new sparky/frigate radar jam

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new sparky/frigate radar jam

Postby NubFriedRice1988 » 04 Jul 2012, 03:51

the holographic units don't make sense...they aren't radar blips, and aren't priority attack...for instance, if there is a holographic intercepter and a real intercepter, your units will attack the real intercepter first...it would be way better if the uef frigate and sparky's holographic units ALSO had radar blips moving around


also, the cybran t3 gunship still has the old version of radar jam
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Re: new sparky/frigate radar jam

Postby Ze_PilOt » 04 Jul 2012, 08:31

The balance mod was in test for 2 months now.
It won't be reverted.

You are not right, but you probably didn't test it enough. I've got several replays where I'm using the sparky to build PD in range of other PD : They fire on the holo units instead of the sparky or the pd.

It's not because it's not perfect with the new system that the old one was better. Also, the new one can be enhanced, not the old one.
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Re: new sparky/frigate radar jam

Postby NubFriedRice1988 » 04 Jul 2012, 08:43

you could just target the sparky with the turret...the pd does shoot at the holographic units, but they don't show up on the radar...so you basically know that it's shooting at units that don't exist
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Re: new sparky/frigate radar jam

Postby Ze_PilOt » 04 Jul 2012, 08:56

Yes.

But again, the argument in the balance forum was that it requires brain time to defeat the holo system messing with the AI.
Brain time is a more valuable ressource than anything in this game.
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Re: new sparky/frigate radar jam

Postby Ze_PilOt » 04 Jul 2012, 09:03

To be more precise :

The old system was messing with the radar, but in a very dumb way. From my test, you need less than 3 seconds to detect a jamming pattern with 100% accuracy, and once scouted, it doesn't do anything.
In resume : plain useless.

the new one doesn't mess with radar (it was annoying) nor a visual user detection, but with the AI. So, even it's easy to detect, you need still need some time to give specific orders to your units to defeat it, and every time they are in range of something.
So, more usefull (and potentially OP).
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Re: new sparky/frigate radar jam

Postby Iszh » 04 Jul 2012, 09:21

jamming should be a very light version of stealth and SHOULD be not so good like stealth. it worked in all existing versions so far attracting shots before scouting and was fine. i will be neutral to the new system since i ve never seen in in action so far but it sounds interesting.
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Re: new sparky/frigate radar jam

Postby NubFriedRice1988 » 04 Jul 2012, 14:03

good point zep...it's continuous too, rather than disappear completely once a visual is establish
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Re: new sparky/frigate radar jam

Postby Cerberus » 06 Jul 2012, 00:53

To be honest, and blunt. I think the new system is much worse then the old one. Maybe I cant wrap my head around it, maybe I don't like change. I thought the first system was fine just how it was. and just because you spend 'x' amount of time making something, doesn't mean you should include it, even if it is worse, for the sake of having spend 'x' amount of time making it. All the changes up to this point have been balancing the game, and not changing it or adding new things, this is something that was not in, or planned to be in the original game. This is the only thing that i disagree with, out of the entirety of this amazing experience. I'm just wondering if anyone else shares my view.
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Re: new sparky/frigate radar jam

Postby Ze_PilOt » 06 Jul 2012, 08:09

Can you explain what is it worst ? I've explained why it is better in my opinion.
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Re: new sparky/frigate radar jam

Postby Iszh » 06 Jul 2012, 09:04

the old system was fine because it was attracting shots on radar and once enemy was in vision area they disappeared thats what we call worse than stealth. the new system eats all the time cooldowns of weapons turret turn speeds and is still aktive in vision area. means it is better than stealth. uef has shields, they should not have something better than stealth!
cybran = no shields but stealth
UEf = medium shields and light radar disturbing facility which stops when in vision radius can be countered easy
aeon = strong shields no reconnaissance disturbing at all
sera = monster shields same like aeon

you see even stealth which should be much better can be countered by a t1 scout plane. this great new uef thing you cannot counter with a t1 plane you cannot counter it at all. i would call it even imba dispite the fact that this effekt itself is maybe not deciding a game.
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