Toom1275 Posted November 30, 2012 Share Posted November 30, 2012 I'm trying to make the lazer vehicles/building more competitive with the drill-based vehicles -- superior mining speed + the mobile defense vs not depleting crystals to use. The problem I'm having is the time it takes for a lazer to dig through hard rock(the only wall I'm having the lazers take more than a couple seconds to dig) doesn't seem to completely depend on the value for the wall destroy time. I think it's also related to the recharge time of the lazer, but setting the lazer to recharge at 25 (1 second) and making the wall destroy time 50, it took 92 seconds / shots to destroy the wall. Is there some definite formula for how to determine mining times with lazers, or is trial-and-error the best we got? Link to comment Share on other sites More sharing options...
McJobless Posted December 1, 2012 Share Posted December 1, 2012 For now, trial and error it seems. If someone could get a formula, it would be appreciated. Link to comment Share on other sites More sharing options...
Lair Posted December 1, 2012 Share Posted December 1, 2012 Baz had figured something out, or maybe it was trial as well. Link to comment Share on other sites More sharing options...
Toom1275 Posted December 1, 2012 Author Share Posted December 1, 2012 I'll keep playing with things on my end. Perhaps I'll even get around to taking proper notes as well. If I happen across anything helpful, I'll post it. If not a proper formula, then a table of variables -> effects. edit: Just did one test for tonight. Results seem to suggest that the mining speed of a lazer depends on its distance to the target. I set the big lazer's values to 25 recharge, and 50 seconds to dig through all wall types. Testing on Search 'n' Rescue, my tower shot at four targets. one wall cornar-adjacent took about 45 shot-seconds to dig, two walls 2 squares away took 93 and 94 shot-seconds, and one a little over 6 squares away took 106 shot-seconds. I'll have to remember to be consistent in picking targets and locations in the future. Link to comment Share on other sites More sharing options...
Lair Posted December 1, 2012 Share Posted December 1, 2012 :| Why would they program it like that. Just...why? Link to comment Share on other sites More sharing options...
Toom1275 Posted December 1, 2012 Author Share Posted December 1, 2012 Especially since lasers aren't particularly known for becoming less powerful over short distances. Link to comment Share on other sites More sharing options...
Toom1275 Posted December 1, 2012 Author Share Posted December 1, 2012 Ugh. just getting some consistent results is annoying. I'm using Search 'n' Rescue for my testing area. New setup is setting up 6 mining lazers at specific distances from the 6 hard rock walls in the first area, from 0 squares between to 5 squares between. Here's the shots,times I got for each test This... may take a while. I'll post whenever something that may be useful appears from these things. 0 - 53, :53 1 - 45, :45 2 - 50, :50 3 - 66, 1:05 4 - 65, 1:05 5 - 77, 1:17 recharge time is 25 time to destroy hard rock is 30 range is 400 default damage is 100 slowdeath is 1.0:1.0 pilot is 1.0:1.0:1.0:1.0 All I wanted was to be easily and precicely able to set the time it takes to lazer walls, so I can calibrate the cost to about 1 drained crystal per wall, while making lazers faster than drills. Instead, we get 6 variables in the .cfg alone, and more that we can't see. Link to comment Share on other sites More sharing options...
Cirevam Posted December 2, 2012 Share Posted December 2, 2012 You can ignore Pilot 1.0 for these tests. That is the damage multiplier to raiders per upgrade level. If you want to prevent friendly fire you should be able to turn that to 0.0 or at least near-zero. Link to comment Share on other sites More sharing options...
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