Feedback until 8.15 - Printable Version +- Official Battle Tanks Community (https://btanks.net/forum) +-- Forum: Battle Tanks - Warcraft III (https://btanks.net/forum/forumdisplay.php?fid=3) +--- Forum: Feedback (https://btanks.net/forum/forumdisplay.php?fid=12) +--- Thread: Feedback until 8.15 (/showthread.php?tid=2653) |
So hard to trade now :( - TKF - 2007-04-13 Trader was i bit slowed in 8.04. slightly worser to trade In version 8.10 distance between trade posts increased and rewards for goods has been reduced. Also seems trade hunting much easier for flyer's. Players that does active trade hunting makes now trading much worse. In 8.04 trade hunting was not that easy. Also noticed that rewards for metal and gold are the same. Isn't that slightly more risky to trade metal as dark force rather than gold? and vice versa. I still think it is. It's very hard to earn 20 wood and get to start the good trade. Some holes in the trees need to be plugged to avoid getting troops stuck while using troop command as a flyer/trader and you can't just kill the troops, or what (troops can't attack each other)? I feel almost that fighting is helping more than trading. - Exodus - 2007-04-14 Most people I asked, thought that Trader was too strong. He earned too much money and XP in most of the games. Only if one player constantly hunts the trader its possible to reduce the amount of gold earned by the trader, but nobody wants to neglect the rest of the game just to hunt one trader. His team looses his advantage of having one fighter more through that too. So I slightly reduced the overall reward for the Trader. If you sum all rewards of every Trade-point up, you'd get around 2800 gold in 8.04 and 2500 in 8.10 (together with longer ways to the points). The Trade-Points nearer to your own base are now also more attractive. As you can see I tried to rebalance the whole trading-system because most people thought that having a Trader in your team is an autowin and I wanted to change that and I really hope its working for the better now. As for the stuck places, it would be nice if you could discribe where those are, or even better to take some screenshots. - TKF - 2007-04-14 HINT: :!: Have an other palette than doodad palette active in the editor (unit, region; does not matter) and press P to see the pathing and CTRL+D to remove the trees from view, will help a lot in the editor. Then you will see the transparent purple zones where there no ground unit can stay due to their collision size. I also have a terrible habbit of using Troop Command over woods and my troops get stuck in the holes. I have not taken any screenshots, but I hope this will help. - Exodus - 2007-04-14 Well, you can even get stuck in places where it shouldnt be possible. Even your method is not 100% accurate in that case. Thatswhy I'm asking for screenshots. - Bob666 - 2007-04-14 yes, troops in the trees are very hard... because they cost food all the time, and not even have an expiration timer... i think an expiration timer for them would be a good solution (timed life)... because if you wanted to fill all these little places with movement-blockers, i think the editor would not even be able to save so many doodads (max 8192 or sth) What is battery good for? - TKF - 2007-04-16 I noticed a item called battery! It gives 50 mana, but it seems so waste to purchase it. I never bought it and never seen anyone buying it! It's so GARBAGE ITEM. it's even takes a inventory slot, and we only got 6 slots. Why not make the battery consumable so you can choose to keep the battery and 50 mana boost, or consume/assimilate it into your tank and give 30 permanent mana and a free inventory slot. Thus you will maybe lose this when switching a tank :? Shield Battery? - TKF - 2007-04-18 :idea: I may have a suggestion or 2: Perhaps make the useless battery upgradeable so it gives 100+ mana + small mana regen for 2500 gold, and on its second upgrade, it will turn into a shield battery (Mana shield) with 50+ mana and even more slightly mana regen (for a total of 200 mana and 1.25 mp per sec) 2500gold?. Total value of Shield Battery 6250. Each mp could resist 10 dmg and the shield does last for 15 seconds and perhaps have a 30 second cooldown. :roll: Gold hull provides probably more hp for cash since a unit may have about 150 (varies from tank to tank) mana and then with a shield battery with 200+ mana it could resist 10 * 350 dmg = 3500! A gold hull is worth 5000. The shield battery's advantage could be a bit mana regen... or stand healing at factory... ..hmm perhaps shield battery is not a good idea. also waste your mana when attacked and makes you unable to use abilities AND gives unlimited mana; sort of :roll: Unbalance probably :roll: What about giving the tinker a 6th tower module, shield battery modules (10 dmg resist pr mp, 0.2 mp regen pr level, 50 mp per level?), but the backside/issue is that you may use JASS/Triggers to autoactivate shield on towers (A musthave for light and dark force tower that you does not control) OR damage resist modules, 7% pr level from player weapons. That doesn't sound bad. TD tactics might work better with such module. :? ... - Exodus - 2007-04-19 It's right that the battery isnt the best item to get, I'll see what to do with it. As for the tower modules, some people thought that more modules arent that good because the chance to get a specific module decreases. I also thought about another module (which grants the tower a frost attack). I'm not too sure about that. - TKF - 2007-04-19 Ok! What about making the Speed Upgrade (3000) (Upgrade) 150+ movement have an additional