tatw 2.0b53

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2022-06-12 11:55:49 +10:00
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Beta 53
Summary of changes:
Core Exploiter armor roughly halved, but laser damage increased, and they armor up twice as fast.
NOTE: This gives the Exploiter more of an LLT balance, with heavier firepower but more fragile armor.
Core Termite and Clasher weapon reload roughly halved and damage roughly halved.
Arm Light Laser Tower, Core HLLT, and Arm Hulk weapon [ARM_LIGHTLASER] energy per shot increased to 30 (15).
NOTE: This was listed as changed in Beta 14, but got left out.
Arm Recluse speed, acceleration, brake rate, and turnrate increased.
Core Banisher and Arm Bolo weapon [TAWF_BANISHER] damage increased, reload increased, and area of effect reduced.
Arm and Core Commander and Decoy Commander scripts RestorePosition() sleep delay set back to 3000 (1000).
NOTE: This change was made back in Beta 10 but seems to have been the cause of an issue with Commanders sometimes not firing very consistently. Hopefully this will fix that.
Lowered flamethrower weapons from 100% bonus damage to 50% bonus damage:
Core Dragon's Maw
Core Pyro
Core Reaper
Core Firestorm
Arm and Core Flak weapons (Naval, Vehicle, and defenses) tolerance increased and given some guidance.
Arm Mumbo weapon range increased by 50% and damage reduced by 50%.
Hover artillery and rocket launchers brake rate increased.
NOTE: This should help these units to stop and fire at their maximum range instead of sliding to a stop closer than they need to be.
Arm Stiletto turnrate/speed/acceleration/etc improved to be the same as the Arm Hawk.
Arm Blade and Core Blackdawn weapon reload and damage doubled.
NOTE: This should make Blades and Blackdawns better at taking out a single heavier target, since their damage is more front-loaded and they have heavier armor, but the longer reload should decrease their effectiveness against smaller/multiple targets.
Arm Beamer and Core HLLT cost and armor increased about +50%.
The Beamer's damage was increased 50%.
The HLLT gained a third turret, so it now has three LLT weapons instead of two.
NOTE: The Arm Beamer and Core HLLT now cost as much as the Heavy Laser Turrets of their respective sides. The HLLT now has three turrets, instead of two. It has the same firepower as three LLTs, but costs 20% more. However, it has about 45% more armor than all three LLTs combined, and all of that armor is in a single unit instead of being spread among three units.
Additionally, it's cheaper to put Dragon's Teeth around one HLLT than three LLTs, and the HLLT will get to full veteran status much faster.
The Beamer should have similar advantages compared to three LLTs. It isn't able to fire on multiple targets at once like the HLLT, but it has more range, enabling it to hit units that could destroy the HLLT from outside its range.
Arm Freedom Fighter and Core Avenger secondary missile damage increased.
Core Cauterizer damage and area of effect reduced.
Arm Sharpshooter and Core Skuttle energy cost and buildtime doubled.
Arm Sharpshooter and Core Skuttle cloaking energy costs tripled.
NOTE: This makes Sharpshooters and Skuttles a choice you have to commit more resources to producing and which will be harder to use groups of at the same time.
Paralysis/EMP weapons and the Juno weapon now do 4x regular damage to features (Wreckage, dragon's teeth, etc).
NOTE: This allow paralysis/EMP weapons to more easily clear wreckage or blast through Dragon's Teeth and fortification walls. Area of effect weapons like the Arm Tick and Core Commando weapons will be more effective at breaching a defensive line than ones with little area of effect, like the Arm Spider or Core Bladewing.
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October XXXX, 2021 June 5, 2022
TA:T v2.0 Beta 53:
Arm Bear weapon changed to [ARM_LIGHTLASER] ([EXPLOITER_LASER]).
Core Turtle weapon changed to [CORE_LIGHTLASER] ([EXPLOITER_LASER]).
Core Exploiter armor reduced to 428 (808).
Core Exploiter weapon [EXPLOITER_LASER] damage increased to 99 (37) and energy per shot increased to 31 (25).
NOTE: This gives the Exploiter more of an LLT balance, with heavier firepower but more fragile armor.
Core Exploiter armoring up animation doubled in speed.
Core Termite and Clasher weapon [CORE_TERMITE_LASER] reload reduced to 1.0 (2.1), energy per shot reduced to 86 (180), and damage reduced to 364 (765).
Arm Light Laser Tower, Core HLLT, and Arm Hulk weapon [ARM_LIGHTLASER] energy per shot increased to 30 (15).
NOTE: This was listed as changed in Beta 14, but got left out.
Arm Recluse speed increased to 3.42104 (3.105), acceleration increased to 0.1875 (0.15), brakerate increased to 0.1875 (0.15), and turnrate increased to 660 (510).
Core Banisher and Arm Bolo weapon [TAWF_BANISHER] damage increased to 2000 (1203), reload increased to 7.4813 (4.5), area of effect reduced to 244 (312), edge effectiveness reduced to 0 (0.1), and special damages to Commanders removed (Was 1000).
Arm Zipper weapon [ARM_FAST] tolerance increased to 5000 (2000).
Arm and Core Commander and Decoy Commander scripts RestorePosition() sleep delay set back to 3000 (1000).
NOTE: This change was made back in Beta 10 but seems to have been the cause of an issue with Commanders sometimes not firing very consistently. Hopefully this will fix that.
