Thanks everyone for chipping in! Brandon, what is your double-light tank's balancing drawback supposed to be?
BTW, your medic tank seems to be somewhat of an over-heal since 10 damageAmount + -10 damageScale + LightProjectile = what the...?! It's like a constantly-available health powerup, and the medic tank concept, IMO, is to give a boost in health to your teammates so that they can make it to the scrum goal or get out of a tough firefight alive, not get a total re-heal and become nigh-invincible!
Of course, it's still a legitimate medic tank datablock, just not balanced.
Hhal wrote:^I'm working on a different EC: a red UFO. So far it's a bit harder to use but works better than the orginal Charger.
EDIT: Turn the acceleration wayyyyyyyyyyy down. If you set the acceleration to 168, your tank will take off at 168 before reaching 42. Same with the brakes.
I revised the EC datablock yesterday a little while after making the help post. It's not so 'electric' any more, but now has more fluid, controllable handling, with the turn rate taken from the Heavy Tank. Also, you were right about the burst-accel thing, an error that caused the old EC to blast off into oblivion at the touch of a button. The changes are:
-More precise, fluid turning: the turn rate has been brought down to 82 degrees/second.
- Lower top speed, so as to make it more controllable during fights on unsuited terrain. It's still quicker than RapidTank.
- 2 days worth of fog-proofing, done by setting the armor to 100000 and the armorscale up to 10000 so as to keep the effective armor the same.
The blast-acceleration has not been changed, since something must be lightning-quick about this tank. The fog-proofing has been done so that the blast-accel is not a problem. BTW, the tank is physically a black UFO with the RapidTank's brain and brainjar.
The electric weapon is still in development - I've got the concept, but I need to refine the emitter settings and choose a projectile shape and explosion.
datablock TankData(ElectricCharger : MediumTank)
{
shapeFile = "~/data/shapes/Electric/Electric.dts";
brainShapeFile = "~/data/shapes/Electric/brainjar01.dts";
turnRate = 82.0; // degrees per second
accelRate = 168.0; // increase velocity this many meters per second
deccelRate = 168.0; // when breaking, decrease velocity
// this many meters per second
coastDeccelRate = 10.0; // rate of decceleration when coasting...
antiSlideRate = 42.0; // dissipate sideways velocity by this many meters
// per second
maxSpeed = 30.0; // meters per second (in forward direction)
turretVerCenter = 0.0; // vertical resting angle of turret in degrees
turretHorRange = 0.0; // range in +/- degrees of turret horizontally
turretVerRange = 60.0; // range in +/- degrees of turret vertically
turretAutoLevel = 0.5;
suspensionRange = 0.1; // proportion of wheel size for wheel to move up/down
springRangeX = 0.01;
springRangeY = 0.01;
springVelScale = 0.1;
springCorrectScale1 = 2.0;
springCorrectScale2 = 0.99;
damageAmount = 100000.0; // total amount of damage tank can withstand
damageScale = 0.5; // multiply damage we do to others by this amount
armorScale = 10000.0; // multiply damage we take by this amount (note: smaller better)
fireScale = 0.1; // adjust inter-fire interval by scale (2 means twice as slow)
defaultProjectile = "LaserProjectile";
ai = GoldHeavyAI;
};
Test runs will be done in two stages: One round of tests on ideal terrain, and another round on totally unsuited terrain.
The ideal terrain maps are CB's Afghan Flats, Napalm's Face Off, Napalm's Christmas map and Dash's G2. The totally unsuited terrain maps are Napalm's Peppermint Point, Napalm's Emerald Clove and Napalm's Easy Street. Napalm's maps rule!
