Deleted
Deleted Member
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Post by Deleted on Feb 10, 2014 22:26:22 GMT
I was fondling the same thing. lolz
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Post by Sawslig Steve. And William. on Feb 10, 2014 23:49:33 GMT
What is it that you were fondling, Wolvey? Tell us the specifics.
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Will
Snowflake
Posts: 4
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Post by Will on Dec 30, 2014 2:05:11 GMT
Nerf Pack/Herding [personally I don't think Herding is too bad, but Pack needs to go to 1.4x) Nerf Cobra [it totally outclasses Porc. One should beat Reg (poison), one should beat defence (quills). Decrease damage/range] The useless list [critters... I've not messed with all the units yet but I will, other players can talk more about these]
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Will
Snowflake
Posts: 4
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Post by Will on Dec 30, 2014 23:21:38 GMT
Apologies for double post: The creatures I talked about with you and Matt last night, I'll run through them again and write it here when I can be bothered.
Can we make the character armies actually useable? Currently they're just... not.
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Post by Sawslig Steve. And William. on Dec 31, 2014 14:08:06 GMT
Yeah; we made them in a beta version of OT and then just didn't update them. xd.
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Will
Snowflake
Posts: 4
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Post by Will on Jan 1, 2015 15:49:35 GMT
I know I talked to you about this on Skype too, but figured I'd write it on the forums too. Power caps altered. Reason being the current caps produce lots of higher power (and high cost) level 4s but very few low power (low cost) level 5s. I think 220 and 400 would be worth trying. Personally, I like lower caps but I like the idea of extending level 4 and I think these caps still achieve that.
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Post by Sawslig Steve. And William. on Jan 2, 2015 4:23:46 GMT
Without saying too much, I'm a little averse to lowering the power boundaries because Tel 3.0 is going to involve a bit of shuffling around with levels 4 and 5, and we think higher power boundaries will work beautifully there.
Besides, if we do that we'll decimate the bigger units at 4; no more level 4 squids or mammoths, for example. I like level 4 to feel like a prequel for level 5, rather than a sequel to level 3-- like, it falls into the late game category (but that's just my preference). Plus, most of the other players seem to have adjusted to it; I'd be remiss to just reset them to their old values just when everyone seems to be enjoying it :3.
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Will
Snowflake
Posts: 4
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Post by Will on Jan 2, 2015 16:10:12 GMT
Well we'll see what happens come 3.0 I'm pretty sure some of the Squids stay at L4 actually, I'll double check that for you though. Mammoths probably won't remain L4 on the whole, but I'm sure a few things will (Zebra, Giraffe and Hyena combos most likely). I think lessening the difference between the levels is a good idea, so that level 4s can be used late game too. I think we've seen that in the past however with Hippofish being my main example. The power boundaries in Smod (I don't remember CCs) were set at 196 and 346.5. Currently in Tel we have 240 and 480. I propose 220 and 400 as a middle ground - which still gives us high power level 4s that can compete at level 5 (think similar to Elephagons that beat Moosobsters) whilst also giving us a greater diversity of level 5 units. I'd also argue (without trying to be a dick) that it's less of people enjoying it, and more of people playing it because that's what the mod is set at and there isn't an alternative or other option to these powers. An adjusted attrcombiner is such a tiny file that's easy to distribute for minor patches too. Anyway I'll have a little experiment and see how it works out.
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Post by Sawslig Steve. And William. on Jan 2, 2015 23:42:18 GMT
Level 4s can be used at late game Now. It's just that no one does it.
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Dom
Snowflake
Posts: 24
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Post by Dom on Jan 8, 2016 2:24:07 GMT
How much of an ability do you guys have to change infestation? Over the past week or so of playing I've seen it used a lot and while it can certainly be countered it feels very powerful to the point where fencing off lightning rods in preparation for termites has become the norm in some people's building placements. You also tend to see dumb shit like this: Is there a way you could either a) slow down the rate at which it hurts buildings so that less hench are needed to keep things like workshops/lrs alive b) make it do a fixed amount of damage but small enough so that at least 2 are needed to take down structures like lrs, workshops and ccs or c) make it only do 75% of a given buildings health in damage? I don't know if c) is viable given that this would make it weaker in general but much, much more devastating against a lab. Also don't know how Advanced Structures + Building health upgrade would effect this. I like seeing people use infest since it means armies and play styles have to be a bit more considered and i don't want to see it nerfed into the ground but it feels way too good right now.
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Post by Sawslig Steve. And William. on Jan 8, 2016 20:30:05 GMT
We agree and we've nerfed Infestation in 2.03. It does a bit less damage over a slightly shorter time. 2.03 should be coming soon. (I know I keep saying that, but things keep coming up xd)
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Dom
Snowflake
Posts: 24
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Post by Dom on Jan 8, 2016 20:32:13 GMT
Oh cool. What did you do to nerf it?
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Post by Sawslig Steve. And William. on Jan 8, 2016 20:43:33 GMT
Opened tuning.lua (tellurian\data\sigma\tuning.lua -- Ctrl+F for Infestation) and changed some numbers.
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Dom
Snowflake
Posts: 24
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Post by Dom on Jan 9, 2016 18:26:26 GMT
EDIT: sorry nevermind misread your posts
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