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 PostPosted: 29 May, 2010 
 
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Sounds fair, and I know about the anti-tele but I haven't really gotten into the habit of building them. Also, do energy and AOE do full damage while the unit is phased or can you link to the phased tele mod thread/readme? I'm fine with either moving makes the buff go away or the unit can't move during the cool-down. This seems fairly balanced, it is supposed to be a harassment bot not an uber base attack bot.

If AOE still does full damage and they still end up stacking on tele exit wouldn't they still get raped by an AOE energy weapon like oblivion cannons?


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 PostPosted: 29 May, 2010 
 
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@the86th: Because 2 seconds is a little too short imo :)

@Raukk: There isn't a thread for teleport phasing because its a modification of the existing BO:U & BO:ACU teleport scripts. That and I just finished coding it yesterday... and started coding it yesterday :P

As for damaging the unit will still take full damage from Beams & AoEs... The oblivion cannon (dispite effects) is still classified as a projectile as are pretty much all AoE weapons. This means that those projectiles are likely to pass through the unit, retain theif velocity, and hopfully impact far enough away to not catch the teleporting unit in its AoE.

Technically the units do somewhat unstack themselves after a mass teleport. This is the game engine applying the unit space/bouncing mechanics to space them out a little. The reason the phasing works is because for the first second (10 game ticks) the unit ignores 100% incomming projectiles which gives the game engine time to decide it needs to push the units around a bit. When the units are moved automatically like this it does not break the cooldown buff... But it does lead to a higher survival rate :)


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 PostPosted: 29 May, 2010 
 

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What he's saying is that if lambda redirects it, it will fly through the teleporting unit. But, some things like artillery and tac missiles will fly right through the unit on their way down and will hit the ground causing splash that then affects the unit. Things like Seraphim t2 (and t3?) and Cybran t2 and t3 PD, masers, Colossus and Czar beams, etc. won't be affected by the phasing at all.

Oh and it's good to see you finally made an account of your own ;)

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 PostPosted: 29 May, 2010 
 
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Lol yes missiles & artillary will still cause the teleporters problems but if you think about it the arc on them causes their flight time to be longer then other projectiles. Chances are its gona take longer that 4sec to align & fire one of those unless you teleport right into an already firing battery :P


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 PostPosted: 29 May, 2010 
 

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Yeah that's a good point. So will Sera t3 pd be stopped by phasing? I'd expect the lightning bolts to be treated as beam weapons, but I really don't know.

In any case teleport blockers are VERY affordable now, and even available at t2, so there will be few situations where the friendly fire aspect of phasing will be a real problem.

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 PostPosted: 29 May, 2010 
 
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I believe that hawk's sera T3 PD uses beam weapons. So Cybran & Seraphim have the best defences for dealing with phasing units. UEF better build alot of AT fields because most of their weapon shots have some from of unfrendly splash :P


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 PostPosted: 29 May, 2010 
 
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kinda awesome how it all works out right?

also, mike...msn...NAOW

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 PostPosted: 30 May, 2010 
 

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I have another request... that all experimentals in SpecWep require the t4 engineering upgrade until the mod is complete, then it can all be reevaluated and some shuffled onto the t3 suite. This has the advantage of not trying to balance an unfinished mod (which I understand is the purpose of simply putting all of them on the t3 suite), but it also ensures that more generic units (like the Fatboy) don't get completely passed over in favor of much nicer toys (like the D-tank).

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 PostPosted: 30 May, 2010 
 
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Actually this has been brought up before and it was decided during planning of the units stats that they are essentually T3 Experimentals. The star Gen (when balanced properly) is nothing more than an overly volitile compressed mass/energy matrix. Once I get its output values reduced if i made it require T4 engineering then it would probobly never get built. The Disruptor is designed to be on par with a ML (though I know it toasts MLs) but it is a glass cannon. If it gets in range of anything its gona eat them alive but they are extremely easy to kill and quick to build.

