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regabond
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Posted: 21 Mar, 2009
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Joined: 19 Mar, 2007 Posts: 2453
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I noticed that happened with my UEF ACU once, but I had the shields on. It kept trying to activate the shields, then shutdown right before they finished. I fixed this by just turning the shields off then on again
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Exavier Macbeth
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Posted: 24 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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mocafrost brought up a point to me in GPGnet which I am posting here cause he dropped while i was looking it up.
The Cybran Microwave Laser is currently still coded the same way it was before with the exception of the damage values. What this means is that its choosing its own targets based on its own target priorities which will sometimes cause it not to fire properly due to picking targets behind it where the beam can't reach whe nthe main gun is shooting at something else.
Technically this same problem would effect all the ACU weapons but on the other weapons I set them to "Prefer Primary Target" which I guess i forgot to change on the cybrans. Basically this makes the weapon follow the same targets as the main gun and thus makes sure the target is always within firing arc when the torso rotates to bring the main gun to bear.
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mocafrost
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Posted: 24 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 1392 Location: on the move
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Exavier Macbeth wrote: mocafrost brought up a point to me in GPGnet which I am posting here cause he dropped while i was looking it up.
The Cybran Microwave Laser is currently still coded the same way it was before with the exception of the damage values. What this means is that its choosing its own targets based on its own target priorities which will sometimes cause it not to fire properly due to picking targets behind it where the beam can't reach whe nthe main gun is shooting at something else.
Technically this same problem would effect all the ACU weapons but on the other weapons I set them to "Prefer Primary Target" which I guess i forgot to change on the cybrans. Basically this makes the weapon follow the same targets as the main gun and thus makes sure the target is always within firing arc when the torso rotates to bring the main gun to bear.
Thought you didn't see it. My gpgnet was acting funny and crashed. Thanks for the explanation.
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Exavier Macbeth
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Posted: 24 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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@regabond: BTW I checked the Anti-Teleport system. Your gona have to define what you consider "right next to" because its working fine on my end. Though keep in mind that the anti-teleport range is only 20 which is still reletivly small.
Not much bigger than a T1 Tanks gun range to be honest.
@mocafrost: np I figured it was something like that.
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mocafrost
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Posted: 24 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 1392 Location: on the move
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How is regen affected by upgrades other than the specific armor and shielding upgrades?
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Exavier Macbeth
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Posted: 24 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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mocafrost wrote: How is regen affected by upgrades other than the specific armor and shielding upgrades?
What do you mean how is regen effected?
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mocafrost
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Posted: 24 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 1392 Location: on the move
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Exavier Macbeth wrote: mocafrost wrote: How is regen affected by upgrades other than the specific armor and shielding upgrades? What do you mean how is regen effected?
Are any of the other upgrades supposed to change the regen rate of your ACUs? I'm just curious.
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Exavier Macbeth
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Posted: 24 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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mocafrost wrote: Exavier Macbeth wrote: mocafrost wrote: How is regen affected by upgrades other than the specific armor and shielding upgrades? What do you mean how is regen effected? Are any of the other upgrades supposed to change the regen rate of your ACUs? I'm just curious.
Ahh the only upgrades that have a direct effect on regen are:
-Cybran Tier 2 & Tier 3 Armor
-Aeon & UEF Tier 2 & Tier 3 Shields (shield regen only)
-Serephim Tier 1 Combat Engineering
-All Tier 3 Engineering Suites
The Tier 3 engineering suites was by design the original planned placment for the nano-repair upgrad'es boost. The Cybran's armor regens came from the fact that they didn't get shields but rather armor plating and higher regen than the others. And the serephim's combat engineering was compensation for removing the commander from being effected by the Area Regen field (which originally gave it 55/s regen).
Of coarse you still get regen buffs by default from the vet buffs however those are kinda pitiful compared to what I give the ACU 
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mocafrost
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Posted: 24 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 1392 Location: on the move
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Cool. Thanks.
