New Mod: Swarm

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Re: New Mod: Swarm

Postby DDDX » 19 Aug 2019, 16:56

Someone once told me this, regarding my survival:

"Could a team of skilled players, not knowing what awaits them, handle what your map/mod throws at them? If yes - it is a balanced, well made map/mod, if no, then the map/mod needs more work."

I truly believe it's possible to make a challenge without making the player know by heart what awaits him and prepare for that challenge 5 minutes beforehand.
Or at least give some heads-up that OP units are gonna come - by first sending less Op units of that same type as a warning.

You say air can handle a Dream ripper. Ok. Gap of Rohan - you see the Ripper far too late-by the time you spot it it's very near the middle, eaning it will hit the base 20 seconds after that. How do you counter it, other than not having a ton of gunships already prepared? You cannot.
So, the weakness is not really a weakness in small maps, is it?

Why is it a problem to nerf the damage to non-insane levels, and instead boost hp for example?
Check out my 2 maps: "Survival_Mayhem&BO_3d_v1" "Survival_Mayhem&BO_3d_RPG"
as well as my mod: "Survival Mayhem&BO balance"
-- let me know of any bugs or issues regarding those 3.
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Re: New Mod: Swarm

Postby Azraeel » 19 Aug 2019, 23:21

DDDX wrote:Someone once told me this, regarding my survival:

"Could a team of skilled players, not knowing what awaits them, handle what your map/mod throws at them? If yes - it is a balanced, well made map/mod, if no, then the map/mod needs more work."

I truly believe it's possible to make a challenge without making the player know by heart what awaits him and prepare for that challenge 5 minutes beforehand.
Or at least give some heads-up that OP units are gonna come - by first sending less Op units of that same type as a warning.

You say air can handle a Dream ripper. Ok. Gap of Rohan - you see the Ripper far too late-by the time you spot it it's very near the middle, eaning it will hit the base 20 seconds after that. How do you counter it, other than not having a ton of gunships already prepared? You cannot.
So, the weakness is not really a weakness in small maps, is it?

Why is it a problem to nerf the damage to non-insane levels, and instead boost hp for example?


I did do your suggestion. I nerfed the Range and Dmg Radius before and did buff the Health. The Main Problem is with this is that the Dream Reaper gets ripped apart then Did you know the shield the dream reaper has only blocks artillery and 10% of any weapons?
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Re: New Mod: Swarm

Postby DDDX » 21 Aug 2019, 17:01

wait, it had even more total dmg output? Daaaaamn...

Look, there's a reason why all FAF experimentals do roughly the same dmg. Some may do 50% more, some like Czar 100% more, but none of them do 1000% more.
This similar logis is followed by Blackops:Unleashed - a bit more damage output but nothing drastic.
Then comes Total mayhem. Far greater damages.
Then comes your mod and quadruples that already broken and unbalamced damager from TMayhem.

...see where I'm going with this?
Don't get me wrong, I love the idea of an OP unit storming my base...I just feel like if such units exist and spawn, there should not be such a large difference between what attacked you just prior to the op unit, and that op unit.

It's like making a survival in which you are attacked by tier 1 tanks followed by Monkeylords. I mean...more t2 first, t3, then t4...right?
Just put more strong spawns of t4 before the op units come, and problem solved. Plus, harder gameplay ;)
Check out my 2 maps: "Survival_Mayhem&BO_3d_v1" "Survival_Mayhem&BO_3d_RPG"
as well as my mod: "Survival Mayhem&BO balance"
-- let me know of any bugs or issues regarding those 3.
DDDX
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Re: New Mod: Swarm

Postby Azraeel » 22 Aug 2019, 00:41

DDDX wrote:wait, it had even more total dmg output? Daaaaamn...

Look, there's a reason why all FAF experimentals do roughly the same dmg. Some may do 50% more, some like Czar 100% more, but none of them do 1000% more.
This similar logis is followed by Blackops:Unleashed - a bit more damage output but nothing drastic.
Then comes Total mayhem. Far greater damages.
Then comes your mod and quadruples that already broken and unbalamced damager from TMayhem.

...see where I'm going with this?
Don't get me wrong, I love the idea of an OP unit storming my base...I just feel like if such units exist and spawn, there should not be such a large difference between what attacked you just prior to the op unit, and that op unit.

It's like making a survival in which you are attacked by tier 1 tanks followed by Monkeylords. I mean...more t2 first, t3, then t4...right?
Just put more strong spawns of t4 before the op units come, and problem solved. Plus, harder gameplay ;)



!!! Well Thank You For The Suggestions and Talk !!!

I have Finally Seperated All The AI Improvements and Non-AI Stuff Into 2 Different Mods ;)
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Re: New Mod: Swarm

Postby Azraeel » 03 Sep 2019, 02:57

Might Be A Little Late


My Massive Update To Swarm Which is Now AI-Swarm Is Out, V6 ;)

Completely Cleaned Up The Files and Improved the AI Even more :)
viewtopic.php?f=88&t=18142 | Swarm Developer

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Re: New Mod: Swarm

Postby GamerDreams2019ns » 20 Sep 2019, 18:19

Wow, you must have spent a lot of time coding the mod, taking up the challenge.
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