Statera 0.8.1: Tournament Edition released! Light Laser Tower damage doubled (20 damage per shot/60 DPS -> 40 damage per shot/120 DPS). Light Laser Tower HP increased from 550 to 650. Fixed a bug where AIs didn't build crashers. Firing SFX changes for the T2 mobile artillery. Strider range increased to 70 (From 65). Strider speed increased to 13 (From 11). Clobberer tactical missiles should work better. Smasher cost decreased to 250 (From 300). Dragonfly bullet damage decreased to 8 (from 10). Dragonfly missile damage decreased to 40 (from 50). Kestrel bullet damage decreased to 25 (From 30). Kestrel max health reduced to 100 (from 150). Advanced Torpedo Launcher range reduced to 350 (from 400). Advanced Torpedo Launcher cost reduced to 800 (From 1000). Torpedo Launcher cost reduced to 550 (From 375). Made rocket defense unable to shoot at air (Was useless anyways and was causing a sim freeze). Halved Clobberer tactical missile RoF. Crasher RoF reduced to 0.4 (From 0.65) Flak RoF reduced to 1.5 (From 2) Flak splash reduced to 25 (From 32); max damage range reduced to 15 (from 32) Commander build arm range increased to 30 (from 20) Barring any issues, this version will be used for the tourney. I hope to see you all there!
Striders are as fast as bots now? Doesn't that nerf the Scamper? I believe the Scamper is worse on all counts now compared to the strider, and that's pretty silly.
Scamper is speed 14 and has 10 more range. Striders are slightly better vs dox, but they still are inferior to dox in direct confrontations. People were saying that they were a little UP, so I buffed them slightly.
Most of them reuse existing unused models. The Rocket Tower, Strider, and Kingfisher use new models, and the Dragonfly, Obliterator, and Osprey use already used models temporarily.
Oh great so we can already mod in new models. Any chance you are going to *** large units like the megabot?
Only if we can see a need for them (I.E. breaking turtles). I don't think that turtling is a big enough issue yet to justify their creation.
I'm having trouble of keeping all the new units and name changes straight. Which one's the Clobberer?
Fifty six individual units in the game so far, (counting fabricators), woohoo! (How did Uber plan on 100 separate units? Do they count buildings?
To be fair, both Total Annihilation and Supreme Commander also considered Buildings 'Units'... so some consistency at least.
Indeed but 100 units, if you include buildings, is actually a very sparse offering compared to either of those other games. Apparently post 1.0, Jon is presuming that we'll be drowning in units. Whether that was via user generated content (which is unlikely to be balanced) or offerings from Uber themselves has yet to be seen.
I'd like to think we've done a pretty good job at keeping all the extra units balanced, I haven't heard much saying otherwise, but I've seen some glaring problems in the past. Like when I originally put in the thumper (Rapid fire, low damage artillery tank) it was just way to easy to deathball with them originally.
I meant with the base game, aka vanilla balance. Then again vanilla balance is so out of whack that I bet nobody would notice more unbalanced units.
Oh alright, and yeah, I truly hope at some point Uber might take a bit of what both you guys at RCBM, us, and maybe the UCBM (haven't given it a try yet), have done. Brad said he's tried both and that he's discussed them a bit with the team so that may spell a bit of hope.