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mocafrost
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Posted: 25 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 1392 Location: on the move
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Just tested the observation that made me ask that question. It is behaving a little strangely. It's the up and down that I noticed before. Figured it wasn't intentional. I just now happened to notice that the tool tip did mention regen for one of the engineering upgrades.
UEF ACU
spawn regen 10/s
combat engineering lvl 1 +30/s
combat engineering lvl 2 +25/s
combat engineering lvl 3 +30/s (tool tip mentions health regen boost)
advanced engineering lvl 1 +30/s
advanced engineering lvl 2 +25/s
advanced engineering lvl 3 +30/s
One other thing I had been wondering about. The range upgrade on all commander guns (vanilla FA) also increases the overcharge range. Are you keeping the overcharge range shorter so the seraphim are unique in their range and damage increases (faction diversity)? I think commander's revenge chose to have the range remain short. I personally prefer the boost. It would be especially nice with the cybran speed upgrade.
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Exavier Macbeth
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Posted: 25 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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@mocafrost: Hmm I think ym regen buffs are broken. Cause those values are way off. Technically i think the Tier 3 engineering is set for +150/s regen just by itself. I guess I will have to take another look at this and rig the code the hard way. I hate doing things the hard way
As for the Overcharge. Technically its just a matter of code. The serephim have OC as one of their racial traits simply because its on their SCU lol. As such theirs was boosted with 3 damage boosts and 2 range boosts. The rest where untouched simply out of a combination of laziness & not seeing a need for it.
Your average OC does roughly 2000 damage at the cost of 3000 energy.
Your average Tier 1 heavy hitting weapon does about 1500-2000 damage every 4 seconds with no energy costs. At Tier 2 that doubles to 3000-4000 and then at Tier 3 it doubles again for a wopping 6000-8000 damage per impact with no energy cost. Stream weapons follow about the same path but their damage tends to be less per 4 second burst but then they have less overkill.
With the ACU already able to throw around that kinda damage I didn't see the point for any extra OC Damage boosts. As for range all the Tier 1 new weapons (Microwave Laser the exception) have a range thats actually greater than what the OC's buffed range is anyway. I just didn't feel that it was really needed at that point in the game
Now as with everythign I mod if enough ppl want it back and can justify it (as it is alot of code to make sure the buff stays around no matter how many times you switch upgrades) I would be willing to go back and re-add it.
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regabond
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Posted: 25 Mar, 2009
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Joined: 19 Mar, 2007 Posts: 2453
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Although I like the old OC ranges, I think it might end up making the ACUs too powerful. It might be nice if everyone got their normal OC boost from the lesser gun upgrade, though I'm not sure if it's already like this.
By right next to, I mean the Cybran ACU could of punched the UEF ACU in the face, lol. I'll try to mess around with it more, maybe we just had a combination of upgrades that disabled it.
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mocafrost
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Posted: 25 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 1392 Location: on the move
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Nevermind about the regen. A UI mod I have installed is showing inaccurate regen rates. I just tested your ACU vs point defenses with known dps. The 3rd engineering upgrade gave the right boost.
The overcharge isn't a big deal to me. It's just a nice to have. It may be better as is to balance the damage potential of your ACU's by making early game a little more challenging.
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Exavier Macbeth
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Posted: 25 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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@regabond: What other mods where running? Cause its working fine on my end lol.
@mocafrost: lol you had me worried there. redoing those regen buffs woulda been a heck of alot of work.
I may look into rebalancing damage but for the most part I think its fine. Granted I probobly should go in there and re-adjust the damage scales considering how quickly I have see the ACU with a Tier 1 weapon mow through T1 & T2 tanks lol.
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Anubis572
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Posted: 25 Mar, 2009
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Joined: 05 Aug, 2008 Posts: 522 Location: I'm not really here. This is all just a figment of your imagination.
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I had a quick question. Would it be possible to have Anti-Air as a dedicated upgrade option on the torso? Like T1 would be gun based, T2: Flak, T3: Missile.
