Replays.

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Re: Replays.

Postby Ze_PilOt » 01 Jul 2012, 20:39

I want the regen rate displayed correctly in the UI. Probably won't happen for 3615, but it's planned.
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Re: Replays.

Postby FunkOff » 01 Jul 2012, 21:37

Ze_PilOt wrote:I want the regen rate displayed correctly in the UI. Probably won't happen for 3615, but it's planned.


Well, regen and recharge are two different values. Also, unit hp regen and shield regen are 2 separate values in themselves. I think GAZ UI displays unit hp regen, but not shield regen.
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Re: Replays.

Postby Ze_PilOt » 01 Jul 2012, 21:39

It display shield regen. I need to make it displayed by for anyone, and with the correct value (with shield interference).
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Re: Replays.

Postby Karottenrambo » 07 Jul 2012, 16:50

The new vet system makes an upgraded acu with oc even more imba against land units, look at leon_84 @ 14:00. He attacks and get completly sourrounded, but he just oc some of my t2 units to level up.
He should not survive such an attack.
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Re: Replays.

Postby Ze_PilOt » 07 Jul 2012, 18:56

I agree, see the post in the balance forum.
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Re: Replays.

Postby pip » 09 Jul 2012, 14:03

I'm investigating the new veterancy system. Here is a little test I made in sand box:
1) 20 mobile flaks against a Soul Ripper : Soul Ripper wins easily with a good veterancy buff and no scratch.
2) 40 mobile flaks against a Soul Ripper : Soul Ripper is even more buffed because the more mobile flaks it kills, the most veterancy it gets. 40 normally spread mobile flaks, which are supposed to be a good counter for a gunship (even t4 one) actually increase the strength of the Soul Ripper because it can gain 5 level veterancy in seconds and have 135000 HP instead of 90000. The more t2 flaks you throw at your enemy, the more efficient the exp is = the same situation with the old system when you threw t1 units at a Monkeylord. It now is the same for t2 against some higher tier units.

I have a general concern about t2 units giving 5xp (seems to high a value), it makes t3 and t4 units gain veterancy levels extremely fast. I'll test other things but this example speaks for itself I think (especially now that the soul ripper is as affordable as a GC).

Another example I tested : a Brick against 10 Rhinos (with Rhino in firing range). The Brick used to lose badly before, because it would not have time to gain a single veterancy level, and the 10 Rhinos have more combined health (11k) and DPS (666). Now, the Brick wins with almost full health, because it will have 5 stars veterancy. I'm not sure t3 needed a buff like that against T2.

As for fixing the ACU OC + new veterancy issue by making all OC kills count just for one xp (except maybe experimental kills?), it's a good idea. The new system still is an indirect buff at t2 for the gun upgrade, but it's not necessarily a bad thing.
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Re: Replays.

Postby FunkOff » 09 Jul 2012, 15:34

pip wrote:I
As for fixing the ACU OC + new veterancy issue by making all OC kills count just for one xp (except maybe experimental kills?), it's a good idea.


lol?
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Re: Replays.

Postby Karottenrambo » 09 Jul 2012, 16:13

FunkOff wrote:lol?


Get away from the simple "If I destroy better units, I should be more rewarded"-idea and think about it again. You already get more rewarded by destroying these better(t2/t3) units with just as much input as you destroy t1 units. If those units give also more exp, it would just be a double punishment for the enemy.
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Re: Replays.

Postby FunkOff » 09 Jul 2012, 17:11

Karottenrambo wrote:
FunkOff wrote:lol?


Get away from the simple "If I destroy better units, I should be more rewarded"-idea and think about it again. You already get more rewarded by destroying these better(t2/t3) units with just as much input as you destroy t1 units. If those units give also more exp, it would just be a double punishment for the enemy.


I just think different weapons giving different XP for killing the same units is unnecessarily convoluted.
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Re: Replays.

Postby pip » 09 Jul 2012, 17:53

The big problem is that a single OC can give a whole veterancy level at once to the ACU (it's easy to overcharge 4 t2 units at once). Therefore, it's either necessary to drastically increase veterancy requirements for ACU, at least from level 2 onwards, or use Pilot's idea, or reduce xp given for t2 units to 3 or 4 xp or a mix of these solutions.

I would personnally make t2 units worth only 3 xp and increase the veterancy requirements for higher ACU levels in this kind of way (so that it remains interesting to OC an experimental for instance) :
1 = 20
2 = 50
3 = 90
4 = 140
5 = 200
(each veterancy level for ACU would require +10 from the previous one : +20 / +30 / +40 / +50 / +60)

But there are many solutions. I think it's good to take into account the other issues that the veterancy system brought (especially how t2 giving 5 xp feeds t3 and t4 units too fast in veterancy) before choosing adjustments for the ACU.
Last edited by pip on 10 Jul 2012, 10:26, edited 2 times in total.
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