The testing will start soon, and here are the focusing points :
- Making steath behavior better.
This will be done by introducing a grace period that will depend of the speed of the unit. So losing intel for a fraction of second (up to some seconds) won't make your order disappears. Only a more permanent loss of intel will.
There will MAYBE 3 additional UI mods that you can enable or not depending on your taste. These UI mod will either :
- Move the unit toward last known position
- Move the unit toward a computed interception point.
- Make your unit ground-attack the last known position.
If it's not enough, some others ideas will be tried.
- Shields.
Shields are too strong. Some ideas will be tested to reduce their efficiency. The main goal is to not change the cost or the HP stats of the units, but :
- Make them unable to recharge until depleted OR make them unable to recharge under attack (for some seconds).
- Increase the recharge time.
- make the shield consume more energy when recharging.
These are not cumulative. The final result could be a combination or these solution, or a single one.
Either way, the result will be implemented in a way that make it easy to disable by unit (an additional BP value probably).
The absolver may receive a slight range boost too (enough to be able to fire outside a ravager range).
- T3 Land.
- A slight reduction of build time will be tested.
- SCU.
THE big change. The first test will be based of Pip work (viewtopic.php?f=36&t=1389&start=40#p17765).
- ACU.
A veterancy change was tested and approve, but didn't make it in the final patch by mistake. They will be re-introduced and tested.
It's making the ACU veterancy exponential, like almost everything in the game. (won't change a lot for first two levels).
- Graphics.
The shaders from karottenRambo will be tested.
I think that's already a big amount of things to do. While pip tests are very valuable, we need to make smaller steps for testing them.