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ppipp
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Posted: 29 Jun, 2008
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Joined: 17 Jun, 2007 Posts: 1187
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I see your points, but :
- in FA, Cruisers all have ground attacking capabilities except the Aeon one. It's not just secondary attack, it's one of two main attacks.
If you should compare the Bouncer to a unit, it should be with the Skyslammer. But actual tests would be required to decide if 60 DPS is too high or not, if you absolutely want to keep this value.
- The tracking laser is somehow nice, but it's the same fx as real lasers doing real damages for the 2 other Cybran weapons, so it's misleading, and that's why I don't like it much.
- about the Lightning tank : believe me, it's currently tremendously overpowered because it offers a true and not that expensive multipurpose unit. The price is not high enough for what it can achieve overall, IMHO.
For the capacities of the Lightning tank it should be roughly : 800 mass (T3 mobile AA) + 370 mass (Ilshavoh price) + 100 mass (long range ground damage that no other Seraphim unit has except MML and Sniper bot) = around 1270 mass.
You can argue a bit, because it doesn't have 4000 HP, but on another hand, it's extremely easy to use efficiently (absolutely no micro required thanks to long range, multipurpose weapon):the only drawback of the thing is HP, which can be erased by the excellent t3 mobile shields especially with the 35 range.
I understand your idea with this unit, but at least two things need to be tuned down for the current price: DPS to 80 (if you want something like a good t2 weapon DPS, but it has to be significantly less than Ilshavoh DPS) and range tuned down to something less than the Ilshavoh (or equal), because otherwise, this makes this unit just obsolete (whereas it's something like a t3 bot available at t2).
The price you fixed would then be good, because the 80 DPS weapon wouldn't be like the Bouncer (i.e. mostly useful against static targets), but a real ground weapon comparable with a Wagner weapon put into one.
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Kirvesnaama
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Posted: 29 Jun, 2008
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Joined: 17 Mar, 2007 Posts: 560 Location: Finland
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I admit you're not the first one to point out that the tracking laser looking the same as a weapons laser is a bit silly, though no beam weapon fires only one beam (I'm not going to say one bead of rice falling makes no sound, but I thought I'd brush it off as insignificant). The Bouncer was my first unit and now having a bit more experience in effects and emitters I might just as well see if I can alter it's looks to suit better.
About the secondary missile weapon, if you don't feel like running tests yourself and see the effects and come up with numbers, you could at least phrase some guidelines you think the ground weapon should follow (i.e. how long it takes for a small group of them to bring down a T2 shield). It being horrendously inaccurate and negating the use of the primary AA function when used I feel reluctant to make it piss-poor to use either...
As for the Uyanah, you may very well be right about them being too good, even though I have not received reports of them pwning in actual situations. They should not however be more efficient as ground combat units as Ilshavohs, and bringing down the dps (even if it was the same as the Bouncer ground gun, it would be majorly better as it can actually hit a barn) and make the range the same as the Illie and Othuum (26 maybe to account for them usually being behind the ranks in formation, though that might be a bit messed up as the thing might be considered direct fire by the formations...) are well justified.
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Kirvesnaama's T3 Mobile AA
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ppipp
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Posted: 29 Jun, 2008
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Joined: 17 Jun, 2007 Posts: 1187
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Ok, glad you see my points. I'll further test the Bouncer ground weapon, because I mostly tested it against bases, and it worked pretty well. I'll keep you posted if changes are really required or not (my model will be the Skyslammer's ground weapon efficiency). But as for Faction fidelity, this feature is great.
If you can make the tracking beam significantly different from the Cerberus / Rhino laser, that would be great indeed!
As for the Lightning tank, I'm glad you understand. It's an awesome unit design, so it would be bad to make it overpowered.
Once everything seems finely balanced, we'll suggest this mod to be an almost must-have addon for the Community Balance patch (and probably will include it in the zip file, if you don't mind).
EDIT: The Bouncer ground weapon is just fine against moving targets. It is indeed only really efficient against shield, don't change anything.
Last edited by ppipp on 29 Jun, 2008, edited 1 time in total.
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C.Lupus
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Posted: 29 Jun, 2008
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Joined: 27 Jul, 2007 Posts: 6964 Location: Where the cats are long and the coffee is solar
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Kirvesnaama wrote: I admit you're not the first one to point out that the tracking laser looking the same as a weapons laser is a bit silly, though no beam weapon fires only one beam (I'm not going to say one bead of rice falling makes no sound, but I thought I'd brush it off as insignificant). The Bouncer was my first unit and now having a bit more experience in effects and emitters I might just as well see if I can alter it's looks to suit better. oh
someone made me an old green tracking laser effect. I think it was chirmaya- ask if you can use it
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Lt_hawkeye
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Posted: 29 Jun, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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its not very hard to change the color of the lasor at all, i can do it if you want.
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Kirvesnaama
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Posted: 29 Jun, 2008
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Joined: 17 Mar, 2007 Posts: 560 Location: Finland
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It's not the color I'm worried about, besides, green light effects belong to the Aeon if you ask me. I'd rather attempt to slim the beam a bit, and reduce the pulsing bursts that seem like they would pack a punch, get it a bit more constant pointer beam.
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Kirvesnaama's T3 Mobile AA
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brute51
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Posted: 29 Jun, 2008
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Joined: 08 May, 2008 Posts: 821
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About the Uyanak, a range decrease would do it I think, reduce it to about 50 or 60%. Or (a crazy idea), give it a high FiringRandomness and minor AOE damage against ground units. It'll be less effective and its attacks look more like the energy creature that comes out of the Seraphim Assault Bot Experimental when it dies.
