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2012-03-03, 16:39:23
(This post was last modified: 2012-03-14, 17:09:44 by Exodus.)
I was wondering why double meck is so effective after the nerf.
The thing is that there is a bug on it. Meck was healing 90hp in the past. Now it does 2%hp and 90hp heal on building.
But when meack heal each other, they do 90hp + 2%. That is ridiculous ^__^
So the nerf did nerf the one meck strategy but didn't nerf the double meck one. (at my eyes, the double meck was far more the reason to nerf it)
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Well no, that's not the case.
Code:
if (IsUnitType(target, UNIT_TYPE_HERO)) then
call SetUnitState(target,UNIT_STATE_LIFE, GetUnitState(target,UNIT_STATE_LIFE)*1.02)
else
call SetUnitState(target,UNIT_STATE_LIFE, GetUnitState(target,UNIT_STATE_LIFE)+90)
endif
That's all there is happening. It's either one of them, but it cannot be both.
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I guess it was the natural regen that makes me think the 2% count. But shouldn't the 2% affect the meck and not the flat hp?
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It was not intended to work this way, why I changed it. But I can change this, if this proves to be a solution for the current situation.
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(2012-03-03, 18:20:29)Exodus Wrote: It was not intended to work this way, why I changed it. But I can change this, if this proves to be a solution for the current situation.
Sounds to me like it would fix the current situation, as mechs don't have that much hp.
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Just remove meck-to-meck healing and all problems are gone.
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i think "mech-to-mech" healing is ok,but only if both mechs are not from same player
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Or what Fire is suggesting - they can heal each other, but you have to do it manually. I agree with althend who said - if one has enought skill to manualy heal mechs he deserves the double mech advantage.
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(2012-03-05, 00:06:32)progg Wrote: Or what Fire is suggesting - they can heal each other, but you have to do it manually. I agree with althend who said - if one has enought skill to manualy heal mechs he deserves the double mech advantage.
... or a good enough piece of software.
I'd prefer having mechs heal at cps and not being able to repair each other at all.
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2012-03-14, 17:05:34
(This post was last modified: 2012-03-14, 17:10:03 by Exodus.)
Another suggestion: Tech Mech has two abilities, which reduce physical and magical damage by 75%. This effectively increases the HP by 400%.
So I could remove those abilities and increase the HP of the Tech Mech from 500 to 2000. They could still take just as much damage as before, but the 90 HP/s heal wouldn't be as effective anymore (only a fourth to be precise).
EDIT: moved and renamed thread.
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Why not make it repeair only 2% on other mechs as well? It will take 50 sec instead of few secs regardless of armor level.