voltex Posted December 12, 2016 Share Posted December 12, 2016 On lakeside Nod harvester dumps much faster than the GDI harvester. Probably not important but thought someone should know. Quote Link to comment Share on other sites More sharing options...
Kaiser739 Posted December 12, 2016 Share Posted December 12, 2016 (edited) Same on Islands. I think it is very important, especially at the beginning of a game, and it will add up the longer the game lasts. Edited December 12, 2016 by EKT-Kaiser Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted December 12, 2016 Share Posted December 12, 2016 @EKT-Kaiser hmmm that depends on the map. on most of the maps the harvies are the first goals for both teams. Having a fast starting harvy can be both advantage or disadvantage On maps like Islands / Complex / Fort it's more critical if you have a fast 1st drop or not (very unlikely that starting harvies get destroyed on these 3 maps) But whats more interesting are the drop->harvesting->drop times There are quite a few maps where 1 fraction has a fast harvy drop at start but the drop->harvesting->drop time is worse than on the other fraction. Though this is pretty theoretical as usually 1 harvy gets destroyed all the time. Quote Link to comment Share on other sites More sharing options...
Henk Posted December 12, 2016 Share Posted December 12, 2016 That's right @DarkSn4ke, there's the first drop, which is Airstrip/WF > Tiberium Field > Refinery, as long as the Harvester lives all drops after that are Refinery > Tiberium Field > Refinery. This makes it very difficult to balance. Maps where the Harvester does not frequently get killed are Complex, Islands, Fort, Crash Site, Reservoir, maybe some more, I haven't seen every custom maps' tiberium location. So especially on those maps it's important that the Ref > Tib > Ref time has the same duration for both factions. Of course it should preferably be the same timing for both factions on every map (uneven maps are possible too of course, or maybe give the faction with the faster Harvester a slight disadvantage in another area, see Tunnels topic), but maps where the Harvesters are more vulnerable are a bit more dynamic in that regard. I'll look into Lakeside and Islands soon and see what I can do about it. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted December 12, 2016 Totem Arts Staff Share Posted December 12, 2016 there is a wait time for harvester unload ... but even getting that right is a pain as it will accumulate over time and most of the differences are only from spawn a true fix would have to be via code harvester dumps at the same time no matter what harv gets home first ... but mehhh is it a real problem ? Quote Link to comment Share on other sites More sharing options...
Henk Posted December 12, 2016 Share Posted December 12, 2016 If there was a "wait time for first unload after being spawned" so the Strip/WF > Tib > Ref timing could be fixed it would help. After the first unload, if the distance is the same, it won't accumulate. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted December 13, 2016 Totem Arts Staff Share Posted December 13, 2016 ahhh i was under the impression it did my bad Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted December 13, 2016 Totem Arts Staff Share Posted December 13, 2016 If you fix the Harvester, then fix the stuck spots too. Quote Link to comment Share on other sites More sharing options...
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