Forged Alliance Forever Forged Alliance Forever Forums 2012-08-21T03:58:37+02:00 /feed.php?f=36&t=1389 2012-08-21T03:58:37+02:00 2012-08-21T03:58:37+02:00 /viewtopic.php?t=1389&p=18385#p18385 <![CDATA[Re: If you want your own changes..]]> Statistics: Posted by alfare — 21 Aug 2012, 03:58


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2012-08-20T15:27:35+02:00 2012-08-20T15:27:35+02:00 /viewtopic.php?t=1389&p=18336#p18336 <![CDATA[Re: If you want your own changes..]]>
Its a flying yotha with more HP

Statistics: Posted by noobymcnoobcake — 20 Aug 2012, 15:27


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2012-08-20T15:15:28+02:00 2012-08-20T15:15:28+02:00 /viewtopic.php?t=1389&p=18334#p18334 <![CDATA[Re: If you want your own changes..]]> As we can see in your replay, nothing happens before T4.

However, i agree it needs much more testing ;)

Statistics: Posted by Lu_Xun_17 — 20 Aug 2012, 15:15


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2012-08-20T15:06:43+02:00 2012-08-20T15:06:43+02:00 /viewtopic.php?t=1389&p=18333#p18333 <![CDATA[Re: If you want your own changes..]]> download/file.php?id=858

If ROCK had made an SR before the ML, I'm quite certain that it would not have stopped the enemy's ythotha in time. Secondly, the only reason he was able to build that was because I had dedicated my entire production to securing air control.

Lastly, watch the SR's health as it attacks. A pretty large chunk is knocked off, just from a couple SAMs and a row of T1 AA. If there had been as much flak there too, it probably would have died.


I believe it needs much more testing before anyone can decisively claim it's overpowered.

Statistics: Posted by uberge3k — 20 Aug 2012, 15:06


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2012-08-20T08:50:58+02:00 2012-08-20T08:50:58+02:00 /viewtopic.php?t=1389&p=18305#p18305 <![CDATA[Re: If you want your own changes..]]> Statistics: Posted by Ze_PilOt — 20 Aug 2012, 08:50


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2012-08-19T19:57:03+02:00 2012-08-19T19:57:03+02:00 /viewtopic.php?t=1389&p=18264#p18264 <![CDATA[Re: If you want your own changes..]]> For the 20% buildtime reduction for t3 land, this needs to be tested, and this is precisely why 3619 is in balance testing for now. So Lu Xun, please test this change!

Statistics: Posted by pip — 19 Aug 2012, 19:57


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2012-08-19T17:20:43+02:00 2012-08-19T17:20:43+02:00 /viewtopic.php?t=1389&p=18251#p18251 <![CDATA[Re: If you want your own changes..]]>
Here is a 1vs1 vs Voodoo on syrtis :
243223-Lu_Xun_78.fafreplay


Here is a 2vs2 from this morning, but looks more like a 1vs1 vs Zock on Arctic :
This one is a better exemple : When i reach the eco to start T4, i have the choice between to continue the epic land battle (which is the most fun to play imo), assisted by T3 air, or start a soul reaper, with or without air supremacy, and only 4 T3 mexes, which will end for sure the game.

I think T4 air units have to come later than T4 land. You can fight with a monkey or a megalith during 10 min non stop, but an air XP will often make 1 attack : it works or it doesn't, but the fate is decided in 30 sec.

269305-Lu_Xun_78.fafreplay

Statistics: Posted by Lu_Xun_17 — 19 Aug 2012, 17:20


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2012-08-19T17:06:58+02:00 2012-08-19T17:06:58+02:00 /viewtopic.php?t=1389&p=18246#p18246 <![CDATA[Re: If you want your own changes..]]>
Lu_Xun_17 wrote:
The new unit focus system : more logical, ok. It doesn't seems to change many things in air fights or 5x5 maps land wars. But for exemple on Open Palms or Eye of the Storm, you often have units missed, which gives the impression of miss clics.
It makes early bombers more effective. The resulst is that more games will be ended in 5 minuts
I'm also affraid of bomber first, maybe now harder to stop.


This has been addressed in 3619.

For the soul ripper, and your other concerns do you have replays to provide ?

Statistics: Posted by Ze_PilOt — 19 Aug 2012, 17:06


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2012-08-19T17:01:28+02:00 2012-08-19T17:01:28+02:00 /viewtopic.php?t=1389&p=18245#p18245 <![CDATA[Re: If you want your own changes..]]>


T2 air nerf and T1 air scoot "fixed" are excellent

Novax new settings sounds good, but it could bring to UEF what they needed in late game!

new T3 navy sounds better, but i'm affraid of this new tempest prize. As i already said it's now a T3 navy unit, more than a T4. It could be interesting to get it stronger and more expensive.


New Vet system : It looks pretty cool, but it's a pretty huge change : for exemple some players were excellent in fast T2 land strats, and were relying on the fact of not giving vet to the ennemi acu. This was already a pretty hard strat to release, and it now received a big nerf.
Land XP are now less strong without getting as much vet as before. I don't know if it's better or worst for the gameplay, but the fact is that an XP attack is now really dangerous, and will more often give an amount of reclaim to the opponent. We have to take care about keeping a dynamic gameplay in lategame imo.


Soul Reaper : Here i think there's a big problem after testing this in some 1v1 and 2v2. 28000 for a 90000 hp air unit is senseless. It's just unstoppable at the step of the game it now appears.
A prize around 35000 would be probably better. And maybe an hp nerf to 80000 or 75000 hp would be interesting.


The new unit focus system : more logical, ok. It doesn't seems to change many things in air fights or 5x5 maps land wars. But for exemple on Open Palms or Eye of the Storm, you often have units missed, which gives the impression of miss clics.
It makes early bombers more effective. The resulst is that more games will be ended in 5 minuts
I'm also affraid of bomber first, maybe now harder to stop.


