CW2 Unit Data Overview

UpperKEES · 58093

UpperKEES

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Reply #30 on: March 12, 2011, 10:17:39 am
More info about movement speed (and related upgrades):



Unit
Default speed
(pixels per frame)

Increase per upgrade



AS
1.00
+0.0000
blaster, repulsor
1.00
+0.2500
launcher, phantom coil
0.75
+0.1875
maker
0.50
+0.1250
conversion bomb
0.40
+0.1000
dark mirror
2.00
+0.5000

For the main overview I will convert the pixels/frame into cells/second (1 p/f = 1.25 c/s).
« Last Edit: March 16, 2011, 02:10:12 pm by UpperKEES »

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UpperKEES

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Reply #31 on: March 16, 2011, 04:16:30 pm
I have updated the main overview and above table with the latest movement speed data.

I also added a table to the main overview for the experimentals, updated the tech dome, repulsor and phantom coil specs and added heal rate info.

I will adjust the reactor specs when a final decision has been made about their costs and efficiency.

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UpperKEES

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Reply #32 on: March 17, 2011, 09:25:53 am
Adjusted specs for: reactor, tech dome, ore rig, maker and conversion bomb in the unit data overview.

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thepenguin

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Reply #33 on: March 17, 2011, 06:25:32 pm
never knew C.bombs could move

We have become the creeper...


UpperKEES

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Reply #34 on: March 17, 2011, 06:36:42 pm
never knew C.bombs could move

It actually makes the movement speed upgrade a lot more useful, because you'll be able to reach much denser Creeper with it.

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UpperKEES

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Reply #35 on: March 26, 2011, 04:00:44 pm
Adjusted beacon range (+ 0.5) and latest tech dome specs.

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UpperKEES

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Reply #36 on: March 30, 2011, 01:23:28 am
Adjusted tech domes specs again and removed the build limit column for the 'Systems' table.

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UpperKEES

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Reply #37 on: May 14, 2011, 04:13:06 pm
Could this one be stickied in the CW2 Gameplay Section please?

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DethbyIT

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Reply #38 on: May 16, 2011, 01:00:17 pm
Kees -
Good stuff.
Thanks for starting this (now pinned) thread.
dbit



UpperKEES

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Reply #39 on: May 16, 2011, 01:16:02 pm
You're welcome. :)

Maybe not everything will make sense at first glance, but it will later on, so you can use some of the data to your advantage when making decisions (or creating customs maps). I know I do....  8)

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DethbyIT

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Reply #40 on: May 16, 2011, 01:49:22 pm
Makers - What would make it stop producing? I was in those final tunnels for Day 13 and it quit 'making'.
I had plenty of energy to make more units - if needed.
Trying again.
dbit



Grauniad

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Reply #41 on: May 16, 2011, 01:52:33 pm
Makers stop if they run out of ore reserves.

A goodnight to all and to all a good night - Goodnight Moon


DethbyIT

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Reply #42 on: May 16, 2011, 02:28:19 pm
Makers stop if they run out of ore reserves.

Ahah!
Which on Day 13 means you need to control it pretty tightly.
OK - thanks.
dbit



DethbyIT

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Reply #43 on: May 18, 2011, 06:05:59 am
I got a thread notification that this topic has been split:

"A topic you are watching has been split into two or more topics by Grauniad.

View what remains of this topic at: http://knucklecracker.com/forums/index.php?topic=6373.new;topicseen#new"

Where is the new thread?
dbit
« Last Edit: May 18, 2011, 06:15:29 am by DethbyIT »



Grauniad

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Reply #44 on: May 18, 2011, 08:06:19 am
I got a thread notification that this topic has been split:

"A topic you are watching has been split into two or more topics by Grauniad.

View what remains of this topic at: http://knucklecracker.com/forums/index.php?topic=6373.new;topicseen#new"

Where is the new thread?
dbit

Chalk it up to ham-handedness. I messed up the split and had to do a bit more work to clean up nicely. The split-off thread is here.

A goodnight to all and to all a good night - Goodnight Moon