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 PostPosted: 04 Oct, 2010 
 
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Hey all!

Me and a bunch of people from GameReplays.org have been working on a balance mod for this game. We have gotten our initial changes to work. This includes a nescessary (slight) loyalist buff, a tigershark nerf, and a willfindya buff (and much more). This is just to cover the harsh imbalances present at the moment, and we are adding more as we speak.

- You need the DLC to play this. This is due to some units have been changed in the DLC, and so our files refer to the DLC versions of them. Not all changes will work in vanilla.
- You can play against the AI. It will not use the changes as well as it could, but hey, Im not as awesome as Sorian so Ill leave his AI alone =)
- If you want to play online, you will have to either disable the mod, or if you want to play THE MOD online, you will have to play with people who have it as well.
- If you have any questions, rants, replays or suggestions, you can post them in here or in the specified topic on GameReplays.org.

DOWNLOAD LINKS:
Balance mod 9:
http://dl.dropbox.com/u/10451449/Balancemod9/Balancemod9.rar
*instructions included*

Mappack:
http://dl.dropbox.com/u/10451449/MapPack.rar

Map pack inlcudes redone 1v1 versions of Clarke Training Center, QAI Prototype Facility, Mirror Islands, Coalition Shipyard and Way Station Zeta, and some unfinished stuff.

To install the mappack, extract the mappack.scd to C:/program files/steam/steamapps/common/supreme commander 2/gamedata. To uninstall, remove the file. Though there is no reason to do that, the mappack doesnt replace anything.


Last edited by Nephylim on 11 Jun, 2011, edited 11 times in total.

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 PostPosted: 04 Oct, 2010 
 
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Not gonna bother to tell us how to download or install it, are ya?

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 PostPosted: 04 Oct, 2010 
 

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You can download the mod from the link at the bottom of this GR page:
http://www.gamereplays.org/supremecommander2/portals.php?show=news&news_id=680190

You can install it by manually copying the BalanceMod.scd into the C:\Program Files (x86)\Steam\steamapps\common\supreme commander 2\gamedata folder (and then deleting it from the gamedata folder when you're done testing). If you want something more convenient, you can use the included copy tool. If the exe complains about a missing .NET framework, you need to install this:
http://www.microsoft.com/downloads/en/details.aspx?FamilyID=5765d7a8-7722-4888-a970-ac39b33fd8ab


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 PostPosted: 04 Oct, 2010 
 
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what about uninstalling it? In case i wanna play a normal game?

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 PostPosted: 04 Oct, 2010 
 
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I just can't wait to see how this goes.

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 PostPosted: 04 Oct, 2010 
 

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FunkOff wrote:
what about uninstalling it? In case i wanna play a normal game?


You uninstall by deleleting the BalanceMod.scd file from the SupCom gamedata folder, either manually or using the tool.


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 PostPosted: 04 Oct, 2010 
 
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Also, a detailed changelist/log might be nice.

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 PostPosted: 04 Oct, 2010 
 

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Z32 wrote:
Also, a detailed changelist/log might be nice.


It's on the linked gamereplays.org page, hidden behind a spoiler alert, and in the included readme.txt.


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 PostPosted: 04 Oct, 2010 
 
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Going to test this right away

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harrier0 wrote:
Z32 wrote:
Also, a detailed changelist/log might be nice.


It's on the linked gamereplays.org page, hidden behind a spoiler alert, and in the included readme.txt.

Oh boy

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 PostPosted: 04 Oct, 2010 
 
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So... why are you buffing Aeon/Cybran FBs? As if FB spam isn't problem enough already.

And you're nerfing fatboys... wonderful. And subs. And parashields? Why the hell would you nerf them?

And a random buff to cobras.... again, why?

A nerf to Urchinows.... because they were too OP, right?

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 PostPosted: 04 Oct, 2010 
 

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lulz balance changes are lulz

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 PostPosted: 04 Oct, 2010 
 
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Cobras because their range was annoyingly close to that of LRPDs. main issue here was that other MMLs are better, because of the range. Since the cobra has to be baught, it should at least have some benefit.

Urchinow is actually a buff. Its faster and has more range. Health nerf is an offset not to make it OP.

Fattie range was rediculous.

You are whining about subs nerf? LOL!

Parashields combined with titans and speed buff was too good.

Fighterbombers now stand a CHANCE against UEF air.


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 PostPosted: 04 Oct, 2010 
 
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Thankyfully GPG does the actual balance of the game :D.

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 PostPosted: 04 Oct, 2010 
 
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FunkOff wrote:
So... why are you buffing Aeon/Cybran FBs? As if FB spam isn't problem enough already.

And you're nerfing fatboys... wonderful. And subs. And parashields? Why the hell would you nerf them?

And a random buff to cobras.... again, why?

A nerf to Urchinows.... because they were too OP, right?


You are trolling right? Otherwise I would have thought you were a bit stupid........

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 PostPosted: 04 Oct, 2010 
 
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Nephylim wrote:
Cobras because their range was annoyingly close to that of LRPDs. main issue here was that other MMLs are better, because of the range. Since the cobra has to be baught, it should at least have some benefit.


Heaven forbid the factions actually have some god damned diversity. (And if your cobras are getting eaten by LRPDs, you suck.)
Quote:

Urchinow is actually a buff. Its faster and has more range. Health nerf is an offset not to make it OP.


No, it wasn't. The one thing the urchinow is good for is charging head-on into the enemy.... it has enough HP to survive most of the time. You took away it's only advantage (now it only has 20% more than fatty) and expect it to be better? It's still slower than megas.


