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Messages - FOTEPX

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Contests / A New BOTM - DSL-IRL (EXTENDERBOTS) VOTE (July 2018)
« on: July 02, 2018, 10:58:21 AM »
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Contests / A New BOTM - REPLICAS & CUSTOM VOTE (July 2018)
« on: July 02, 2018, 10:12:29 AM »
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Discussion / Re: DSL 2.2 Complete Edition - Clickbeetle's Response
« on: July 02, 2018, 09:12:51 AM »
Right. Here's my personal conclusion:

There's two conflicting schools of thought here - the DSL-S builder, and the DSL-IRL builder. There'd be too much upkeep involved in having both meta's be their own separate mod packs. DSL-IRL originally started off as a spinoff of DSL-S, but has reached a point now where it dwarfs it by a factor of 5. Therefore, to keep the most users satisfied, it would be best to steer DSL as a mod in the direction of IRL. Yes, this will completely, radically change what we know as DSL-S - but, for the sake of keeping 'em happy... It's what's needed.

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Contests / Re: A New BOTM - DSL-S VOTE (July 2018)
« on: July 02, 2018, 09:09:27 AM »
#9 seems more irl, no?

Compared to Thyrus' other offerings in the IRL category, no, I wouldn't say so.

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Contests / A New BOTM - DSL-S VOTE (July 2018)
« on: July 02, 2018, 08:58:48 AM »
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Contests / A New BOTM - IRONFORGE VOTE (July 2018)
« on: July 02, 2018, 08:46:50 AM »
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Contests / A New BOTM - STOCK VOTE (July 2018)
« on: July 02, 2018, 08:38:08 AM »
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Discussion / Re: DSL 2.2 Complete Edition - Clickbeetle's Response
« on: July 02, 2018, 06:21:04 AM »
Other motors should be buffed to compete with the flat motor, the flat motor shouldn't be nerfed. And not just in power, the collision meshes of all DSL spin motors are stupidly big and awkward to use. I think Ironforge does well in this regard, and we should look to it for what it did right.

I don't mind giving this a shot. What motors're problem areas, in your opinion? (I'm on about the collision meshes, not the stats.)

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Discussion / Re: DSL 2.2 Complete Edition - Clickbeetle's Response
« on: July 01, 2018, 07:37:29 PM »
If it was just ease of use and aesthetic choices, that'd be fine, but it's that combined with their ridiculous stats that makes it a problem. It's like if Large Beater Bars had double the DPS they have now.
So where do you you rank the 22kg ripping teeth with 720dp then?

I'd say they're just on the cusp of being a problem, but their lack of ease of use prevents them from being used in DSL-IRL without looking hella goofy. That, and the normals are weirder than the Typhoons.

Hot take: Typhoon teeth are a bigger problem then mechavore disks (at least at HW level) and should be first in line to get a nerf

Is it the large ones, small ones, or both?

Also the Typhoon teeth have almost the exact same stats as the DSL teeth.  Are those overpowered too?

If so, I suspect the problem lies in the x2 stat multiplier for components with one-dimensional normals.  The teeth actually have 1.5-D normals and this may make a bigger difference than I thought.

Sticking with what I said before - Minion Disc, Mechavore Disc and Typhoon Teeth are all problems, because of how easily they can be used, abused and manipulated. Typhoon Teeth are too easy to spam, while Mechavore discs and Minion Discs give absolutely no reason to make your own discs. You'd have the exact same problem if you made a Tombstone or Carbide replica - the only way to make those robots true to life is to make their components OP, therefore throwing the whole game balance out of whack.

Here's what I say - cheatbot2 the existing Minon, Mechavore and Typhoon Teeth. Put 'em in a box, lock 'em away, give 'em a slight graphical tweak so people know they're the cheatbot2 variants. Then, make newer, non-cheatbot2 versions of those components, with more balanced stats - a 1.5X multiplier instead of a 2X would be a good start. Then, from here on out, any new reps that get made have CB2 and Non-CB2 variants, with CB2 variants being balanced according to the actual robot's power, and the Non-CB2 being balanced according to DSL-S. I think that'd sort things out - and sure, it'd make CB2 messy, but honestly, DSL CB2 has always been messy.
So, how about the flatmotor?

