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 PostPosted: 15 Nov, 2007 
 
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Bug Fix:

- Fixed issue where Seraphim sACU could use overcharge before upgrading. (done by selecting both unupgraded sACU and an ACU and giving overcharge command)

- Fixed issue where FA only player could innapropriately be another faction during online play.

Balance:

- Seraphim T3 Sub Hunter - Reducing MaxRadius on torpedo to 70.

- Riptide, UEF T2 Amphibious Tank - Increasing Cost 20%.

- Seraphim T1 floating atillery - Increasing cost 50%. Mass cost is now 54.

- Nukes now do damage instantly instead of radiating slowly outward.

- HARMS, Cybran T3 Torpedo Ambushing System - Increasing MinWaterDepth

- Seraphim T2 Tactical Missle Defense - Increasing ProjectileLifetime.

- Novax, UEF Experimental Satellite - Reducing crash damage to 3000.

- Skyslammer, Cybran T1 mobile anti air - Decreasing Ground Gun damage by 50%. DPS is now 20.

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 PostPosted: 15 Nov, 2007 
 

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IN-Agent911 wrote:
Bug Fix:

- Fixed issue where Seraphim had good units other than t2 bot, t3 tank

Balance:

- Unit XSS0304 - Reducing MaxRadius on torpedo to 70.

Nerf to Seraphim T3 sub hunter

IN-Agent911 wrote:
- Unit UEL0203 - Increasing Cost 20%.
Riptides cost increase.
IN-Agent911 wrote:
- Unit XSL0103 - Increasing cost 50%. Mass cost is now 54.
Huge *** fobo nerf.
IN-Agent911 wrote:

- Unit XRB2308 - Increasing MinWaterDepth
HARMS.
IN-Agent911 wrote:
- Unit XSB4201 - Increasing ProjectileLifetime.
Seraphim TMD.

IN-Agent911 wrote:
- Unit XEA0002 - Reducing crash damage to 3000.
Novax satellite fall damage.

IN-Agent911 wrote:
- Unit URL0104 - Decreasing Ground Gun damage by 50%. DPS is now 20.
Skyslammer.


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 PostPosted: 15 Nov, 2007 
 
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Skyslammer nerf weren't needed. The ones that whine about it are the ones that only read the unit database, and not the ones that have actually used it.

Noone have been massing skyslammers to win. In fact i have only seen one or two persons actually use them vs ground, and that was in a mixed force of mostly mantis (and a few medusas).


Otherwise, IMO good changes...


edit: thanks for changelog

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Last edited by Usling2 on 15 Nov, 2007, edited 1 time in total.

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 PostPosted: 15 Nov, 2007 
 
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Good stuff. I look forward to patching up when I get home from work. :)


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 PostPosted: 15 Nov, 2007 
 

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Quote:
- Nukes now do damage instantly instead of radiating slowly outward.

OH YEAH!!!

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 PostPosted: 15 Nov, 2007 
 
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i played a guy and he used almost nothing but skyslammers in t1

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 PostPosted: 15 Nov, 2007 
 

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I dislike fobo nerf purely on the grounds of fobo being the thing that kept seraphim t1 land afloat. Now fobo is average, thaams and combat scouts are just sad, so ....


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 PostPosted: 15 Nov, 2007 
 

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a slight fobo nerf was needed imo, but 50% more might be too harsh, maybe not as buildtime and energy cost remain the same, we will see.


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 PostPosted: 15 Nov, 2007 
 
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I am very happy to see fobos nerfed, and Riptides too.

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 PostPosted: 15 Nov, 2007 
 

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yeah. massive fobo transport drop was no fun....

but about the :
- Fixed issue where FA only player could innapropriately be another faction during online play.

we tested this last night, before patch, and i (cybran) send an engineer to my enemy to capture and he could build sera/cyb then.....something coded so he wouldnt be able to to that now??

and sad about skyslammer nerf.....i toggle guns alot! :D


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 PostPosted: 15 Nov, 2007 
 
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There is no reason why he shouldn't. Because capture is slower than reclaim, its a risk and happens very very rarely.
About the Sky Slammer: People massed them against Bricks. And the Brick barely got its mass cost back, because they are so cheap.

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 PostPosted: 15 Nov, 2007 
 

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ohh....well....maybe someone should send a mixed army instead of just a dozen bricks ? :P

an army of skyslammers.....monkeylord food anyone? :)


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 PostPosted: 15 Nov, 2007 
 

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VonBargenNL, Forged Alliance only player will be able to capture other factions stuff, or get units of other factions gifted in teams games, they just can't select another faction in the beginning (was possible before due to a glitch)


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 PostPosted: 15 Nov, 2007 
 
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Dang. Was hoping for some balance issues to be fixed.

Well at least the fobos and the riptides were fixed.

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 PostPosted: 15 Nov, 2007 
 

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i guess there was not enough complaints about the skirmish mode, tend to lag unlike vanilla supcom. i hope there will be a patch to fix it.


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 PostPosted: 15 Nov, 2007 
 

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Usling2 wrote:
Skyslammer nerf weren't needed. The ones that whine about it are the ones that only read the unit database, and not the ones that have actually used it.

