Quote from: Clickbeetle on April 09, 2014, 12:10:43 AMQuote from: helloface199 on April 08, 2014, 11:42:46 PMAlright, question time. I know you said you wanted to run BBEANS7 in DSL3, but DSL3 seems to be mainly centred around IRL building. If you were to run BBEANS7, would it be in DSL-S or IRL format?DSL3 BBEANS will use the standard realistic rule, but no extra IRL rules. My goal with DSL3 is not so much to center around IRL building, but to bring standard building closer to IRL, and IRL closer to standard (in that IRL bots will be more competitive in standard play).DSL-standard does not need to be absorbed by IRL.
Quote from: helloface199 on April 08, 2014, 11:42:46 PMAlright, question time. I know you said you wanted to run BBEANS7 in DSL3, but DSL3 seems to be mainly centred around IRL building. If you were to run BBEANS7, would it be in DSL-S or IRL format?DSL3 BBEANS will use the standard realistic rule, but no extra IRL rules. My goal with DSL3 is not so much to center around IRL building, but to bring standard building closer to IRL, and IRL closer to standard (in that IRL bots will be more competitive in standard play).
Alright, question time. I know you said you wanted to run BBEANS7 in DSL3, but DSL3 seems to be mainly centred around IRL building. If you were to run BBEANS7, would it be in DSL-S or IRL format?
bbeans would suck as irl
My goal with DSL3 is not so much to center around IRL building, but to bring standard building closer to IRL, and IRL closer to standard (in that IRL bots will be more competitive in standard play).
yug1tom for president 2016
Known glitches I can't do anything about:- Axle on piston bursts is sideways before attaching.
Lol July 2012 maybe?
- Those weapons that do still have normals have increased DP to compensate. Weapons that only damage in one plane get a x2 boost, and weapons that damage in two planes get a x1.5 boost. (This disregards double-sided weapons as they still only damage in one plane, so for example, the double sided ice pick and battle axe get a x2 boost; things like spike strips and saw blades get the 1.5 boost.) Testing indicates that these weapons have what it takes to be useful. (We may be seeing more battle axes in DSL3 beta 2...)- HP and DP are now calculated independently of each other. What this means is that weapon efficiency now increases with mass, so not everything is set to 60,000 efficiency anymore. Heavy weapons are generally more efficient than light weapons. Practical example: Razor tips now have about 49,000 efficiency, and 70kg hammers have about 87,000.
reminds me of what I have done with NAR AI. Well, if it works for you it's fine.
Will there be an beta update at anytime or will the next release be the full version?
Quote from: Naryar on April 27, 2014, 10:12:04 AMreminds me of what I have done with NAR AI. Well, if it works for you it's fine.Yeah, I looked at your rebalancing for NAR AI and used some of the same ideas. The main thing I did differently is how I counted the number of normals. And also make efficiency increase with mass.Quote from: Thyrus on April 26, 2014, 12:41:27 AMWill there be an beta update at anytime or will the next release be the full version?I'm thinking the next release will be Beta 2 (hopefully soon), and the next one after that will be the full version. Unless there are more major issues with Beta 2 and I need to get a patch out sooner.Meanwhile, here's a new weapon I've been working on. This is something I feel DSL has needed for a long time. It's not particularly flashy, but it fills a huge void in the weapon options. Namely, that we don't have any heavy spikes.(Image removed from quote.)Previously, if you wanted to use a heavy weapon, you were basically limited to hammers. Which is not always the most realistic. Now, you can use hammers or spikes!Heavy spikes come in 40cm, 60cm, 80cm, 100cm, and 120cm lengths. The 120cm one is 50kg and has 1,000 DP (currently the most powerful weapon). That's a lot, but the normal makes it hard to use.The heavy spike is also an important balance component. Hammers are a high-durability, low-damage, no-normals weapon. Spikes are a low-durability, high-damage weapon with one normal direction. (Hence the 1,000 DP. It's actually 500, but doubled to compensate for the normal.)They're great for rammers and hammers.(Image removed from quote.)For reference, the rammer does around 1500-2000 damage a pop if you hit straight on at full speed (not easy to do against a moving opponent--this is kind of a high-risk, high-reward weapon). A slower hit, or one that is too angled, is more like 800. The hammer does around 1000 on a good hit.
Would it be possible to add another connection point on the opposite side of the spike so that you could attach weapons to the sides of it, like how you can do on the 75kg hammers?