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AlmaShade

Member Since 01 Jan 2014
Offline Last Active Jan 11 2014 12:55 AM

Posts I've Made

In Topic: MO3.0 Feedback // SUGGESTIONS

09 January 2014 - 11:54 PM

I honest;y don't know how that would work out, as I can imagine that different armor types will show different numbers from different warheads, so this list you request can be incredibly long, and I don\t think any one is willing to post that.

But of course, if you can, be my guest

Well, isn't there like a base damage value for the unit that the game uses before it calculates the armor multiplier?

I honestly don't know how many damage types there are (or how RA2 even handles that) but wouldn't it be easy to look through the code and make a chart a bit like this?

 

typematchups.jpg

Or like Toveena said, just upload the rules.ini and we can work it out ourselves.

I think I'd have fun doing that, actually. :)


In Topic: MO3.0 Feedback // BALANCING

09 January 2014 - 11:25 PM

The Mercury Strike needs to be buffed a bit. If it costs 750 to fire, it should at least do that much in terms of damage costs, but it struggles to take down even a basic tank.

I say buff the damage, but decrease the radius, so it's more geared toward the role of taking out important targets(not structures, hopefully) rather than just dealing decent damage across a fraction of an army.

 

I'd also like to know how the imminent nerf to the Wolfhound is going to be handled.


In Topic: MO3.0 Feedback // SUGGESTIONS

08 January 2014 - 11:42 PM

This isn't really about the mod itself but can you add the damage per hit info to the unit pages on the website. I like being able to apply math to how I play games but it's hard when not all the information is the same place.

 

If you can also add other info like how many times it fires in a second, and the damage type, I'd greatly appreciate it.