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Subanrab
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Posted: 24 Sep, 2010
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Joined: 20 Sep, 2010 Posts: 11
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It would create an advantage out of something most would consider a disadvantage (talking about the small shield bubble), which is a nice reversal...
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FuryoftheStars
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Posted: 24 Sep, 2010
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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On that same note, though, they kind of already have an advantage out of that... stronger shields. And for less maintenance energy to boot.
_________________ Nuke/Shield Collide Mod topic thread My Mods
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Subanrab
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Posted: 24 Sep, 2010
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Joined: 20 Sep, 2010 Posts: 11
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True, but it does mean you need many more shields to cover larger areas (I should note at this point that I generally play as seraphim, so I'm used to big shields with high integrity...). As with most new units though, I imagine the shield-ducking beam-firing plane-beast can only be truly assessed once it's actually being used - can be quite difficult to fully anticipate balance issues until you get some testing done... Does seem intriguing though. 
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Exavier Macbeth
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Posted: 24 Sep, 2010
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Subanrab wrote: As with most new units though, I imagine the shield-ducking beam-firing plane-beast can only be truly assessed once it's actually being used - can be quite difficult to fully anticipate balance issues until you get some testing done... Does seem intriguing though.  See thats where I get lucky... I had this little beast working & balanced back in vanilla. FA balance is a little different sure but thats minor tweaking. I already know the ins and outs of the unit quite well 
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Kenquinn
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Posted: 24 Sep, 2010
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Joined: 05 Mar, 2007 Posts: 1724
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Subanrab wrote: True, but it does mean you need many more shields to cover larger areas (I should note at this point that I generally play as seraphim, so I'm used to big shields with high integrity...). Subanrab, it is true that the T2 Aeon shields don't cover as large as an area as the rest. They are also cheaper to build, have the 2nd highest HP off the bat, have the 2nd fastest regen(not counting Cybran shields since you need to upgrade them), and take up the least amount of energy. They are pretty balanced for what they do, and they are the best T2 shields for stopping a quick bombardment of your base. Each factions shields have different advantages and disadvantages. It sounds like you want to change the Aeon shields to have a larger AOE because that is what your used to. Not because there is an imbalance with them. I love the Aeon T2 shields, sure they are not as good as Sera's, but mass for mass they are more effective at protecting your structures.
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the86th wrote: Lambda is weird, weird things happen.
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Subanrab
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Posted: 25 Sep, 2010
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Joined: 20 Sep, 2010 Posts: 11
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Ah, you got the wrong end of the stick there my friend - I don't want aeon shields changed at all, I was just showing my perspective. In other words, when I switch from seraphim to aeon the shields seem tiny to me. Doesn't mean they need reworking or rebalancing, I think they do just fine, but I now have a sera-biased perspective.  likewise, I frequently get jealous of my cybran friend with his cheap and quick shields, but I don't actually want them since mine aren't paper thin...  @exavier - you sneaky, sneaky devil you, with your already tried and balanced units... Devilry! 
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EbonBlade
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Posted: 25 Sep, 2010
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Joined: 26 May, 2009 Posts: 11 Location: Scotland UK
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Exavier Macbeth wrote: Subanrab wrote: As with most new units though, I imagine the shield-ducking beam-firing plane-beast can only be truly assessed once it's actually being used - can be quite difficult to fully anticipate balance issues until you get some testing done... Does seem intriguing though.  See thats where I get lucky... I had this little beast working & balanced back in vanilla. FA balance is a little different sure but thats minor tweaking. I already know the ins and outs of the unit quite well  From a balance perspective, I am interested whether you think it's role should be restricted to take out the shield generators themselves or other (low health) high-priority targets (SMD, SML, etc.). My worry is that there is a fine balance between the ability to shield your base and the efficiency of strat-bombers to cripple you if you fail to do it right. On the otherhand, they may prove to be rather ineffective in reality as (in my experience) it is common practice to 'stagger' shields such that one gen is just under the edge of another (as a counter to T3 mobile arty splash), making it fairly useless to fly under just one shield. However, from an AI modder perspective, I am interested in new ways to break defence templates which such weapons might provide. As currently one of the most common ways to break a shielded template is to drop T1 bomber corpses on the low health gens  . *Glares at Subanrab and his glittering defence templates of doom* In terms of other ideas, I would like to float the issue of air transports and flak, i.e. the ability of minimal amounts of T2 mobile flak to kill all of the units on transports passing nearby. It seems to me that it might be interesting to expand on the concept of shielded transports or maybe phasing the units on board.
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Subanrab
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Posted: 25 Sep, 2010
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Joined: 20 Sep, 2010 Posts: 11
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Ha ha, there's nothing wrong with my defence templates, you just hate it when I turtle.  as to air transports, the problem with making the units shielded or phased is just how hard it is to kill t2 transports themselves at the mo - without a lot more investment in anti air, air drops would munching us, especially with your evil air changes...*glares at ebonblade and his evil ai changes*
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Edemit
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Posted: 25 Mar, 2011
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Joined: 25 Mar, 2011 Posts: 3
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Hi, sorry for my bad language. I have a problem. I am play with special weapon mod for UEF and can't find "UEF Orbital Weapons: Spy Satelite, Novax Beam Satelite, Thor EMP Satelite, Hellfire Missile Satelite" in a game. I build satelite station but i have only one satelite "Defence satelite".
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OrangeKnight
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Posted: 25 Mar, 2011
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Joined: 02 Mar, 2007 Posts: 9003 Location: Ninja Editing Your Post from a Canadian IPhone
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Special weapons has not been updated yet and the units for the next update are still in the process of being coded and finalized.
Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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Edemit
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Posted: 26 Mar, 2011
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Joined: 25 Mar, 2011 Posts: 3
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Volgun
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Posted: 01 Apr, 2011
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Joined: 20 Jul, 2010 Posts: 114 Location: Millhouse green, England
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just noticed 3 things about the UEF stellar generator 1) its effect can be seen through the Fog of war. 2) it can be built on water. 3) it is selected with any units if you drag a box around them.
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Manjensan
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Posted: 01 Apr, 2011
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Joined: 23 Dec, 2010 Posts: 202 Location: UK, London, MI5 HQ
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Volgun wrote: just noticed 3 things about the UEF stellar generator 1) its effect can be seen through the Fog of war. 2) it can be built on water. 3) it is selected with any units if you drag a box around them. Also, was I hallucinating when I read about the generator exploding in different ways? Something to do with the either a direct hit to the core resulting in a larger explosion that if the building itself were destroyed. Also, I dont think it generates enough resource to be classed as experimental. In my opinion, it's hardly worth sitting on a medium-nuke for the small income it provides!
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Exavier Macbeth
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Posted: 01 Apr, 2011
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Volgun wrote: just noticed 3 things about the UEF stellar generator 1) its effect can be seen through the Fog of war. 2) it can be built on water. 3) it is selected with any units if you drag a box around them. 1) Known and truth be told I am not too concerned with it but its on my list of things to look at. 2) Really? Will have to test this since i've never actually treid. Would be odd if it could since the building it was original built off of couldn't. 3) Hmm probobly just need to change the selection priority on it is all. I will look into it. @Manjensan: The core has a shield around it, if you drop the shield then the core is vulnerable to AoE attacks and can be detonated quite easily. When it blows it does about 3k damage to things nearby and shuts down the generator for a short period of time (stopping resorce production). The massive explosion is if it gets blown up. Lmao your the first to complain it doesn't produce enough resorces. Most people have reported it produces too much. Granted they are comparing it to its built cost rather than its status as an experimental. It actually produces almost the same resorces as a similar cost in T3 Power & Mex fabs and was designed as a way to replace mass/power matrixes on maps with low land maps. The side effect is that if it goes it takes out as much area as if someone chain reacted said matrix. Only difference is you might have something else occupying the space you saved. Its had a few tweaks though since the last release so when i do the next release it should be better balanced.
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OrangeKnight
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Posted: 19 Jun, 2011
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Joined: 02 Mar, 2007 Posts: 9003 Location: Ninja Editing Your Post from a Canadian IPhone
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Hey guys, sorry for the wait, but I'm finally working on the Hellfire Sat good and proper like. I've been getting....distracted lately;  ...yeah. Anyways, Hellfire Sat, done soon, then gotta do a Sera T3 unit we have sorted out and thats should be it, then it'll be up to Ex to Update. Mike
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Krapougnak
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Posted: 19 Jun, 2011
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Joined: 21 May, 2008 Posts: 706
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Cool I was wondering what had hapened to the Special Weapons project. Nice to see it is alive Btw out of curiosity what was the rationale behind the Cybran T1 missile beetle unit ?
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OrangeKnight
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Posted: 19 Jun, 2011
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Joined: 02 Mar, 2007 Posts: 9003 Location: Ninja Editing Your Post from a Canadian IPhone
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That should be an AR unit, not SW. EDIT: Done Texturing;    Mike
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darkova
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Posted: 19 Jun, 2011
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Joined: 06 Jun, 2010 Posts: 30
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sooo whats this satelite capable of?
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4rchon
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Posted: 19 Jun, 2011
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Joined: 17 Dec, 2010 Posts: 33 Location: Australia
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Oh man that Cybran T2 Strafe Fighter is awesome, Ive always wanted strafing aircraft for SupCom, so thats great to see, I really do hope the other factions get strafing craft to at some point. My model of a UEF one, found here is still up for grabs and free to use or modify. viewtopic.php?f=35&t=51116
_________________ =:Free to use SupCom unit models:= viewtopic.php?f=35&t=51116
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OrangeKnight
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Posted: 19 Jun, 2011
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Joined: 02 Mar, 2007 Posts: 9003 Location: Ninja Editing Your Post from a Canadian IPhone
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darkova wrote: sooo whats this satelite capable of? Same thing as the old Hellfire Sat. Mike
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Exavier Macbeth
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Posted: 19 Jun, 2011
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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OrangeKnight wrote: darkova wrote: sooo whats this satelite capable of? Same thing as the old Hellfire Sat. Mike Not exactly... Its been taught some new tricks but otherwise its still a missile based area bombardment weapon.
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ruifung
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Posted: 26 Jul, 2011
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Joined: 04 Oct, 2010 Posts: 72
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So..... how goes the next version?
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Krapougnak
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Posted: 26 Jul, 2011
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Joined: 21 May, 2008 Posts: 706
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Weird, I was wondering the same thing for some days/weeks now... .
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OrangeKnight
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Posted: 26 Jul, 2011
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Joined: 02 Mar, 2007 Posts: 9003 Location: Ninja Editing Your Post from a Canadian IPhone
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Ex has been pretty swamped lately with life, but last I talked to him he said he might have had some tome to work on it this week.
We did verify that he has all the models I've completed so far, so I don't think he's waiting on anything except the time needed.
I'm waiting with just as much anticipation as you guys :p
Mike
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Krapougnak
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Posted: 26 Jul, 2011
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Joined: 21 May, 2008 Posts: 706
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Waiting is an art ! Btw, no news of BO 5.2... ? 
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