Flatmotor should stay CB2. There's no way a motor that small would be able to chuck out the horsepower it offers.

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Discussion / Re: DSL 2.2 Complete Edition - Clickbeetle's Response
« on: July 01, 2018, 06:28:45 PM »
If it was just ease of use and aesthetic choices, that'd be fine, but it's that combined with their ridiculous stats that makes it a problem. It's like if Large Beater Bars had double the DPS they have now.

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Creativity Showcase / Re: Hoppin's Robots that are CAD
« on: July 01, 2018, 06:12:46 PM »
I'm gonna let all of these into A New BOTM, under the "Replicas & Custom" category. Bloody lovely stuff.

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Discussion / Re: DSL Disc Weight/Hitpoint Discrepancies
« on: July 01, 2018, 06:10:31 PM »
Where are my crazy Nightmare-style VS' at? Nowhere, 'cuz the discs weigh too much. Go on, show 'em some love!

Did I ever post this thing?  It's not skinned and it's still 50kg underweight, so I don't think I did.

(Image removed from quote.)

It's new to me, and I bloody love it.

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Should Mr. AS' DSL 2.2 Weapon Rebalance patch be officially implemented?

I'm going to abstain on that until I get a chance to read more feedback from players, check out a few recent showcases, and of course test out the weapon rebalance patch for myself.  But I will have an answer... next week maybe?  Better make it two.  I don't want to rush this.

Ooh... I like the sounds of that.

On a personal, more ego-fueled note, do you like what I did with DSL 2.2 CE?  :mrgreen:

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Discussion / Re: DSL 2.2 Complete Edition - Clickbeetle's Response
« on: July 01, 2018, 05:35:47 PM »
Hot take: Typhoon teeth are a bigger problem then mechavore disks (at least at HW level) and should be first in line to get a nerf

Is it the large ones, small ones, or both?

Also the Typhoon teeth have almost the exact same stats as the DSL teeth.  Are those overpowered too?

If so, I suspect the problem lies in the x2 stat multiplier for components with one-dimensional normals.  The teeth actually have 1.5-D normals and this may make a bigger difference than I thought.
Here's what I say - cheatbot2 the existing Minon, Mechavore and Typhoon Teeth. Put 'em in a box, lock 'em away, give 'em a slight graphical tweak so people know they're the cheatbot2 variants. Then, make newer, non-cheatbot2 versions of those components, with more balanced stats - a 1.5X multiplier instead of a 2X would be a good start.
Hot take: Typhoon teeth are a bigger problem then mechavore disks (at least at HW level) and should be first in line to get a nerf
The teeth actually have 1.5-D normals

Yes, but a 2X multiplier on those 1.5-D normals... I believe? I dunno, my brain might be derping... If 1.5x is still too OP, 1.25X.

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Discussion / Re: DSL Disc Weight/Hitpoint Discrepancies
« on: July 01, 2018, 05:33:58 PM »
I was aware of this while working on DSL 2.2, but I didn't know any easy way to calculate how much the hollow discs should actually weigh.  I think I did pretty well with my estimates though, at least for the smaller ones.  (75 vs. 90 kg for the 250cm is a pretty big deal, I will admit.)

Yeah, the weight for the 100cm disc is pretty much spot-on, I'd say. It's the higher-up weights where we start running into question marks.

The thing your calculation overlooks however, is how much the solid discs should actually weigh.  Compared to the weight of the other DSL discs (the silver ones), they should be far, far heavier than they are.  It's more like the solid discs are underweight, not the hollow discs that are overweight.  But I wisely decided to ignore this because giving the large discs realistic weights would make them completely unusable.  We'll just have to let Physics go cry in a corner in this area for game balance purposes.

Mm. Yeah, it was a pretty hairbrained idea - I came up with it late at night when I couldn't sleep once, so it's not the most scientifically accurate of things. xD Even with that being said, 200 and 250cm's are very rarely used. Okay, there's exceptions, but they're definitely not meta, and I think that's a shame. Where are my crazy Nightmare-style VS' at? Nowhere, 'cuz the discs weigh too much. Go on, show 'em some love!