Personally I think its more competition between whether to build a Goliath or a Disruptor rather than a Fatboy. The Fatboy is a long range bombard platform which makes it rather difficult to deal with if you don't have any TMLs handy :P


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 PostPosted: 30 May, 2010 
 

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:?: I have to disagree. Even if adjacency for SGs were removed, I would seriously consider upgrading to t4 just so i could build about three of them. They're an incredibly good investment in that they pay for themselves in something like 3 minutes (once they're done building, of course). It's true that Fatboys do have a number of advantages over D-tanks, but Fatboys can't rape an entire surface fleet, and as you said they pwn Monkeylords. Also, its shield, small size, maneuverability, and ability to quickly do a LOT of damage to a few large high value targets makes it an incredibly useful hit-and-run unit.

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 PostPosted: 30 May, 2010 
 

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I actually posted this in the Unleashed thread. Then I realized that the UEF T4 Stellar Generator is a SpecWep structure. So, I am reposting it here. Sorry for posting this report in the wrong thread:

UEF T4 Stellar Generator - awesome star effect in the containment rings. However, what does the shield does? One can turn it on and off and nothing happens. Does the shield consume energy? Being inside the structure, does it protect it?

Perhaps it could be made so that, when turned off, it produces more resoursces but it gradually self-destructs due to the containment shield not being turned on? So in effect, if you are in an economic pinch, you could turn it off and it will generate more resources, but you have to watch out or it will eventually go boom.

Also, it doesn't seem to have any graphical connections to adjeacent structures that takes in resources, though said structures' consumption needs are markedly reduced for being adjecent to Stellar Generator.

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 PostPosted: 30 May, 2010 
 

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Exavier Macbeth wrote:
I believe that hawk's sera T3 PD uses beam weapons. So Cybran & Seraphim have the best defences for dealing with phasing units. UEF better build alot of AT fields because most of their weapon shots have some from of unfrendly splash :P


Hell yes. Ever had the inside of your base blasted to smithereens due to front base artillery aiming back at some enemy T1 engineers who managed to convert a few T1 generators inside your base?

Stupid idiots.

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 PostPosted: 30 May, 2010 
 
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lol streaks I had someone back in vanilla use the original Faithbreakers one at a time to slowly cause my battary (roughly 20) T2 artillary stations to rotate around and open up on my mass/power matrix. Was kinda funny :P

As for the star gen the adjacency thing has been covered and will be tweaked next version. The shield however does have a function. It protects the core of the generator (the star itself).

If the shield is taken out and then an AoE shell goes off aginst the building (Artillary, Bomber, ect) the core has 1 Health and will detonate doing 2k damage to everything around the generator, Temporarily shuts down the generator (Production & Ring Movment), then the generator had to restart if its still alive and the shield comes back up. I need to make a few tweaks to the timing but that being said you can cause alot of damage to an enemy base using bombers (even T1) to make suicide runs aginst a generator... especially if they have multiple as they can chain react badly.

I lost half my base in a game i was playing yesterday because an enemy SR fell on & detonated one of the stars... I have 8 generators right next to eachother :P


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 PostPosted: 01 Jun, 2010 
 

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Exavier Macbeth wrote:
lol streaks I had someone back in vanilla use the original Faithbreakers one at a time to slowly cause my battary (roughly 20) T2 artillary stations to rotate around and open up on my mass/power matrix. Was kinda funny :P

As for the star gen the adjacency thing has been covered and will be tweaked next version. The shield however does have a function. It protects the core of the generator (the star itself).

If the shield is taken out and then an AoE shell goes off aginst the building (Artillary, Bomber, ect) the core has 1 Health and will detonate doing 2k damage to everything around the generator, Temporarily shuts down the generator (Production & Ring Movment), then the generator had to restart if its still alive and the shield comes back up. I need to make a few tweaks to the timing but that being said you can cause alot of damage to an enemy base using bombers (even T1) to make suicide runs aginst a generator... especially if they have multiple as they can chain react badly.

I lost half my base in a game i was playing yesterday because an enemy SR fell on & detonated one of the stars... I have 8 generators right next to eachother :P



Amazing! Such attention to details.

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 PostPosted: 01 Jun, 2010 
 
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Hey Ex, I "finished" that Sera Mdel we had talked about just recently, But I'm not sure if I need to set up certain parts for the Lambda on my end or if its something you handle. Also Email me about any other ideas you had.

Mike

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 PostPosted: 01 Jun, 2010 
 
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OrangeKnight wrote:
Hey Ex, I "finished" that Sera Mdel we had talked about just recently, But I'm not sure if I need to set up certain parts for the Lambda on my end or if its something you handle. Also Email me about any other ideas you had.