And yes, I think a solid laser for the Cybran one would be better / best.
If you want I can try my hand on that deploy functionality for the Aeon unit. I'm pretty sure it can be done...
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Lt_hawkeye
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Posted: 29 Jun, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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Deploy function for the Aeon one? what for? so it can become like a sort of stationary SAM? hmm, that may be useful at times. as for it being possible, it is, i've done it already for my Avenger tank hunter.
also, if you wanna make the beam a constant one, then all you need to do is get rid of one of the emitter files, it uses 2 correct? just get rid of the one that is the "pulse"
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PheonixIV
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Posted: 29 Jun, 2008
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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Kirvesnaama
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Posted: 30 Jun, 2008
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Joined: 17 Mar, 2007 Posts: 560 Location: Finland
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Heh, Phoenix, you don't think I already looked for those? I tried to track the build effects but couldn't find the actual effects, at least such that would be beam characteristics. I didn't bother to look harder then as I had the other stuff to work on too. Plus that guide dissipates guite fast doesn't it... it would have to be a lot longer to actually be visible that much.
As for the Aeon deploying, if you want you can try to set it up and see how it works out, you can PM me on anything regarding that kind of stuff. I'm not sure what the actual benefits of the deployment would be, as the unit already unpacks soon enough to launch the missile in time. Though if you can think of some nice way to do it that actually does more than just restricts it from moving, then let's see...
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Kirvesnaama's T3 Mobile AA
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PheonixIV
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Posted: 30 Jun, 2008
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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Kirvesnaama
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Posted: 30 Jun, 2008
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Joined: 17 Mar, 2007 Posts: 560 Location: Finland
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New version uploaded, and this version should also be included in the pack of the upcoming community balance mod too.
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Kirvesnaama's T3 Mobile AA
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Soul
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Posted: 30 Jun, 2008
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Joined: 07 Apr, 2007 Posts: 1968
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Good changes overall in 3.3, i suggest increasing damage on the sera T3 AA again (anti land mode) and lowering its range to less than 25(T3 tank range - it should not exceed this imo)Also, short range, high damage lightnings are just cooler^_^. That way, Sera t2 transports filled with multipurpose units could give your enemy quite the headache.
Thank you for your efforts and keep up the good work!
€:Also:UEF T3 mobile AA is better when firing in bursts. 
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Mooilo
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Posted: 04 Jul, 2008
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Joined: 08 Jul, 2007 Posts: 5394
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I'd like to just point out a minor little nitpick in the unit description- you use "its" and "it's" wrong a lot.
Its- What is has/owns. Example: Its guns fired at the enemy.
It's- A shortened form of it is. Example: It's coming our way, sir!
You only use "it's" in the descriptions, and it bugs me. That is all. 
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Kirvesnaama
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Posted: 05 Jul, 2008
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Joined: 17 Mar, 2007 Posts: 560 Location: Finland
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Lol, really should proof-read stuff more often. Little things like that seem to slip in there easily. Too bad I don't suppose I will release a new version just for that  .
As for Soul, I don't believe the Uyanah should have a clearly shorter range than its peers just because they would feel bad and go sulk if he gets longer range  . I thought leaving slightly longer range than the Othuum would be justified by the lighting tanks being second row+ in formations so the engage with enemies would happen at the same time. Theoretically the Uyanah 'could' kite an Othuum, but just try to get it to full speed moving away before the siege tank closes the distance... It's not better than a Ilshavoh in any way but might just be useful more often, and worth paying a bit extra. Having a super short range could mean you'd have to charge your AA at the enemy from the safety of your formations...
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Kirvesnaama's T3 Mobile AA
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Kirvesnaama
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Posted: 20 Jul, 2008
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Joined: 17 Mar, 2007 Posts: 560 Location: Finland
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Ok made a new version now that I got another bug to sort out. Fixed the descriptions just for you Mooilo, have fun!
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Kirvesnaama's T3 Mobile AA
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Dragon Fly
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Posted: 21 Jul, 2008
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Joined: 21 Feb, 2007 Posts: 559
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Hi Kirvesnaama,
I have your newest version, I played with it in game. But I found a problem, I don't know what it is though. When I tried to play the first game, all I did is gave the Commander a land factory to build, next thing FA froze and the land factory was still at the start of building.
So I reset my computer and tried again. The second game went to T2, I am not sure if the AI went to T3, last time I checked it was T2, but this time for a reason unknown to me, my computer reset it self during the game. It had never done that before and it is close to 2 yrs old.
After this, I decided, I will take away the newest addition to the game, which was your mod, and haven't had a problem at all. And I am almost finished the third game. I had no problems with your preveious versions, till I got 3.4.
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Kirvesnaama
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Posted: 21 Jul, 2008
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Joined: 17 Mar, 2007 Posts: 560 Location: Finland
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That sounds strange Dragon Fly. I can't see such action in my tests and full games with the new version... plus nothing in the changes should be able to cause such, that sounds like a comp overheating thing. I'm afraid that without additional info or sightings there's nothing I can do, or even be sure it's this mod version that causes it...
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Kirvesnaama's T3 Mobile AA
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Z32
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Posted: 21 Jul, 2008
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Joined: 26 May, 2008 Posts: 10101 Location: somewhere around nothing
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the Uyanah seems to attamept to lead targets, and in doing so misses consitantly vs T3 air with its zap, is this a known problem?
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