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Lakeside - Nod Harvy is faster than GDI's


voltex

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@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.

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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.

 

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  • Totem Arts Staff

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 ?

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