Statera Playtest again, enable mods in browser if you'd like to join.

Discussion in 'Planetary Annihilation General Discussion' started by squishypon3, June 10, 2014.

  1. stuart98

    stuart98 Post Master General

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  2. squishypon3

    squishypon3 Post Master General

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    We're doing another playtest, 6 player FFA I believe. Two slots already filled. :p
  3. thetrophysystem

    thetrophysystem Post Master General

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    I did a game testing naval while squishy tested ground and zombie tested both. The non-naval start, zombie, did better.

    I think I played a little weak, the naval fabbers have more range and even with an air fabber, I could have snagged a lake of metal not attached to my own but only a strip of land distance away.

    Also built big meaty ships, having fun, but failed to correctly scout my blobby pond and zombie had a bay of it the whole time, and it was a small pond. Having built big meaty ships, there is no excuse besides I forgot as to why I didn't build combat fabricators too.

    So, besides all my errors, need to practice more, it was a great demo at least.
  4. brianpurkiss

    brianpurkiss Post Master General

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    Just watched a match, and it's coming along pretty great.

    I love how many units were added.
  5. squishypon3

    squishypon3 Post Master General

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    Oh about that, are you going to upload it sometime? :D
  6. brianpurkiss

    brianpurkiss Post Master General

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    Of course. :)

    First is the rest of the PACE videos thought.

    I'll be posting them to the PA Matches YouTube: https://www.youtube.com/user/pamatches
  7. thetrophysystem

    thetrophysystem Post Master General

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    Ah, long chain uploads to youtube...
  8. thetrophysystem

    thetrophysystem Post Master General

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    Good games tonight with Brianpurkiss, Squishy, deletive, Fiach, and Halley.

    Our mod has plentiful variety, but perhaps needs some sort of structure as what goes where, although small arms fire units are already strong as tanks and use "small arms fire", while tanks are already strong as defenders when repaired and against structures, although combat fabber combined with cost is something I noticed might need tweaking because 6 of them pretty much create unit immortality moreso than even with naval, which ones don't work automatically and also need looked into :(

    It was nice to see it worked in such a massive and applied setting though, a few 4 man ffas with a variety of different ways to play and all of them collided pretty tough.
    PeggleFrank likes this.
  9. squishypon3

    squishypon3 Post Master General

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    Maybe we could lower it's repair rate to a point, remember, with double health combat fabs real well because units have more health per metal.
  10. thetrophysystem

    thetrophysystem Post Master General

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    Oh, I knew it wasn't looked at very well, but I noticed it in-game, so I thought I would draw attention for them to be looked at. Naval ones seem to heal within 10 seconds and about the rate of one hard missile, they might be okay. Ground ones can lose maybe 1-2 metal per second until they seem like armies kill things except at half-dps.

    Because combat fabbers do their job if they fortify something by the rate at which another unit attacks it, but if 6 units attack at once and if they don't kill something within the same moment, all 6 shots are repaired before the next shot. It should be lower, to where in a test, if a tank is shot by enough tanks to bring it down to 10%, and then repaired by a single combat fabber, it shouldn't quite bring it back up to full before the next shots are taken.

    I figured that your explanation is right, combat fabbers repairing at vanilla rate while units cost a new cost and have a new health, the cost per health is a lot better than vanilla.

    I don't think costs should be increased, maybe bot health a bit lower so 2-3 tanks hitting one at once kills it, because bots repair faster than tanks and for some reason are just as hard to "instakill" even if a blob of tanks fire on one unit at a time.
  11. stuart98

    stuart98 Post Master General

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    I had nerfed combat fabbers down to 35 MPS (from 60) on my local build but wasn't able to push it due to parents enabling MAC address filtering again. Sigh...

    Now I can't even access the computer.

    [​IMG]

    Bots having less health is something I'd like to try. Maybe 50-75% more compared to vanilla as opposed to 100%?
    PeggleFrank likes this.
  12. aevs

    aevs Post Master General

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    This thread gives me an idea; I've tried testing my cliff planet type mod several times by advertising playtests in my thread within the mod subforum, but it gets very little traffic in comparison and no one ends up joining.

    I think it would be great if we had a megathread to advertise server mod playtests in the general discussion section.
    Would anyone object to me making one?
  13. stuart98

    stuart98 Post Master General

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    No, not at all.

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