Forged Alliance Forever Forged Alliance Forever Forums 2017-08-27T23:49:29+02:00 /feed.php?f=67&t=12864 2016-11-15T02:32:21+02:00 2016-11-15T02:32:21+02:00 /viewtopic.php?t=12864&p=139102#p139102 <![CDATA[Re: Lich King's Balance Mod]]>
Lich King wrote:
yes, you are right. Corrected it. I meant to say that Thaam now fires not every 1.3 seconds but every 1.25.


That doesn't work. Game is 0.1s ticks, and RoF calculations round to nearest, so a RoF that results in a theoretical 1.25s firing cycle will fire every 1.3s.

Also my 2 cents on the mod is that the T3 bot work is entirely the wrong direction. Is it balanced? Yes. Are the two units now basically clones of one another in every meaningful way? Yes. :(

Statistics: Posted by IceDreamer — 15 Nov 2016, 02:32


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2016-09-06T17:07:27+02:00 2016-09-06T17:07:27+02:00 /viewtopic.php?t=12864&p=134701#p134701 <![CDATA[Re: Lich King's Balance Mod]]> Statistics: Posted by Lieutenant Lich — 06 Sep 2016, 17:07


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2016-09-06T03:51:27+02:00 2016-09-06T03:51:27+02:00 /viewtopic.php?t=12864&p=134674#p134674 <![CDATA[Re: Lich King's Balance Mod]]>
LichKing2033 wrote:
Version 3 is up, test it please. Report any bugs/imbalances or ask for clarification here. 3rd version is attached here and to the original post.

Spoiler: show
Thaam in my mod is stronger than the current 3658 Thaam



changelog

Statistics: Posted by biass — 06 Sep 2016, 03:51


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2016-09-06T00:55:16+02:00 2016-09-06T00:55:16+02:00 /viewtopic.php?t=12864&p=134671#p134671 <![CDATA[Re: Lich King's Balance Mod]]>
Spoiler: show
Thaam in my mod is stronger than the current 3658 Thaam

Statistics: Posted by Lieutenant Lich — 06 Sep 2016, 00:55


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2016-08-31T14:53:34+02:00 2016-08-31T14:53:34+02:00 /viewtopic.php?t=12864&p=134076#p134076 <![CDATA[Re: Lich King's Balance Mod]]> Statistics: Posted by Lieutenant Lich — 31 Aug 2016, 14:53


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2016-08-31T14:39:24+02:00 2016-08-31T14:39:24+02:00 /viewtopic.php?t=12864&p=134073#p134073 <![CDATA[Re: Lich King's Balance Mod]]>
you made a mistake in your Changelog:

you wrote: Thaam - M=54, ROF 1.25 instead of 1.3
which looks like a nerf.

Statistics: Posted by KeyBlue — 31 Aug 2016, 14:39


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2016-08-31T14:34:13+02:00 2016-08-31T14:34:13+02:00 /viewtopic.php?t=12864&p=134071#p134071 <![CDATA[Re: Lich King's Balance Mod]]> DPS = 32*0.75 = 24

My Thaam
DPS = 32*0.8 = 25.6

Health and cost are unchanged.

Statistics: Posted by Lieutenant Lich — 31 Aug 2016, 14:34


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2016-08-31T04:17:37+02:00 2016-08-31T04:17:37+02:00 /viewtopic.php?t=12864&p=134039#p134039 <![CDATA[Re: Lich King's Balance Mod]]>
LichKing2033 wrote:
Correction.

My thaam is stronger than the current FAF Thaam. So it was buffed. biass was asking that because v1's thaam was nearly OP.


no i was asking because thaam in current balance is bad and you made it worse here

Statistics: Posted by biass — 31 Aug 2016, 04:17


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2016-08-30T22:54:00+02:00 2016-08-30T22:54:00+02:00 /viewtopic.php?t=12864&p=134020#p134020 <![CDATA[Re: Lich King's Balance Mod]]>
My thaam is stronger than the current FAF Thaam. So it was buffed. biass was asking that because v1's thaam was nearly OP.

Statistics: Posted by Lieutenant Lich — 30 Aug 2016, 22:54


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2016-08-30T21:41:54+02:00 2016-08-30T21:41:54+02:00 /viewtopic.php?t=12864&p=134013#p134013 <![CDATA[Re: Lich King's Balance Mod]]>
LichKing2033 wrote:
biass wrote:did
you
nerf
the
thaam

Yes.

Why?

Statistics: Posted by fetterfool — 30 Aug 2016, 21:41


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2016-08-30T21:37:51+02:00 2016-08-30T21:37:51+02:00 /viewtopic.php?t=12864&p=134012#p134012 <![CDATA[Re: Lich King's Balance Mod]]>
biass wrote:
did
you
nerf
the
thaam

Yes.

