Just an update, got a first draft for a vehicle_armor.txt http://dl.getdropbox.com/u/534848/vehicle_armor.txt And the corresponding vehicle_weapons.txt http://dl.getdropbox.com/u/534848/vehicle_weapons.txt Both is work in progress. Here is some graphic to look at. http://dl.getdropbox.com/u/534848/Armor Ranking Alpha.png According to the ranking system I came up with reactive has the best resists. So yea, prolly will change things again soon.
How about making reactive more vulnerable to infantry weapons, like changing the +35 for InfGren to -20
Unless you make it obvious that grenadiers are using some sort of unique weapon type that isn't going to make much sense, especially if every other armor deals with RPGs fine.
Well if reactive armor vaporizes projectiles shouldn't it be like good against stickies which need to attach themselves first. RPGs however seem sophisticated enough to blow through this clever ruse and damage the vaporizing parts on the armor. InfGren is maybe badly named meant is stickies + grenades from riflemen and scouts. Actually I don't really want reactive to be vulnerable against infantry grenades, I want it to be really bad against kinetic weapons which are the most used weapons overall and both mortar and rpg should work against it. Every last tree and tier has a kinetic weapon.
Actually reactive armor as I understand it is good against shaped charges, shaped charges direct the explosive force in one direction and are used in nearly all shells and missiles, except for high explosive ones. Reactive armor detonates small explosions at incoming projectiles, which greatly negates the power of shaped warheads. So, reactive armor would be weakest against high explosive weapons, which would be anything you can't aim, like a grenade or shell which has a large blast radius. I would suggest making reactive good against direct hits with weapons, but weaker against splash damage. As I don't think there are specific resistances for this, I'd say make it weak against HE, plasma, and stickies, but strong against all missiles and other cannons, including mines because mines are a shaped charge, although this would require armor on the underside of the tank, which is generally the whole point of mines, tanks aren't armored there much.
I kinda don't want to make reactive good against both missiles and cannons seing as they are the main weapon types. I find it interesting to have an armor with a lot of resists but one big drawback (e.g. cannons wasting it) I'm keeping this FOR NOW to see how it could work.
i recommended this about 4 months ago....... make the armors unique damaged by certain weapons (just like the bio regen thing we had before) in drag's example everyone on escort would go reactive, but still in comm maps you could say take reactive when u are heading to the ruins on duststorm for instance.... just need intuitive reasonable associations for those weapons to each armor. like it doesn't really make sense if you do plasma = high dmg on composite, but maybe plasma = high dmg on electrical (that's not a stretch of the imagination...)
Well I have taken out plasma in these scripts, does that count? :p I megaloath it. Anyways the comment has added an important point, infantry only map would be a bit fubar with the current reactive, it needs more inf weaknesses.
Wouldn't the obvious solution simply be to remove reactive from infantry only maps? You already do that with nukes and often HE arty, you can't balance the whole game based around one shitty sub-gamemode.
yes thats a fair option, but i dont see escort as a shitty sub-gamemode....a lot of people enjoy those maps including myself and if we had a few more of them that were 'balanced' and dynamic it'd be a nice change-up from a long comm map (course games aren't quite as long in 2.23 right now due to lt's but u know what i mean) how about making reactive super weak against mines ? then at least grens will get some kills from those 'super' tanks thinking they are indestructible.... it's either that or sticky nades/stuns....idk stuns could last three times as long on a reactive vehicle ? annoying but kinda neat...
Ok, let me rephrase it. If you're going to have two completely different gamemodes in a game, you need to make different balances for each. Unless the devs are going to make escort a fully fledged new game like classic, the way to balance it is to remove the bits of classic that break it. Give reactive poor heating, it's heavy afterall which means the engine has to work harder and it's thick, so it's going to insulate the tank more and bugger the cooling. Oh and make mines also add half a bar of heat when you hit them, that'll make them more of a support weapon than a doomsday device, if mines could stall tanks out I wouldn't want them to get a damage buff.
GTFO WITH YOUR PESSIMISM DRAG I ask you because its summer semester, means I have not much time between beeing outside and drunk and tons of work. So if their is like no chance that its going to be in the next version (2.3) I wont make it because I dont want to waste my already few spare time.