IntoTheRain Posted November 24, 2018 Share Posted November 24, 2018 (edited) I added tabs for the vanilla units as well. I think there are better versions of it out there already, but if it makes it easier to compare then thats fine. I agree that DPS isn't the most accurate metric, but it wasn't really meant to be. I was mostly trying to make sure the units damage was within the expected range for its cost and abilities. I did do shots to kill as well on all the modified units as well, but it was mostly done on scratch sheets and not saved. The Bike, for example, has 80 HP and Wood armor, giving it the lowest HP to cost in the game. As far as actual interactions go though, it kills a Harvester in 12 shots, meaning groups of 3, 4, or 6 can make rapid darts in and out of Tib Fields and start picking off Harvesters. Conversely, it dies in 2 hits to a Titan or MLRS, 4 to a Tick Tank or Rocket Trooper, 2 shots from other Bikes, and 14 shots from Rifles. (Ideally the Orca would have 2 shotted one as well, but as I never really got the Orca Stats where I wanted them we will never know) Edited November 24, 2018 by IntoTheRain Link to comment Share on other sites More sharing options...
X3M Posted November 25, 2018 Author Share Posted November 25, 2018 2 hits is extremely low. I know they have this in C&C 3. But there, the damage they can do is more than sufficient for decemt hit and run attacks. Think like this: 2 hits is 1 counter shot. 1 hit is 0 counter shots. Link to comment Share on other sites More sharing options...
IntoTheRain Posted November 26, 2018 Share Posted November 26, 2018 Bikes got a major buff in DPS to compensate for that HP decrease. The change in their Attack Speed also strongly encourages players to use hit and run tactics and to stay away from pitched battles. Link to comment Share on other sites More sharing options...
X3M Posted November 27, 2018 Author Share Posted November 27, 2018 Yes, I see how it compensates. Did you simply thought of a number that felt well? Or did you some math as well to get to the optimal low health/high damage? Link to comment Share on other sites More sharing options...
IntoTheRain Posted November 27, 2018 Share Posted November 27, 2018 I can't recall any units that I didn't run at least a few number checks on, especially for common interactions. Basically, the bigger the change, the harder I ran the numbers. The plan was to run multiple patches after this one anyway. Its basically impossible not to overbuff or overnerf some aspect of the game when you make that many changes at once. Additionally, certain units have a strong chance of being suspect if other interactions start evening out. For example, guided Artillery would likely get a bit of a rework if Tick Tank / Rocket Soldier proved capable of standing up to Titans. Link to comment Share on other sites More sharing options...
|Noob| Posted September 21, 2020 Share Posted September 21, 2020 IDK haven't read all the 6 pages of this forum, someone might even have mentioned it but I'd say the medics Haven't seen any1 use them TBH Link to comment Share on other sites More sharing options...
Hungry Mike Posted September 21, 2020 Share Posted September 21, 2020 47 minutes ago, |Noob| said: IDK haven't read all the 6 pages of this forum, someone might even have mentioned it but I'd say the medics Haven't seen any1 use them TBH Medics can be very helpful in teamgames! In GSO 4vs4, give me 1 or 2 medics to my Arnolds, and i eat you all up ? haha. I even begged rob weeks ago to do it and he ignored my request... and his men died i wonder why i didnt send Arnolds to help him.... Mola uses them sometimes, it works then. They can be helpful to save your naders, but require good micro. Link to comment Share on other sites More sharing options...
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