3619 :

excellent to start working on SACU! good luck as it will be really hard to balance!
Good to get colormod on sera!

However I'm really affraid of 2 new changes:


-20% on T3 land buildtime is for sure a huge mistake! First of all, i don't see anything to change with the current global T3 land it's really well balanced between T4 and T2 land.
With this huge change, and after the nerf of T4land + buff of T4 air, it's just the end of the current lategame gameplay. We'll just get T3 land until the first one get an air XP which will end the game in 80% of the time.
If you really want to change something, start by a -5% which is already huge imo.


2nd big problem in 3619 : The exponentical ACU vett system. The current one is really cool, and permits to use the acu pretty late in the game. With the new vet system, it even encourage you to use it vs T3 and T4 land, which is great!
But the each 20 kills needs to be kept i really think.

Statistics: Posted by Lu_Xun_17 — 19 Aug 2012, 17:01


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2012-08-14T21:04:08+02:00 2012-08-14T21:04:08+02:00 /viewtopic.php?t=1389&p=17897#p17897 <![CDATA[Re: If you want your own changes..]]> Statistics: Posted by Icy — 14 Aug 2012, 21:04


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2012-08-14T21:06:13+02:00 2012-08-14T20:59:42+02:00 /viewtopic.php?t=1389&p=17894#p17894 <![CDATA[Re: If you want your own changes..]]>
Fastedit: nvm i thought you were talking about acu OC's not sera scu OC

Statistics: Posted by Vault54 — 14 Aug 2012, 20:59


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2012-08-14T18:14:07+02:00 2012-08-14T18:14:07+02:00 /viewtopic.php?t=1389&p=17868#p17868 <![CDATA[Re: If you want your own changes..]]> Statistics: Posted by Icy — 14 Aug 2012, 18:14


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2012-08-13T22:05:12+02:00 2012-08-13T22:05:12+02:00 /viewtopic.php?t=1389&p=17765#p17765 <![CDATA[Re: If you want your own changes..]]> Aside from adjacency tweaks to make sure the bonus are not too good, I adjusted the t3 buildtime reductions so that they don't build too fast either, and adjustments so that SCU upgrades don't take too long to build since their builrate has been nerfed. Some tweaks were made to improve useless or underpowered upgrades (UEF SCU drone upgrade and sensor system, and Cybran SCU AA upgrade).
Steadily, the changes are ironed out for a good gameplay feeling. I would appreciate if other players (and especially good or very good players) would test this mod in real games that reach t3/t4, to check if everything works fine.
Maybe this can be tested in the balance testing featured mod ? I'm asking this because apparently, old school mods are not popular enough anymore, and the balance testing featured mod doesn't seem used for now (maybe i'm mistaken). I know the balance testing mod was not much used in the first place, but imagine when you want to test an outsider mod...

Here is the changelog for version 1.2 (full changelog in the readme of the mod):

General changes:
- adjacency bonus of t2 mexes to linked factories reverted to 15%, and for t3 mexes = 20%
- buildtimes reduction for t3 land units set to roughly 20% reduction of their default value (1.1 was 25%)
- SCU = upgrade buildtimes adjusted to keep the time the same as before their buildrate nerf to 40 (from 60), except upgrades that would be too powerful otherwise (RAS, teleport, Cloak, UEF Buble shield)
- Rapid fabricator upgrade buildrate = 70 (from 90)
- Basic SCU production values adjusted as well:
Aeon = 2 mass / 200 energy (from 3 /300)
Cybran = 1 mass / 125 energy (from 2 / 175)
UEF = 1 mass / 150 energy (from 2 / 200)
Seraphim = 3 mass / 300 energy (from 5 / 500)

Faction specific changes:
- Cybran SCU SAM upgrade DPS buffed to 270 (from 166):
damage = 300 (from 200)
rate of fire = 0.3 (from 0.28)
+ improved weapon behaviour so that the AA weapon fires properly at units in front of the SCU :
firing tolerance = 50 (from 2); TurretPitchRange = 60 (from 40).

- UEF SCU drone buffs and adjustments:
BuildCostEnergy = 9600 (from 2400)
BuildCostMass = 480 (from 120)
Buildrate = 20 (from 5)
T3 engineer build menu (instead of t1)
- UEF Enhanced sensors buffed closer to the values of the Aeon ACU sensor system:
Omni radius = 80 (from 72)(Aeon ACU = 100)
Vision radius = 45 (from 40) (Aeon ACU = 50)

Statistics: Posted by pip — 13 Aug 2012, 22:05


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2012-08-10T20:55:57+02:00 2012-08-10T20:55:57+02:00 /viewtopic.php?t=1389&p=17486#p17486 <![CDATA[Re: If you want your own changes..]]>
Edit: It actually says C-D2 Engineering Drone on the SCU but C-D2 Shoulder Drone on the ACU. They might actually be different units.

Statistics: Posted by Icy — 10 Aug 2012, 20:55


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2012-08-10T20:41:30+02:00 2012-08-10T20:41:30+02:00 /viewtopic.php?t=1389&p=17481#p17481 <![CDATA[Re: If you want your own changes..]]>
Then, it's a question of the costs. Downside of the rover is that it can be shot down (should be kept), upside is that you can have an additional build unit with high BP, independent of its host. I'd say make the cost the same as the rapid fab cost and let the rebuild be automatic for 5% of the cost (It's not going to happen a lot of times that this rover is shot down, which is why the cost for the rover upgrade should be the same as the cost for the rapid fab upgrade, and therefore the cost for the rebuild should be low).

Statistics: Posted by Plasma_Wolf — 10 Aug 2012, 20:41


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