Forged Alliance Forever Forged Alliance Forever Forums 2016-01-04T17:06:39+02:00 /feed.php?f=67&t=11240 2016-01-04T17:06:39+02:00 2016-01-04T17:06:39+02:00 /viewtopic.php?t=11240&p=117006#p117006 <![CDATA[Re: Seraphim Leverage - better gameplay & character for Sera]]> Statistics: Posted by briang — 04 Jan 2016, 17:06


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2016-01-04T15:35:13+02:00 2016-01-04T15:35:13+02:00 /viewtopic.php?t=11240&p=117002#p117002 <![CDATA[Re: Seraphim Leverage - better gameplay & character for Sera]]>
Ithilis has to take the credit for selen changes.

As for sniper you're right that it is a direct buff for seraphim t3. The fun thing is that it makes t3 scary in a completely different way to other races (walls of percies or bricks) and requires a different counter.

As drop of hover tanks could rapidly end snipers ignoring the shield. T1 submarines can surface and shoot between salvoes. Gunships would work well too.

So yes battleships might have issues if a shield was up, unprotected the snipers would die in a single salvo.

I think it makes for good gameplay. Yes it's a strong combo but there's many cheap counters out there that'd never get used in a normal game. Currently stock faf seraphim land and navy is not the strongest in t3 and this is a potential way to make both better in a interesting way.

Statistics: Posted by Korbah — 04 Jan 2016, 15:35


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2016-01-04T11:54:43+02:00 2016-01-04T11:54:43+02:00 /viewtopic.php?t=11240&p=116987#p116987 <![CDATA[Re: Seraphim Leverage - better gameplay & character for Sera]]>
However I really really really want you to reconsider a hover sniping unit. Currently Snipers are very good for killing of T4, and I believe they could have equally strong potential wiping out bships in a few seconds, coupled with the t3 shields for protection I think this would too radically change the naval game into seraphims favour. No other faction would have such a cheap (small scale size) unit with so high a damage and range that can fights. (I'm specifically thinking of Setons, but it also applies to other maps).. You might also get the issues where ravines/rivers may be used to kill of other t3 units without any possibility of the snipers being in range of anything threatening. Shove a t3 shield to stop bombers and you can easily clear passing percies etc?

Statistics: Posted by Tremarl — 04 Jan 2016, 11:54


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2015-12-28T08:40:56+02:00 2015-12-28T08:40:56+02:00 /viewtopic.php?t=11240&p=116629#p116629 <![CDATA[Re: Seraphim Leverage - better gameplay & character for Sera]]> Statistics: Posted by yeager — 28 Dec 2015, 08:40


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2015-12-28T06:20:05+02:00 2015-12-28T06:20:05+02:00 /viewtopic.php?t=11240&p=116620#p116620 <![CDATA[Re: Seraphim Leverage - better gameplay & character for Sera]]>
Search "Seraphim Leverage v3" in the vault

Seraphim Leverage v3 Changelog:

T1:

Enable t1 scout Selen to be used in ghetto gunship. Selen also automatically ceases fire when stealthed. **these changes provided by Ithilis_Quo - many thanks!**

T2:

Seraphim Vulthoo T2 Gunship - changes to a T2.5 unit with 2.5x cost, -1 speed, 2.2x HP & DPS increase. Model scale adjusted.

T3:

Land:
T3 Usha-Ah Sniper - can now hover on water. Increased unit hover height and model size adjusted to reduce terrain impact on shooting (note terrain still a factor! now is slightly more forgivable). Has a slower hover speed on water - 15% penalty

T3 Athanah shield generator - +40hp/sec regen and -10sec down time when shield destroyed

T3 Othuum siege tank - main cannon firing arc changed to low arc with increased range, reduced accuracy, slower fire rate, small AoE, adjusted unit height to lower effect of terrain on the bolter fire (changes have little net effect on fights vs other t3 tanks, improves othuum vs bases - certainly makes the unit a lot more characterful to use)

Air:
T3 Iaselen spy plane - proportional 20% hp, turn rate and cost hike. Also gains the t1 sera scout death ability for 20secs vision **Bug fix to death ability provided by Ithilis_Quo - many thanks!**

Statistics: Posted by Korbah — 28 Dec 2015, 06:20


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2015-12-14T00:47:56+02:00 2015-12-14T00:47:56+02:00 /viewtopic.php?t=11240&p=115642#p115642 <![CDATA[Re: Seraphim Leverage - better gameplay & character for Sera]]>
The cannon change is for role and theme benefits. Try it.

Edit: now that I've got time to respond properly the thing to consider with the current othuum is how the bolters and cannon function almost identically in role. The cannon has fewer targeting issues but the guns are used in the same way.

