techannihilation / TA

Tech Annihilation
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keijjos whining list #954

Closed ghost closed 6 years ago

keijj0 commented 6 years ago

So many things, so little time.

Lets start with tll eco, tll needs their fusions to convert the same say as energy drillers, as in only switch on when energy is above conversion slider. Second thing is the conversion ratios, t1 mex is better than arm/core and units are more expensive aswell, but at t2 things go worse, mexes produce less than arm/core and metalmakers have shit conversion ratio. I would like to see 1 = 1 t2 mexes and improve tll t2 metalmaker to 95% of arm/core. Fusions have conversion ratio of 0.01 while arm/core t2 is 0.015, so i want the fusions to have 0.0135 ratio, you could make fusions 5% more expensive or increase their build area cos they are really small compared to arm/core. Similar things should apply to t3 eco.

Tll t2 popup laser is kinda shit, i would change just beamlaser to lasercannon so damage isnt reduced by range

skymyj commented 6 years ago

For Fusion convert, there is already the #941 For TLL popup laser, it can be done easely For Ratio MEX, I'm ok. These ratio provides from 2012 balance when TLL have low cost T2 construtors and no T1.5 MEX

I'd like add one thing : Add an adv Mex T1.5

skymyj commented 6 years ago

Ratio TLL is more metal and less energy. So, we need to have MEX > ARM/CORE. ATM RATIO : (COST M/E ARE ~ SAME) T1 ARM/CORE : 0.001 --- T1 TLL : 0.0012 T2 ARM/CORE : 0.006 --- T2 TLL : 0.005

I propose : T1 ARM/CORE : 0.001 --- T1 TLL : 0.0012 T2 ARM/CORE : 0.006 --- T2 TLL : 0.0066

Instead, they have less ratio from energy conversion.

keijj0 commented 6 years ago

If so then every mex should be iproved, but i would still upgrade conversion ratio at least a bit for fusions. Geos could have fixed conversion ofc

ghost commented 6 years ago

should we merge that ? https://github.com/techannihilation/TA/pull/941

skymyj commented 6 years ago

Yes

keijj0 commented 6 years ago

Few updates on whining The big units(especially ultimate fusions and t4 cons) being clickable by far outside their model makes stuff almost impossible to select next to them. And reverse issue is arm/core t1/t2 airlabs(only thing i can remember being hard to select) which are really hard to select without selecthing the unit what its building currently Arm kbots: warrior is too strong atm and most ppl agree with it, i suggest removing raider resistant from it(no t1 unit should have it) and nerfing acceleration and turnspeed by 5-20 % and see how it goes. The 2nd thing is exxec, the heavy lasercannon "kbot" which is on tracks. It is almost completely useless for its price anyways, low range and really low speed combined with low turningrate makes it kiteable by any unit what outranges it. Imo it should be removed or completely redone

keijj0 commented 6 years ago

I think we need some place where ppl can report bugs, if they are too lazy to register here. And put a link to welcome message on testserver

skymyj commented 6 years ago

For exxec, I klnow they are useless on a flat map. As you said, low range and low speed = death 90% except if you play vs losbellos or dust :) But they have many HP like corcan. Their Gameplay is "tank" profile. Their job is to lead an attack with other units or to defend a way vs rapid unit. I think, they have a good job. Now they are maybe under powered. Maybe, increase HP or add an autorepair feature like maverick.