeting HQ that are slightly more of the coast. There are rare occasions where a boost is needed to remain out of range. While the Baracuda doesn't need this. A fleet has often 2 to 3 Poseidons. Due to the fact that they can hit air. Remember, to get the game on your phone, click this link: https://redirect.appmetrica.yandex.com/serve/169878688668608468?recruiter_id=1118283928
  17. I have learned that upgrades are very important...IF...you want to become one of the big shots. New players will be able to reach level 10 asap. But then hit a brick wall. This is the wall of "pay to win". The difference with this game compared to other games is that you can also "wait to win". But the best part is that you can "wait to win". Be in a clan, and watch that 30 second video every day, just to get 4 times your daily income. Open up a bit of tech and money through single player. Upgrade this to a maximum for your level as you go. Don't play pvp at all. But play all those training matches instead. The possibility to have training matches is what makes this mobile game better than any other mobile game. You can play the game for free. And after a while, you can level up a bit through pvp and continue to upgrade. What I see is level 5 people, beating the crap out of level 10 to 15 people. We even have a trophy room in my clan for that. Remember, to get the game on your phone, click this link: https://redirect.appmetrica.yandex.com/serve/169878688668608468?recruiter_id=1118283928
  18. He managed 5 out of 6 times with me though.
  19. Where is he anyway? I never met him. But his name goes on for years.
  20. I never met the guy. But I played many times with buggies only. Of course on normal maps. When the GDI player pops out 1 tank, a NOD player can have 3 buggies. Your goal is not the tank, but the factory instead. 3 tanks or 8 buggies. Who would destroy a base first? Of course, bikes are better against tanks. But if you swarm 1 tank with 8 buggies, the tank is dead. Very, very, dead. Also, buggies are good against infantry and guard towers. Not advanced guard towers. You need to find your GDI opponent first, before adv. guard pop up. Also, buggies don't do splash damage. You can wall in an harvester that is busy with only 8 buggies. And the damage of the buggies are higher than 5 bikes I think. If you play against NOD. You need to keep your guard up. But also keep attacking with buggies. Those enemy bikes are nothing to buggies.
  21. There is a math reason for that. So yes, they are indeed only useful as support unit. Especially against non combat objects. But if you can get that far, you might as well win the normal combat first before targeting non combat objects.
  22. I have seen people play in TD with a gazillion money as starting credits. You can't deplete it for hours. So that counts as infinite as well. But base walking is actually one of the strongest strategies out there. Defence structures are tougher in general. So building them asap is the best thing to do. But what better than a line of defences, if the line of defences builds towards your enemy? C&C games have the tendency to have a building erect out of nowhere. This is what makes it extra deadly. I even have seen this shit in some board games. Even in C&C3. I mean, what you can do is move an MCV close to the enemy and have like a dozen MCV's back home preparing defences. If you have the money, that one MCV can be missed.
  23. The scaling of Range is indeed weird, I observed that too. Perhaps it is because certain effects where not included in the designs. Not only that, but ranking makes units godlike in their own perspective. This should be toned down as well.
  24. You are one to talk Chem. Is this post part of your retribution?
  25. It will also make scouting harder. So air will have less effect. Here is an example of a small map from another game: It is a 64x64 map, while Starcraft knows 256x256 maps. This is freakishly small for a map. But the path length resembles that of a 128x128 map. See how the movement has to go to the left or right first, then diagonally across the map, just to have to go to the left or right again?
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