Lowered flamethrower weapons from 100% bonus damage to 50% bonus damage:
Core Dragon's Maw weapon [DMAW] damage reduced to 12 (16).
Core Pyro weapon [FLAMETHROWER] damage reduced to 10 (13).
Core Reaper weapon [CORE_REAP] damage reduced to 13 (17).
Core Firestorm weapon [FIRESTORM_WPN] damage reduced to 13 (17).
Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] added the following:
turnrate=25000;
guidance=1;
tracks=1;
selfprop=1;
and tolerance increased to 5000 (1500).
Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] added the following:
turnrate=25000;
guidance=1;
tracks=1;
selfprop=1;
and tolerance increased to 5000 (1500).
Core Cobra and Cobra NS weapon [CORFLAK_GUN] added the following:
turnrate=25000;
guidance=1;
tracks=1;
selfprop=1;
and tolerance increased to 5000 (1500).
Arm Mumbo weapon [TAWF003_weapon] range increased to 563 (375) and damage reduced to 39 (58).
Arm Mausser brake rate increased to 0.09 (0.045).
Arm Wombat brake rate increased to 0.09 (0.045).
Core Navarone brake rate increased to 0.082 (0.041).
Core Nixer brake rate increased to 0.082 (0.041).
NOTE: This should help these units to stop and fire at their maximum range instead of sliding to a stop closer than they need to be.
Arm Stiletto speed increased to 9.5 (7.5), acceleration increased to 0.35 (0.16), brake rate increased to 6 (0.8), and turn rate increased to 572 (450).
NOTE: These are the same movement values that Arm Hawks have, making the Stiletto much zippier.
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] reload increased to 6.0 (3.0) and damage increased to 2178 (1089).
NOTE: This should make Blades and Blackdawns better at taking out a single heavier target, since their damage is more front-loaded and they have heavier armor, but the longer reload should decrease their effectiveness against smaller/multiple targets.
Arm Beamer metal cost increased to 294 (196), energy cost increased to 1617 (1078), buildtime increased to 8820 (5880), and armor increased to 588 (390).
Arm Beamer weapon [TAWF001_weapon] damage increased to 100 (67) and energy per shot increased to 27 (18.2).
Core HLLT metal cost increased to 304 (203), energy cost increased to 1671 (1116), buildtime increased to 9354 (6246), armor increased to 732 (490), third [CORE_LIGHTLASER] weapon added, and description changed to "Anti-Swarm Triple LLT" ("Anti-Swarm Double LLT").
NOTE: The Arm Beamer and Core HLLT now cost as much as the Heavy Laser Turrets of their respective sides. The HLLT now has three turrets, instead of two. It has the same firepower as three LLTs, but costs 20% more. However, it has about 45% more armor than all three LLTs combined, and all of that armor is in a single unit instead of being spread among three units.
Additionally, it's cheaper to put Dragon's Teeth around one HLLT than three LLTs, and the HLLT will get to full veteran status much faster.
The Beamer should have similar advantages compared to three LLTs. It isn't able to fire on multiple targets at once like the HLLT, but it has more range, enabling it to hit units that could destroy the HLLT from outside its range.
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] reload reduced to 3 (10), damage to air increased to 40 (59), and damage to ground increased to 13 (59), and model changed to missile (shipmissile).
Core Cauterizer weapon [INFERNOBOMB] damage reduced to 1066 (1731) and area of effect reduced to 320 (455).
Arm Sharpshooter energy cost increased to 124784 (62392), buildtime increased to 55016 (27508), stationary cloaking energy cost increased to 225 (75), and moving cloaking energy cost increased to 600 (200).
Core Skuttle energy cost increased to 117774 (58887), buildtime increased to 53036 (26518), stationary cloaking energy cost increased to 300 (100), and moving cloaking energy cost increased to 900 (300).
NOTE: This makes Sharpshooters and Skuttles a choice you have to commit more resources to producing and which will be harder to use groups of at the same time.
Paralysis/EMP weapons and the Juno weapon now do 4x regular damage to features (Wreckage, dragon's teeth, etc).
[ARMTICK_PARALYZER] weapon (Not currently used)
Arm Spider's [ARM_PARALYZER] weapon
Core Bladewing's [BLADEWING_LYZER] weapon
Arm Dragonfly [ARMDFLY_PARALYZER] weapon
Arm Seahawk and Core Hunter [ARMSEHAK_WEAPON] weapon
Core Commando [COMMANDOLAS] weapon
Arm Stiletto [CORGRIPN_BOMB] weapon
Arm [TICK_EMP] weapon
Arm EMP mine [EMP_MINE] weapon
Core Neutron [NEUTRON_MINE] weapon
Arm Twilight explosion and Arm/Core Spy Kbot [TWILIGHT] weapon
Arm and Core Juno [Juno_Pulse]
NOTE: This allow paralysis/EMP weapons to more easily clear wreckage or blast through Dragon's Teeth and fortification walls. Area of effect weapons like the Arm Tick and Core Commando weapons will be more effective at breaching a defensive line than ones with little area of effect, like the Arm Spider or Core Bladewing.
October 16, 2021
TA:T v2.0 Beta 52: TA:T v2.0 Beta 52:
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] and explosionart set to explode3 (explode2). Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] and explosionart set to explode3 (explode2).
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