The fact that the 200-250cm discs are rarely used probably has more to do with the relative size of the other components than any balance issues.  Bots can be made so compact that there is no need for such large discs.  If was re-designing DSL from scratch, I would make all the motors slightly bigger to force less compact designs.

That's true, actually. Hell, it's the main reason why HW shell spinners stick to 150 - it's a size thing. Still, even with -that- in mind, I think you could try to push the pendulum a bit. the 200cm and 250cm discs in DSL are like the PP-Bizon in CS:GO; viable, but only in very rare circumstances. I'm wanting to increase those amount of circumstances. Heck, maybe even keep the current balance of 100cm and 150cm. But, no doubt, 200 and 250 could be shown some love.

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DSL TC Showcases / Re: Thyrus`Showcase
« on: July 01, 2018, 05:20:35 PM »
WhattheHellSorryFPXIfIPostThisInMyShowCase.png

It's okay, I forgive you. <3

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Think you might have a bit too much battery power there, man. Surely just the two black's and the ant would be enough?

is it ? I'm quite rusty with the DSL 2.2 meta. i'll try less batteries.

Generally, I find, with the DSL 2.2 meta, you want to have enough batteries in there to last into the 2:40-2:50 range, with the bot continuously spinning in circles and firing all it's bursts for that duration. Why 2:40-2:50, and not the full 3 minutes? Well, it's highly unlikely that your opponent's gonna KO you in the last 10 seconds of the fight unless you've ****ed up for the previous 2:50, and it takes 10 seconds for the immobility counter to start, so why not save a couple of KG and spend that on weapons or armour? Sure, nothing wrong with your batts lasting the full 3 minutes, but if you're really strapped for weight, the batteries are usually the main thing I notice people overstocking on in DSL 2.2.

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Discussion / Re: DSL 2.2 Complete Edition - Clickbeetle's Response
« on: July 01, 2018, 05:10:53 PM »
Hot take: Typhoon teeth are a bigger problem then mechavore disks (at least at HW level) and should be first in line to get a nerf

Is it the large ones, small ones, or both?

Also the Typhoon teeth have almost the exact same stats as the DSL teeth.  Are those overpowered too?

If so, I suspect the problem lies in the x2 stat multiplier for components with one-dimensional normals.  The teeth actually have 1.5-D normals and this may make a bigger difference than I thought.

Sticking with what I said before - Minion Disc, Mechavore Disc and Typhoon Teeth are all problems, because of how easily they can be used, abused and manipulated. Typhoon Teeth are too easy to spam, while Mechavore discs and Minion Discs give absolutely no reason to make your own discs. You'd have the exact same problem if you made a Tombstone or Carbide replica - the only way to make those robots true to life is to make their components OP, therefore throwing the whole game balance out of whack.

Here's what I say - cheatbot2 the existing Minon, Mechavore and Typhoon Teeth. Put 'em in a box, lock 'em away, give 'em a slight graphical tweak so people know they're the cheatbot2 variants. Then, make newer, non-cheatbot2 versions of those components, with more balanced stats - a 1.5X multiplier instead of a 2X would be a good start. Then, from here on out, any new reps that get made have CB2 and Non-CB2 variants, with CB2 variants being balanced according to the actual robot's power, and the Non-CB2 being balanced according to DSL-S. I think that'd sort things out - and sure, it'd make CB2 messy, but honestly, DSL CB2 has always been messy.

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Thank FOTEPX for finding my email and getting me to finally get off my sorry butt and do that.

 :mrgreen:

And now... finally back to RA2, I guess?

Finally, heck yeah! The man who designed it all actually being her to be able to give his word on the balance changes! Alrighty.

So, now that you're back, Click, I've gotta hit you with the hardball - sorry, it's gotta be done - Should Mr. AS' DSL 2.2 Weapon Rebalance patch be officially implemented? It's an issue that the community is split down the middle on, and I wouldn't be lying if I said that part of the reason I reached out to you is to settle it, once and for all. Of course, you're more than welcome to implement these changes yourself, or make up your ways to rebalance, but I don't think there's a question on if there's an issue or not; there is. Now that you're back... Man, I'm happy, no doubt, welcome ****ing back, brother. But we got work to do, so let's get crackin' ey?  :mrgreen:


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CROP. YO. IMAGES. SON.

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