Statistics: Posted by Lieutenant Lich — 30 Aug 2016, 21:37


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2016-08-30T21:37:29+02:00 2016-08-30T21:37:29+02:00 /viewtopic.php?t=12864&p=134011#p134011 <![CDATA[Re: Lich King's Balance Mod]]> you
nerf
the
thaam

Statistics: Posted by biass — 30 Aug 2016, 21:37


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2017-08-27T23:49:29+02:00 2016-08-30T21:35:03+02:00 /viewtopic.php?t=12864&p=134009#p134009 <![CDATA[Re: Lich King's Balance Mod]]>
Spoiler: show
T1
Air
Jester - 325 HP, 150M, 3750E, autogun damage per projectile is halved.


T2
Buildings
Land
HQ costs and BP are restored for Land, Air and Navy.


T3
Land
Loyalist - range 23 instead of 25. Disintegrator pulse laser damage per projectile is
165 instead of 175, ROF 0.2 instead of 0.3.

Navy
Yathsou - +500 HP, torp defense buffed


Buildings
HARMS HP = 7000
HQ costs are restored


T4
Atlantis - torp defense added

ACU
UEF
Gun cost: 720M, 18000E, 720BT
Nano repair rate: 60-->100
RAS: 2500E, 15M income.
Tactical nuke upgrade is cheaper, nuke is still expensive though.

Cybran
decreased regeneration rate from 17 to 15.
Gun cost: 720M, 18000E, 720BT

Seraphim
Gun cost: 720M, 18000E, 720BT
Splash Gun cost: 2000M, 175000E, 2250BT, +300 damage

Statistics: Posted by Lieutenant Lich — 30 Aug 2016, 21:35


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2016-08-08T04:53:12+02:00 2016-08-08T04:53:12+02:00 /viewtopic.php?t=12864&p=132423#p132423 <![CDATA[Re: Lich King's Balance Mod]]> You need to test your changes enough
You need to test your changes out of a closed group of testers (echo chamber)

You would know in testing that acu can and will hit and two-shot cybran t1 bombers, with UEF gun? literally one shot
This is not okay
Making thaam better then striker makes sera beat out uef in almost everything, this is also not okay

more tests less release pls?

Statistics: Posted by biass — 08 Aug 2016, 04:53


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2016-08-31T14:50:18+02:00 2016-08-07T02:53:35+02:00 /viewtopic.php?t=12864&p=132362#p132362 <![CDATA[Re: Lich King's Balance Mod]]>
biass and FtXCommando wrote:
Why the Aurora buff? It's strong already
Shall be unbuffed then.
biass wrote:
Mongoose with 900 HP will be even more OP if used properly
Shall be unbuffed then.
Ithilis wrote:
-2 mass +1 dmg for Striker changes nothing.
So it shall be kept the way I changed it, since it does not change anything.
Phelom (In a conversation after a test) wrote:
Thaam now kills Striker no problem. It has 28 DPS vs. Striker's 25, hence taking less time to kill it than it (striker) takes to kill Thaam
I added 3 damage to Thaam's projectile and set the firecycle to fire 1.25 seconds instead of 1.3. I'll test it vs. Aurora and Mantis and then see if it need to be nerfed. It probably will need to be so I'll set the damage of each shot to 32 and see how Thaam will perform then.
Ithilis wrote:
The changes need to have a purpose. This mod is more about Titan and Loyalist
The purpose is to balance the game to favor no faction and make each one have approximately equal chances of victory, leaving good strategic and economy managing skills the only way to win, not by using OP units.

Planned changes for the next version (If an area is not listed, it is not going to be changed):
Spoiler: show
T1
Land:
Play around with Thaam, balance it so to not make it OP.
Remove Aurora's HP buff but keep the increased cost.

Navy:
Lower Cybran Frigate's AA muzzle velocity

T3
Land:
Try to change Percival's fire cycle to shoot 1 800 damage projectile every 2 seconds so it overkills less.

Buildings:
Lower the energy cost for operating a Mass Fabricator.

T4 Buildings:
Look at Novax Satellite and Absolver to make the satellite be more efficient vs. shields but keep its efficiency vs. units the same. AKA make it do more damage vs. shields but the same vs. units. Or change its firecycle to fire more often.

Upgrades:

Make gun cost the same as T2, see how that plays out
Test current UEF Nano, buff it, test again and see if the issue was fixed. At the moment, when Hawkei gets Nano, all his teammates look at him as if he is crazy :lol:.
Nerf RAS energy output. Idea taken from Plasma_Wolf, I believe, who suggested to keep mass income the same but nerf energy income.
Make Seraphim splash gun cost less so it is used more often. First one to say "It'll make the gun OP!" - remember that ACUs cannot hit air units.

Statistics: Posted by Lieutenant Lich — 07 Aug 2016, 02:53


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