T4 could be an airborn version of a Tac missile that does 3k in damage per shot and fires automatically but each missile must be built. IE it could only store 1.
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Last edited by Anubis572 on 25 Mar, 2009, edited 1 time in total.
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Exavier Macbeth
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Posted: 25 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Anubis572 wrote: I had a quick question. Would it be possible to have Anti-Air as a dedicated upgrade option on the torso? Like T1 would be gun based, T2: Flak, T3: Missile.
So basically another tree build around the concept of nothing but anti-air weaponry? Its not impossible to do but I am curious what situations would need that kinda AA firepower that would make you want more of it over say the other defensive or offensive packs avalible.
After all everything has a tradeoff.
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Anubis572
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Posted: 25 Mar, 2009
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Joined: 05 Aug, 2008 Posts: 522 Location: I'm not really here. This is all just a figment of your imagination.
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Exavier Macbeth wrote: Anubis572 wrote: I had a quick question. Would it be possible to have Anti-Air as a dedicated upgrade option on the torso? Like T1 would be gun based, T2: Flak, T3: Missile. So basically another tree build around the concept of nothing but anti-air weaponry? Its not impossible to do but I am curious what situations would need that kinda AA firepower that would make you want more of it over say the other defensive or offensive packs avalible. After all everything has a tradeoff.
Well it would be just the torso. I've seen a lot of fights where the ACU dies to a horde of bombers or gunships. This upgrade would be helpful if you ACU spends a lot of time in the water as you could use the upgrade to get rid of those pesky torpedo bombers. Granted you would have to come out of the water a little bit to use them.
Transport drops would also be impossible around an ACU with this upgrade. Forcing the player to drop his units elsewhere and succoming to ground forces.
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Exavier Macbeth
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Posted: 25 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Ahh so what your after is a 4th upgrade slot that stacks with the other upgrade options? Because right now the only upgrade slots are Left Arm, Right Arm, and Backpack.
I actually don't have any intention atm of making a 4th upgrade slot simply because to do so requires modding not only the unit but all the control & UI scripts so it shows up correctly. And I think i am weakest when it comes to UI editing as i never really look at it.
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Anubis572
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Posted: 25 Mar, 2009
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Joined: 05 Aug, 2008 Posts: 522 Location: I'm not really here. This is all just a figment of your imagination.
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Exavier Macbeth wrote: Ahh so what your after is a 4th upgrade slot that stacks with the other upgrade options? Because right now the only upgrade slots are Left Arm, Right Arm, and Backpack.
I actually don't have any intention atm of making a 4th upgrade slot simply because to do so requires modding not only the unit but all the control & UI scripts so it shows up correctly. And I think i am weakest when it comes to UI editing as i never really look at it.
This would be an additional option to the backpack. I'm not suggesting a 4th upgrade slot, just another option for the backpack. Sorry, I should have been clearer. Everyone refers the 'backpack' as something else at times. 
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Exavier Macbeth
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Posted: 25 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Anubis572 wrote: Exavier Macbeth wrote: Ahh so what your after is a 4th upgrade slot that stacks with the other upgrade options? Because right now the only upgrade slots are Left Arm, Right Arm, and Backpack.
I actually don't have any intention atm of making a 4th upgrade slot simply because to do so requires modding not only the unit but all the control & UI scripts so it shows up correctly. And I think i am weakest when it comes to UI editing as i never really look at it. This would be an additional option to the backpack. I'm not suggesting a 4th upgrade slot, just another option for the backpack. Sorry, I should have been clearer. Everyone refers the 'backpack' as something else at times. 
Ahh ok. Well see the reason I never had a purely AA pack was because its not as useful as you would think. Most of the time if anyone hits you with a "horde" of bombers or gunships its usually enough to overwhelm any nearby static AA as well. meaning an extra gun or missile short of an airborne tactical nuke wouldn't be of much help.
The other thing is with strat bombers and such they tend to drop their payload long before the first SAMs or Flak are in the air. At which point knocking the plane down just prevents it from making another run. The bomb is already on its way. This means to be more effective you would need AA with a much larger range & much higher velocity to catch the bomber before it dropped.
