Large laser experience

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drgrieve4
Posts: 17
Joined: Thu Sep 23, 2004 5:56 am

Large laser experience

Post by drgrieve4 »

Hi Larkim,

Just feedback from my one of my squads. Firstly my close combat titans (my favourite design) are now getting good combat experience - which is great. Before they suffered badly and I had to swap them into long range titans to get some elusive combat exp.

You have over several releases (from freeware) degraded the large laser. Which is fair enough as it was the best weapon (in freeware). I think the weapon balance is good, but my twin large laser titans (light titan) continuely suffer the lowest experience in every battle by a large percentage. And the pilots aren't shy they are continually firing, just not getting much experience compared to my other jocks.

Is there a way I can provide some hard data?
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
Contact:

RE: Large laser experience

Post by LarkinVB »

The penetrator is a standard design used by me and my friend while progressing with a energy specialised jock and I remember being successfull with it. Of course it has a hard time in close combat were a needler or dedicated CC titan can rack up xps more easily. I fear you have to live with it even if it is a bit unbalanced as I take a break from coding. 
LordSteel
Posts: 37
Joined: Mon Jul 29, 2002 8:44 pm

RE: Large laser experience

Post by LordSteel »

I wonder if the XP for two hits with LL is the same as two hits with ML?  In such a case, one my rack up more combat XP by running a titan with multiple ML rather than only one or two LL.
 
(My light titans that sport just plasma cannons experience the same lack of ... um ... experience.)
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
Contact:

RE: Large laser experience

Post by LarkinVB »

You get slightly more xps for a hit with a LL compared to ML and even more with a PG. I'm sure that there are titan designs which will give the jock xps at a faster rate than others but this doesn't not mean that these designs are more effective as a fighting force.

There is an xp divider for weapons like this  :

Code: Select all

      /* get weapon class divider for XPs */
      if ( IsEnW(weapon[wid].typ) == TRUE && weapon[wid].weight > 9.5 ) // heavy energy weapons
        wxpdiv = 6;
      else if ( IsClW(weapon[wid].typ) == TRUE ) // close combat weapons
        wxpdiv = 6;
      else if ( weapon[wid].wslots > 4 || weapon[wid].weight > 10.0 )
        wxpdiv = 6;
      else if ( weapon[wid].wslots > 3 || weapon[wid].weight > 7.0 )
        wxpdiv = 8;
      else if ( weapon[wid].wslots > 1 || weapon[wid].weight > 4.0 )
        wxpdiv = 11;
      else
        wxpdiv = 14;
 
 
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