upgrade, into a speed pack (6000) with teleport ability. But then the Teleporter (3500) become sort of stand alone! ... :? perhaps a bad idea :? You could turn the module skill into a "spellbook" logic ability and allow to choose what module you would pick, perhaps at final level (or add Tower module kit ITEM with spell book logic, but I don't know that would work on items, cuz it could code issue in warcraft to cover item - unit logic), but then there's no dice and no random and no luck... :| - DOGG1 - 2007-04-20 Towering seems OK to me. As long as you get a weapon in your tower, not many ppl can approach it or stay there long enough to kill the tower outright. Your weapon is always earning, you don't have to be near. This makes towers VERY powerful. They shouldn't be made any stronger IMO. - TKF - 2007-04-20 I've seen that some put their weapons in their tower, but that will make the tinker sort of more vulnerable , since you would know that he has less weapon on himself if he put his electrocannon (or any other weapon into the tower). At start he would'nt have hull with such expensive weapon. So yes the towers becomes very powerful with additional weapons, and may be a good reason that there should only be 5 modules and 1 slot for an extra weapon. It becomes stationary, as long you do not do that mistake that you put your weapon into a neutral tower, then you can't withdraw it and has to wait until it's destroyed. Battery still garbage in 8.10 - TKF - 2007-04-20 If you do something about the battery Exodus, so it could be upgraded, it would be better, But I wonder if 50 more mana is worth 1250 gold? you get 1000 hp for same amount. I bought battery once when I was a Guard cuz it's cost alot of mana to unroot and root all the time + entangle. 50 + mana in addition to 150 = about 200, and barely was sufficient; felt still not worth the price of 1250 gold. That's my opinion, but I could be wrong in such balance issues. :| Tanks have very low mp in comparison to their hp. Tinker has the biggest problem with mana, especially with mines ability. Buying a battery a start is more meaningless than buying a radar. - DOGG1 - 2007-04-20 TKF Wrote:I've seen that some put their weapons in their tower, but that will make the tinker sort of more vulnerable , since you would know that he has less weapon on himself if he put his electrocannon (or any other weapon into the tower). At start he would'nt have hull with such expensive weapon.That's fine. Just keep a distance... What i do is learn teleport. When people target me with missile i just pt out and the missle misses. If you invest in 2 weapons and put them both in a tower in mid early in the game, you will earn good cash pretty fast. TKF Wrote:So yes the towers becomes very powerful with additional weapons, and may be a good reason that there should only be 5 modules and 1 slot for an extra weapon.Don't forget u can drop modules you don't like... - TKF - 2007-05-14 I remember the price was 1250 gold for a 50 permantent mana battery. Now it costs 500 gold for a permanent 10 mana boost. Twice as much. For 5000 gold you have 100+ more mana. I find it a bit expensive. - Saiyuki - 2007-05-14 do u really need that much? ^^ - Bob666 - 2007-05-14 yes, you may pay that much if you want the same amount, but you do not need all the mana... 1-2 upgrades are enough normally, and then you need no slot and have only to spend 500-1000 for it - TKF - 2007-05-14 I find it expensive. Maybe 450? You get 1000 hp for a hull for 1250 gold. only 10 mana for 500 gold? - DOGG1 - 2007-05-15 10 mana for 500 gold is NOTHING late game but can allow you to use very powerful abilities right after each other. It's fine as it is IMO. - TKF - 2007-05-15 And you HAVE TO consume it to take effect. __________________________________ By the way, whats wrong with the bomb you can trade in 8.12? Is it possible to gain the bomb despite error? __________________________________ Added: Also now im capable to always see the CP-capture bar again at BT 8.12, with 1024x768 resolution in 32 bit. - TKF - 2007-05-17 I suspect imbalance in BT 8.13 I find the Hover Tank to powerful compared to it's price (1500). The ultimate can effectively be used to eliminate 1 tanks easily, by amking one of them unable to do a shit, if it's 2 tanks, so easily pwns 2 tanks (maybe some shorter duration). Plasma shots seems ok. I find the EMP-Cannon quite strong; it fires on everything and gives way to much stun time at high level. Stun time given for such a cheap tank makes it a seriuos threat, also stuns MULTIPLE UNITS!!! WITH LONG STUN DURATION FOR A CHEAP TANK (1500).... I find this tank better than the demolisher I find jump okey, but does the tank always jump the distance? What if you want to make a short jump? to your nearby CP, you jump over it instead and the enemy captures it. That did happen in my first BT 8.13 match. ____________________________________ Off topic Even I, a editor noob has a GUI jump trigger! YES YOU HEARD IT, GUI! It always lands where you click, also the ninja can't jump farther than his max length (1100 range) But he can also make a shorter jump. Cloned channeling ability and made it entirely in Triggers, not codes. http://hiveworkshop.com/forums/showthread.php?t=7350&page=2 Bottom line A jump ability in GUI! Just showed this was possible without JASS. This trigger only supports 1 unit at the time can jump (due to lack of local variable), but if you add If/Then/Else triggers with check if variable is in use, you can make new variables to carryon a secondary jump trigger while first jump is in action at same time. and so on... |