Quote:
Fattie range was rediculous.


It was pretty balanced. -15 won't make too much of a difference, but it's just one of MANY nerfs to UEF.

Quote:
You are whining about subs nerf? LOL!


My last 3v3 was my Cybran versus a UEF sub spammer. I had absolutely no problems kicking his ***. Subs are tough, but they are slow, cannot JJ and cannot walk on land. You want cybran Bships to be a freewin, don't you?


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Parashields combined with titans and speed buff was too good.


Bullshit. Titans suck.

Quote:
Fighterbombers now stand a CHANCE against UEF air.


You do realize that Aeon is the best air spammer, right? It's not UEF, it's aeon. I have see pro level games in which the aeon player builds NOTHING BUT FBs are WINs. That is how stupidly good they are, and you want to buff them. Idiocy...

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 PostPosted: 04 Oct, 2010 
 
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Spooky wrote:
Thankyfully GPG does the actual balance of the game :D.


Amen.

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 PostPosted: 04 Oct, 2010 
 

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TL;DR: Balance changes suck. You both are retarded. Get more players next time before trying this.

MOAR SERIOUS POST


I knew they were working on this for a while...and I told them they would fail really. This is the result when you get only 2 people who (one who plays cybran only, and the other one who mostly plays cybran, but is sometimes gay) play exclusively one faction and hardly understand the current balance.

Nice try guys, but I'll mark this a fail right here. The next time you actually even think about making a patch you need to contact a much bigger amount of players. Making things in private without any other feedback other than your "playtesting" (where you just play a game or two and call it a day).

To those who think I might be trolling, I'll just post here exactly what's wrong:

Buffing f/b's: air is already very dominant.
Let's see what happens when cybran or illuminate get air superiority: You lose all your expansion mexes, and are confined to your original 4 starting mexes + 2 extra until you got enough AA out (you'll need loads) or a decent airforce (and the other guy already has a headstart).

What happens when UEF get air superiority? Guess what, nothing! If you start spamming air UEF needs to keep spamming interceptors, meaning they can never mount an effective attack with air till late game, where a lot of other factors come in (BB, adaptor swarms anyone?)

The only air that needs a buff is cybran air, and that's a damage II buff research or something.

Nerfed fatboy range? That's the only thing it has going for itself. Unlike megalith & urchinow fatboy misses...a lot, to the point where you can outmicro fatboys even with megaliths)

You try to give the urchinow a function like the megalith (stay out of range and shoot), however, it's more of a "i'll stay here and rape you and I have lots of health). Changing that is retarded.

So, now you reduced harvog & titan range, and with upgrade they're the same as loyalist range? Retarded. Why? Cybran get 15%+ RoF. So now why even get bots? Against tanks they'll get raped cause of range, against loyalists they're not as good cause you need to pay to unlock them (cybran don't) and they're worse already!

Tigershark nerf too severe. Playing 2 games and deciding it's ok is retarded. Why buff AA range? it's ok as it is already. Adaptors rape air and don't need a buff at all.

You even failed to properly balance shotjas. Even if you have a pure shotja army half the size of a normal army, the normal army still gets raped. Only UEF afterburners could save you. Or teleport (both mid-late game!)


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 PostPosted: 04 Oct, 2010 
 
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Here are my thoughts on the Wilf.

1. It cant Patrol if you set the patrol order After it has started attacking.

2. You set the blue range ring to see the total range of the Wilf right? Even though you did that, You need to bring the Wilf Range of the enemy with the red ring (half the size of the blue ring) for the drones to start attacking the enemy unit, then, some of the drones will stay focused on the group of enemies in the blue ring. You cant start attacking enemy units by getting the Wilf in range of the blue ring, only The red ring.

I suggest changing the attack range of the Wilf to the range of the blue ring (wich is 50 or so I think) and set the range of the Drones to 5, or something similar.

The Airnomo and bomb bouncer changes are cool.

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 PostPosted: 04 Oct, 2010 
 
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Honestly, I think I have to agree with FunkOff and Cygnus here (minus the flames). That is a heavy Urchinow nerf. A small speed and range boost for a heavy hp cut. That range cut on the fatboy makes the Jackhammer more or less completely dominate to it. I'd prefer if you just changed the Cobra's rate of fire to every other mml so that it's affected by the rate of fire upgrade. P-Shield really doesn't need a nerf. Comboing with titans and speed requires 15 research points. I think ground fire settles a lot of problems with tigersharks, but I haven't tested it much so I won't comment on them. If the wilfindja is ever actually good against boats, it'll be way to strong against everything else.


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 PostPosted: 04 Oct, 2010 
 
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So was the sole intention of this mod to "buff" Cybran? :shock:

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 PostPosted: 04 Oct, 2010 
 

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It seems so.


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 PostPosted: 04 Oct, 2010 
 
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RPhilMan1 wrote:
So was the sole intention of this mod to "buff" Cybran? :shock:


Not solely, but you will have to agree that cybran land, air AND naval lost to their UEF equivalents. And debatably to aeon.


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 PostPosted: 04 Oct, 2010 
 

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Honestly (if im right in thinking) the aa on the land is getting buffed (in another version) so the changes to the f/b will only affect the air to air fight.

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 PostPosted: 04 Oct, 2010 
 
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DaemonicKnight wrote:
Honestly (if im right in thinking) the aa on the land is getting buffed (in another version) so the changes to the f/b will only affect the air to air fight.


Nope, AA range got buffed here too. You didnt want to play my newer version remember? :P


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