As for dealing with them when your in the water. Well I do know that AA and SAMs can be built on water and if you kept your ACU up to date by the time large amount of bombers/gunships are a threat your ACU can probobly power build those structures 
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Anubis572
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Posted: 25 Mar, 2009
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Joined: 05 Aug, 2008 Posts: 522 Location: I'm not really here. This is all just a figment of your imagination.
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Exavier Macbeth wrote: Anubis572 wrote: Exavier Macbeth wrote: Ahh so what your after is a 4th upgrade slot that stacks with the other upgrade options? Because right now the only upgrade slots are Left Arm, Right Arm, and Backpack.
I actually don't have any intention atm of making a 4th upgrade slot simply because to do so requires modding not only the unit but all the control & UI scripts so it shows up correctly. And I think i am weakest when it comes to UI editing as i never really look at it. This would be an additional option to the backpack. I'm not suggesting a 4th upgrade slot, just another option for the backpack. Sorry, I should have been clearer. Everyone refers the 'backpack' as something else at times.  Ahh ok. Well see the reason I never had a purely AA pack was because its not as useful as you would think. Most of the time if anyone hits you with a "horde" of bombers or gunships its usually enough to overwhelm any nearby static AA as well. meaning an extra gun or missile short of an airborne tactical nuke wouldn't be of much help. The other thing is with strat bombers and such they tend to drop their payload long before the first SAMs or Flak are in the air. At which point knocking the plane down just prevents it from making another run. The bomb is already on its way. This means to be more effective you would need AA with a much larger range & much higher velocity to catch the bomber before it dropped. As for dealing with them when your in the water. Well I do know that AA and SAMs can be built on water and if you kept your ACU up to date by the time large amount of bombers/gunships are a threat your ACU can probobly power build those structures 
Ahh, Touche.
I liked the idea of an airborn tactical nuke though. My tac missile idea was not unlike one just without the 'nuke' part. A large AOE missile that had to be manually built but automatically or manually fired and very long range that can take out a group of aircraft.
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Exavier Macbeth
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Posted: 25 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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hehe its just one of those things that isn't tactically sound in the grand scheme of things. Which is why i kept the AA features limited to support on other backpack trees.
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Anubis572
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Posted: 25 Mar, 2009
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Joined: 05 Aug, 2008 Posts: 522 Location: I'm not really here. This is all just a figment of your imagination.
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Exavier Macbeth wrote: hehe its just one of those things that isn't tactically sound in the grand scheme of things. Which is why i kept the AA features limited to support on other backpack trees.
Oh, well.
Was the UEF ACU supposed to have only 1 anti-air gun? It just seemed a little odd. Still cool, but odd.
_________________ i7 980X, 3 EVGA GTX-480's Superclocked, 12Gb Crucial Ballistix Tracer, 4 1Tb 7200RPM Western Digital RE3's in RAID 10, 2 OCZ Vertex Limited Edition SSD's 50Gb in RAID 0, 1500W Siverstone Strider, Corsair 800D, X-Fi Forte 7.1, Windows 7 Ultimate 64-bit.
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Exavier Macbeth
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Posted: 25 Mar, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Anubis572 wrote: Exavier Macbeth wrote: hehe its just one of those things that isn't tactically sound in the grand scheme of things. Which is why i kept the AA features limited to support on other backpack trees. Oh, well. Was the UEF ACU supposed to have only 1 anti-air gun? It just seemed a little odd. Still cool, but odd.
Depends on the pack. You can get 1 from the Shield Tree or you can get 2 out of the intel tree.
granted the UEF's AA are really only useful aginst gunships as they can't hit fast movers. which is also why they are the only ACU AA that i added that can also target tanks 
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Anubis572
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Posted: 25 Mar, 2009
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Joined: 05 Aug, 2008 Posts: 522 Location: I'm not really here. This is all just a figment of your imagination.
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Ah that explains it. Thanks.
Tanks huh? 
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