By changing how the cannon fires, defining a pseudo arty role it becomes much more clear that the bolters are a separate weapon that needs micro to account for terrain blocks

Statistics: Posted by Korbah — 14 Dec 2015, 00:47


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2015-12-13T22:54:22+02:00 2015-12-13T22:54:22+02:00 /viewtopic.php?t=11240&p=115640#p115640 <![CDATA[Re: Seraphim Leverage - better gameplay & character for Sera]]>

T3 Othuum siege tank - main cannon firing arc changed to low arc with increased range [...]


Aren't the side canons the ones that shoot in the ground too often because the are mounted so low?

Statistics: Posted by Zock — 13 Dec 2015, 22:54


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2015-12-13T05:29:56+02:00 2015-12-13T05:29:56+02:00 /viewtopic.php?t=11240&p=115590#p115590 <![CDATA[Re: Seraphim Leverage - better gameplay & character for Sera]]>
I've uploaded it to the mod vault: "T1 Transport Stealth"

See if you can get it working. It's mocking me at the moment :oops:



Also the Selen appears to be bugged - the model doesn't display correctly using the file you send me

Statistics: Posted by Korbah — 13 Dec 2015, 05:29


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2015-12-12T20:00:54+02:00 2015-12-12T20:00:54+02:00 /viewtopic.php?t=11240&p=115554#p115554 <![CDATA[Re: Seraphim Leverage - better gameplay & character for Sera]]> http://pastebin.com/WjLwsbks

Statistics: Posted by Ithilis_Quo — 12 Dec 2015, 20:00


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2015-12-12T19:33:28+02:00 2015-12-12T19:33:28+02:00 /viewtopic.php?t=11240&p=115553#p115553 <![CDATA[Re: Seraphim Leverage - better gameplay & character for Sera]]>
http://pastebin.com/Bjt1R0bd = script
http://pastebin.com/zizAGWAS = unit


Reading your code I think I've used "AirTransport.OnStopBeingBuilt(self,builder,layer)" instead. I guess this is incorrect

Statistics: Posted by Korbah — 12 Dec 2015, 19:33


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2015-12-12T19:02:10+02:00 2015-12-12T19:02:10+02:00 /viewtopic.php?t=11240&p=115551#p115551 <![CDATA[Re: Seraphim Leverage - better gameplay & character for Sera]]>
Code:
OnStopBeingBuilt = function(self,builder,layer)
        CAirUnit.OnStopBeingBuilt(self,builder,layer)    --C is for cybran for other faction you need how start local it would be A/C/E/S
        self:SetMaintenanceConsumptionInactive()
        self:SetScriptBit('RULEUTC_StealthToggle', true)
        self:RequestRefreshUI()
    end,

Statistics: Posted by Ithilis_Quo — 12 Dec 2015, 19:02


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2015-12-12T16:57:19+02:00 2015-12-12T16:57:19+02:00 /viewtopic.php?t=11240&p=115543#p115543 <![CDATA[Re: Seraphim Leverage - better gameplay & character for Sera]]>
I'll add this now - many thanks!

edit:

if you have time could you help me with this? https://mega.nz/#fm/HJcQDLqT

I added a t1 transport stealth ability. It works but I want it disabled by default. Can you see what I've done wrong - it is on by default incorrectly

edit 2:

- I've now finished resizing and adjusting sniper hover. It's basically 50% higher than the aeon sniper and that gives it a fair bit of advantage. I've managed to do so without making the sera sniper look silly and have fixed hitboxes/selection decals
- I've adjusted the othuum unit size, hitboxes, selection decals. It's now larger and higher which makes it better at shooting with it's bolters. I've also adjusted the main cannon arc to be smoother
- I've fixed the t2.5 gunship selection indicator to function correctly
---> I'll release all of this as v3 soon

Statistics: Posted by Korbah — 12 Dec 2015, 16:57


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2015-12-12T15:41:24+02:00 2015-12-12T15:41:24+02:00 /viewtopic.php?t=11240&p=115542#p115542 <![CDATA[Re: Seraphim Leverage - better gameplay & character for Sera]]> Statistics: Posted by yeager — 12 Dec 2015, 15:41


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2015-12-12T14:22:32+02:00 2015-12-12T14:22:32+02:00 /viewtopic.php?t=11240&p=115541#p115541 <![CDATA[Re: Seraphim Leverage - better gameplay & character for Sera]]> As a bonus i put inside my polish script for selen: selen will not automatic fire when is invisible = dont need put hold fire when want him as invisible radar. You can remove it if want, it dont touch firing from transport ability, but imho ppl will love you for that.

enjoy


https://mega.nz/#!65dymQ7Q!4EXB3odS6Sl9 ... K-TAPG43Ac

Statistics: Posted by Ithilis_Quo — 12 Dec 2015, 14:22


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2015-12-12T03:42:22+02:00 2015-12-12T03:42:22+02:00 /viewtopic.php?t=11240&p=115528#p115528 <![CDATA[Re: Seraphim Leverage - better gameplay & character for Sera]]> Statistics: Posted by yeager — 12 Dec 2015, 03:42


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