Mike

From a code aspect there isn't anything else needed beyond the model. I am gona just mount the control unit onto the thing as we do with other lambda units. I'll know more once i see it and start coding on it.

Hows my other item comming? :P


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 PostPosted: 01 Jun, 2010 
 
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So that mean I don't need to worry about the little things that orbit it? I just need a bone/helper to attach that stuff onto?

As for your other unit, its on my todo list, I suggest you get the basestation all set up with the other such units if you haven't already while you wait.

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 PostPosted: 01 Jun, 2010 
 
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OrangeKnight wrote:
So that mean I don't need to worry about the little things that orbit it? I just need a bone/helper to attach that stuff onto?

As for your other unit, its on my todo list, I suggest you get the basestation all set up with the other such units if you haven't already while you wait.

Mike

Yea all i need is the helper to attach to it. I am not going to do rotating emitters on this thing... the field will be much too big for it to make any difference and its painful to try and balance properly :P

Did you give me the base station? Gah I can't remember I will have to look when I get home. Its hard digging up project files after 6months inactivity :roll:


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 PostPosted: 01 Jun, 2010 
 
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If I didn't give it to you Hawk might have it, I passed it to him to double check it, but I got my Max working again so I can get it to you again.

Also PM me what email I should use again incase I send you something, I always forget which one I'm supposed to use xD

Mike

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 PostPosted: 01 Jun, 2010 
 
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Could always just upload it to our wave and i can download it from there :P


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 PostPosted: 01 Jun, 2010 
 
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Oh right. I mostly forgot about that, alright then I'll do that, I also got another Sera boat for Hawk to look at as well...

Mike

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 PostPosted: 01 Jun, 2010 
 
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Well I guess I will open the floor and see if I can generate some good ideas to make sure knight has another 6 months worth of model backlog :P

Anyone have any ideas for Cybran, Aeon, or Seraphim units that would make good additions to the game?
Suggestion Requirments:
-Tech 2 - Light Tech 4 only (I don't mod tech 1 & the game doesn't need more game enders)
-Units have to bring something unique to a faction and still fit within their set themes as if they are a part of the game.
-Units need to be unique in function/tactics... I don't need my own version of a unit from another mod or a unit for the sake of having it.

Quite simply unit suggestions should be made with a tactic or stratagy in mind that will enhance the game rather than just adding units for the sake of it. Don't worry about stats for the unit ideas as chances are they will get reworked by the time any code is finished. I just need help deciding on new items to add to balance out the unit numbers.

I'm very good at UEF ideas only cause thats my primary faction since vanilla... The other factions are a bit harder :P


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 PostPosted: 01 Jun, 2010 
 

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How about an Aeon unit or structure, t2, that is stealthed when stowed and a PD when deployed? That sort of thing is classic Cybran, but originally almost all Aeon stuff was going to have similar functionality.
I think a unit would me much more useful than a structure, but I'll leave that to you.
Their use of sniper bots (especially in BO) would fit with a mobile stealth-able PD.

Could give the Seraphim a Selen boat. Their limitation to t2 sonar can be a real problem, and an unarmed t2/t3 scout boat that stealths and cloaks while immobile would be very useful, particularly if it has good sonar range.

Cybrans could get something like a naval mine for the air.
For it to be useful its range would have to be fairly large, so it would probably have to be t3.
That would be awfully useful for countering t3/t4 bomber snipes.

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Last edited by the86th on 01 Jun, 2010, edited 1 time in total.

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 PostPosted: 01 Jun, 2010 
 
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Exavier Macbeth wrote:
Well I guess I will open the floor and see if I can generate some good ideas to make sure knight has another 6 months worth of model backlog :p

FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF-

And also because after working on all of BO:Unleashed....I'm kinda out of ideas xD

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 PostPosted: 01 Jun, 2010 
 
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The Seraphem are in dire need of a T3 Gunship and a T3 Sonar... i'd say combine the two and make a model that does both.

Example: Anti-Ground / Anti-Naval Gunship with a special ability of Naval sonar buoys that can be built like silo'd weapons and dropped / launched into the water to spawn a short lived but powerful sonar device.

If you still need ideas after that PM me...

Resin_Smoker

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