Noone have been massing skyslammers to win. In fact i have only seen one or two persons actually use them vs ground, and that was in a mixed force of mostly mantis (and a few medusas).


Otherwise, IMO good changes...


edit: thanks for changelog


I would agree with you if it made sense for such a cheap unit to deal much more damages against ground targets which are not its specific type of target. Now, it's just more normal.


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 PostPosted: 15 Nov, 2007 
 

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Fukken sweet.


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 PostPosted: 15 Nov, 2007 
 

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af7ersh0ck wrote:
Dang. Was hoping for some balance issues to be fixed.

Well at least the fobos and the riptides were fixed.

Off the top of my head:
- Combat scouts: still no turret, really bad @ combat
- Mercy: plain useless
- Seraphim destroyer: still bad, the supposed change to gun was minor and applied only to 1 gun
- T3 mobile shield: much much too expensive for essentially 2 t2 mobile shields. And a whole tech level higher.
- Battleships: why give them AA, if they need 7 sec per T1 bomber
- Seraphim T3 AA: Still pathetic muzzle velocity of 60, while exp bomber, aircraft carrier and submarine hunter have MV of 90 on same Losaare Autocannon weapon type.
- Thaam: No redeeming qualities compared to others, but several downsides
- Sniper Bots: what do these do? Never seen anyone use them well.
- Cheaper Monkeylord: gap between ML and other light land experimentals?


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 PostPosted: 15 Nov, 2007 
 
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Thanks for the patch, though I was hoping for a fire beetle edit.

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 PostPosted: 15 Nov, 2007 
 
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Spura wrote:
af7ersh0ck wrote:
Dang. Was hoping for some balance issues to be fixed.

Well at least the fobos and the riptides were fixed.

Off the top of my head:
- Combat scouts: still no turret, really bad @ combat
- Mercy: plain useless
- Seraphim destroyer: still bad, the supposed change to gun was minor and applied only to 1 gun
- T3 mobile shield: much much too expensive for essentially 2 t2 mobile shields. And a whole tech level higher.
- Battleships: why give them AA, if they need 7 sec per T1 bomber
- Seraphim T3 AA: Still pathetic muzzle velocity of 60, while exp bomber, aircraft carrier and submarine hunter have MV of 90 on same Losaare Autocannon weapon type.
- Thaam: No redeeming qualities compared to others, but several downsides
- Sniper Bots: what do these do? Never seen anyone use them well.
- Cheaper Monkeylord: gap between ML and other light land experimentals?


I agree on: Battleship AA, Mercy HP (needs only a slight buff, though), T3 AA.

I disagree: Combat scouts. They are basically WC3's Night Elves 24/7. You need to micro them to hold fire every now and then, and stop them. Enemy can't chase them, needs to decide whether he guards the area or moves on, risking an ambush on his engineers. "Reserving" mass and Hydro spots by placing cloaked scouts on them is a nice thing, too.

I disagree: Monkeylord price. Cybrans overall have lighter units, and at T3 the Monkeylord makes up for it. Okay, I'm a Cybran... busted. :D

I disagree: Sniper bots. Jesus Christ, those things are nasty. You do need to micro them to stay far away from the enemy. They can make things go boom very well, they're really good at sniping economy or expensive targets. You need more than one, though, packs of three or four are quite deadly.

I disagree: Seraphim destroyer! The damn thing can SUBMERGE! As in, reduce all surface fire damage it takes to ZERO, and hides it from optical sensors, too. It has more HP and more torpedo damage than all other destroyers (only the more fragile Salem comes close), so basically these things beat other Destroyers 1:1 by Diving. Salem's only chance is to walk on land. Governors and Exoduses don't do well against Sera DDs, either (Governor is practically helpless against a submerged Ushavoh, and Exodus is still outgunned by over 10%)

I disagree: Thaams are the worst tank in the game. So what? One side has to get the short end of the stick. The combat scouts might also be the worst LAB, but they clearly are the best scouts (assuming you micro their stealth and use them for something else than direct assaults).

Seriously... give the players more time to learn to play the new units before writing any of them off as OP or UP.

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 PostPosted: 15 Nov, 2007 
 
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Good stuff, good stuff...


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 PostPosted: 15 Nov, 2007 
 

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they fix the OC bug, but no word on fixing that one that makes the "nano repair" dissappear when the unit with the upgrade gains a rank in veterancy.

No one can use the self repair upgrade for fear of that unit getting kills and losing the regen when it goes up a level

just ask Pawz or Recon it is an easy thing to fix

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 PostPosted: 15 Nov, 2007 
 
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I see that GPG has once again over reacted to slight balance issues, while managing to completely fail to address big and pressing issues like the Mercy and Fire Beetle, and the Combat Scout.

*sigh*

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 PostPosted: 15 Nov, 2007 
 
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I fail to see how any of these changes are "overreactions."

By the way, this is actually patch 3598 according to the version info in FA and the patch download filename. ;)


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 PostPosted: 15 Nov, 2007 
 
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Hey, they fixed the HARMS bug that I detected. Sweet 8)

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