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Putting Sanctions On Nuclear Knuckles

Posted:
Mon Dec 10, 2007 8:51 am
by Omega Sentinel
You can no longer enrich uranium to build a nuclear knuckle.
Just toned down strength again and this is where it will probably stay in order to give the weapons more significance and flexibility.
I won't give you guys exact numbers but I'll be honest with you and say that overall on the 1 - 10 scale compared to a months ago strength now does half the damage on average.
Hopefully you will see a big difference immediately as this was actually a problem with the game that had needed to be fixed for a while.

Posted:
Mon Dec 10, 2007 9:07 am
by Tammuz
Os is this done as we discussed?

Posted:
Mon Dec 10, 2007 9:09 am
by Edgecrusher
in short terms all my brawlers need to be re-done -.-'

Posted:
Mon Dec 10, 2007 9:15 am
by Tammuz
Not if my suggestion is fully implemented, but the comment about half is worrying me

Posted:
Mon Dec 10, 2007 9:26 am
by Omega Sentinel
Tammuz wrote:Not if my suggestion is fully implemented, but the comment about half is worrying me
It's half for the overall average of damage delivered.
We can make adjustments if it there are problems.
I have to go catch up on our thread in the planning fourm, Tam. We can discuss it more there.

Posted:
Mon Dec 10, 2007 9:30 am
by Scantron
Does this change also affect how STR boosts Ram?

Posted:
Mon Dec 10, 2007 9:32 am
by Omega Sentinel
Scantron wrote:Does this change also affect how STR boosts Ram?
Not yet. But I'll make adjustments to the tactics as I start adding the new ones.
PS.
Just got out of a mission where I armed my bot with 10 strength and it took him 3 hits to take out a decent level 4.
Seems like a pretty good result since it is toned down to an apparently realistic level:
http://www.seibertron.com/heavymetalwar ... n_id=14468

Posted:
Mon Dec 10, 2007 10:44 am
by Chaoslock
Does this affect how more strength affects weapons damage?

Posted:
Mon Dec 10, 2007 10:58 am
by Violater
Omega Sentinel wrote:Not yet. But I'll make adjustments to the tactics as I start adding the new ones.
Permission to get excited?


Posted:
Mon Dec 10, 2007 11:16 am
by Omega Sentinel
Violater wrote:Omega Sentinel wrote:Not yet. But I'll make adjustments to the tactics as I start adding the new ones.
Permission to get excited?

Granted

Chaoslock wrote:Does this affect how more strength affects weapons damage?
Not yet. The weapons are going through some other changes right now.

Posted:
Mon Dec 10, 2007 1:39 pm
by Rat Convoy
Omega Sentinel wrote:Violater wrote:Omega Sentinel wrote:Not yet. But I'll make adjustments to the tactics as I start adding the new ones.
Permission to get excited?

Granted

Chaoslock wrote:Does this affect how more strength affects weapons damage?
Not yet. The weapons are going through some other changes right now.
If you guys are making changes to weapons, might I suggest that any weapon with a recharge of longer than 60 seconds is a massive waste of time that no one is likely to actually use? I always thought the Rocket Launcher had a bad reputation for being slow, but I was floored to find that there were weapons that were much, MUCH slower...

Posted:
Mon Dec 10, 2007 1:47 pm
by Dr. Caelus
Rat Convoy wrote:If you guys are making changes to weapons, might I suggest that any weapon with a recharge of longer than 60 seconds is a massive waste of time that no one is likely to actually use? I always thought the Rocket Launcher had a bad reputation for being slow, but I was floored to find that there were weapons that were much, MUCH slower...
I wouldn't say that they're a horrible waste of time. 90secs+ is pretty much a once per battle weapon, and to my mind there should be a few of those, for roleplay purposes if nothing else.

Posted:
Mon Dec 10, 2007 1:53 pm
by Symbiote Spiderman14
I was surprised to see a weapon that can do no damage
Energon Tempered Morning Star and Chains Skill: 6 none to devastating damage

Posted:
Mon Dec 10, 2007 3:33 pm
by Dr. Caelus
Symbiote Spiderman14 wrote:I was surprised to see a weapon that can do no damage
Energon Tempered Morning Star and Chains Skill: 6 none to devastating damage
I almost did that with Kremzeek, but I was afraid a 0dmg value might cause problems for the game engine.

Posted:
Mon Dec 10, 2007 3:49 pm
by Kryptikore
Symbiote Spiderman14 wrote:I was surprised to see a weapon that can do no damage
Energon Tempered Morning Star and Chains Skill: 6 none to devastating damage
Whats the point of even having the weapon? You could keep missing and have hits with no damage through the whole battle then right? At least make it light to devastating!

Posted:
Mon Dec 10, 2007 4:27 pm
by Dr. Caelus
Omega Sentinel wrote:I have to go catch up on our thread in the planning fourm, Tam. We can discuss it more there.
I'd like to think we've made substantial progress.


Posted:
Mon Dec 10, 2007 6:47 pm
by Tammuz
Omega Sentinel wrote:PS.
Just got out of a mission where I armed my bot with 10 strength and it took him 3 hits to take out a decent level 4.
Seems like a pretty good result since it is toned down to an apparently realistic level:
http://www.seibertron.com/heavymetalwar ... n_id=14468
If we balanced the weapons to that a 10/10 weapon and 10 strength would be doing in excess of 130% per shot against hardcaSe. Still a bit much i think

Posted:
Mon Dec 10, 2007 10:01 pm
by Mach Alert
Damn, I just reset my characters to adjust for the other changes made while I was gone.

Posted:
Tue Dec 11, 2007 3:12 am
by Goribus
Man I go away for months and everythings different. Oh well, time to hit up Tammuz for advice. And Energon donations if I'm allowed to stay.


Posted:
Tue Dec 11, 2007 9:47 am
by Kalon
Goribus wrote:Man I go away for months and everythings different. Oh well, time to hit up Tammuz for advice. And Energon donations if I'm allowed to stay.

I'll toss you some if you are!

Posted:
Tue Dec 11, 2007 9:49 am
by doomboy536
w00t, reconfig time