Proposed Seraphim Unit for FAF V1.2

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Proposed Seraphim Unit for FAF V1.2

Postby Resin_Smoker » 27 Feb 2015, 03:52

Image Kykhu Oss The Kykhu Oss adds a formidable tool to the Seraphim commander's arsenal. This heavily-armed but slow walker is able to transform into an air unit for deep insertion behind enemy lines.

Strengths
    Transforming
    Radar invisible in air mode
    Shield piercing missile
    Weapon range / Damage is good

Weaknesses
    Slow speed (flying / walking) and facing rate
    Must face targets to fire
    Low Hitpoints
    High Cost
    Unit requires micro to be able to use it effectively

YouTube: https://www.youtube.com/watch?v=JUgyGTgeZb8&feature=youtu.be

Disclaimer: This unit is offered to the community to balance as they see fit. I only ask for two things in return... 1st keep the units transformation ability. 2nd focus the unit towards raiding but without making it ridiculously spammable. After all this unit isn't for the lowest common denominator but rather is meant to improve factional / tactical diversity for everyone. (Zep please take note)

The Kykhu Oss comes with the following abilities:
- Chainlighting gun. (Yes his means the bolt can jump between units)
- Pulse cannon.
- Shield piercing missile. (Added 2/27/2015)
- Can transform and fly. (About a 1/3rd slower than a gunship)
- Radar invisible when in air mode.

I've added the spec data from the current lineup of FAF T3 units and the data from the Kykhu-Oss.
Code: Select all
Unit Name                                   Harbringer  Percival    Titan       Brick       Loyalist    Othuum      Kykhu Oss
Unit Id                                     UAL0303     XEL0305     UEL0303     URL0305     URL0303     XSL0303     XSA0310 / XSL0310
BuildCostEnergy                             9600        14000       5400        14000       5400        9600        10000
BuildCostMass                               840         1280        480         1280        480         840         640
BuildTime (sec / time units)                30 / 3600   50 / 6000   20 / 2400   50 / 6000   20 / 2400   30 /3600    40 / 4800
Health                                      4600        9300        2200        9000        3100        6700        3500
RegenRate (Per Sec)                         0.0         0.0         0.0         0.0         0.0         0.0         0.0
Shield                                      1300        nil         1200        nil         nil         nil         nil
Shield Regen (Per Sec)                      9.0         nil         9.0         nil         nil         nil         nil
Est Cost ( (energy / 10) + mass)            1800        2680        1020        2680        1020        1800        1640
Cost Per Hitpoint (Est Cost / Hp + Shld)    0.391       0.288       0.464       0.297       0.329       0.268       0.469
Est DPS                                     240.0       400.0       151.51      375.0       82.5        300.0       250
Cost per DPS (Est Cost / DPS)               7.500       6.700       6.732       7.146       12.363      6.000       6.560
BackUp Dist                                 3.6         2.4         2.7         2.7         2.7         5.4         0.0
Catchup Accel                               3.0         2.0         4.0         2.0         4.0         2.5         2.0
Max Accel                                   3.0         2.0         4.0         2.0         4.0         2.5         1.75
Max Brake                                   3.0         2.0         4.0         2.0         4.0         2.5         1.75
Max Reverse                                 0.0         2.0         0.0         2.5         0.0         0.0         0.0
Max Speed                                   3.0         2.0         4.0         2.0         4.0         2.5         1.75
Turn Rate                                   120.0       60.0        150.0       60.0        120.0       75.0        60.0
Turn Radius                                 5.0         5.0         5.0         2.0         5.0         0.0         0.0
Vision                                      22.0        26.0        22.0        26.0        22.0        22.0        26.0
-----------------------------------------------------------------------------------------------------------------------------------
Weapon # 1 Label                            Hi INt Lsr. Ion Can.    Pulse Can.  Pulse Lsr.  Disint.     Bolter      Beam
Weapon # 1 Projectile Arc                   Low         Low         Low         Low         Low         Low         None
Weapon # 1 Num Projectiles                  1           1           1           1           1           1           nil
Weapon # 1 Damage                           300         1600        50.0        150.0       175.0       75.0        100.0
Weapon # 1 Radius                           0.0         0.0         0.0         0.0         0.0         0.0         0
Weapon # 1 Estimated DPS                    240.0       400.0       151.51      375         52.5        150.0       30
Weapon # 1 Max Range                        28          35          20.0        35.0        25.0        25.0        35.0
Weapon # 1 Min Range                        0.0         0.0         0.0         0.0         0.0         0.0         1.0
Weapon # 1 Muzzle Velocity                  30          35          30.0        35.0        30.0        35.0        nil
Weapon # 1 RoF      (rate / sec)            1.25 / 0.8  0.25 / 4.0  3.0 / 0.33  2.5 / 0.4   0.3 / 3.3   2.0 / 0.5   0.3 / 4.0
Weapon # 1 Firing Randomness                0           0           0.0         0.0         0.0         0.0         0.0
-----------------------------------------------------------------------------------------------------------------------------------
Weapon # 2 Label                                                                            Hvy Bolter  Bolter      Cannon
Weapon # 2 Projectile Arc                                                                   Low         Low         Low
Weapon # 1 Num Projectiles                                                                  1           1           4
Weapon # 2 Damage                                                                           12.0        75.0        50
Weapon # 2 Radius                                                                           0.0         0.0         0.0
Weapon # 2 Estimated DPS                                                                    30.0        150.0       100.0
Weapon # 2 Max Range                                                                        25.0        25.0        35.0
Weapon # 2 Min Range                                                                        0.0         0.0         0.1
Weapon # 2 Muzzle Velocity                                                                  40.0        35.0        40.0
Weapon # 2 RoF      (rate / sec)                                                            2.5 / 0.4   2.0 / 0.5   0.5 / 2.0
Weapon # 2 Firing Randomness                                                                0.0         0.0         0.5
-----------------------------------------------------------------------------------------------------------------------------------
Weapon # 3 Label                                                                                        Cannon      Missile
Weapon # 3 Projectile Arc                                                                               Low         None
Weapon # 3 Damage                                                                                       400.0       400.0
Weapon # 3 Radius                                                                                       0.0         2.0
Weapon # 3 Estimated DPS                                                                                100.0       120.0
Weapon # 3 Max Range                                                                                    32.0        35.0
Weapon # 3 Min Range                                                                                    0.0         5.0
Weapon # 3 Muzzle Velocity                                                                              30.0        10.0
Weapon # 3 RoF      (rate / sec)                                                                        0.25 / 4.0  0.3 / 3.0
Weapon # 3 Firing Randomness                                                                            0.0         0.0


So far everything works but the passing of veterancy when the unit changes from land to air mode. I should have a fix for this soon but in the mean time please report any and all issues you may encounter.

ChangeLog
2/26/2015 - V1.0, Initial Release
2/27/2015 - V1.1, Intel bug fixed, changed mass cost from 640 to 760, added shield piercing capabilities to missile, pulse cannon / lightning bean have their max ranges reduced to 30 vice 35, air modes top speed is now 8 vice 12. Will look at the Veterancy issues later on this weekend.
3/3/2015 - V1.2, Removed comments from left / right weapons, increased beam thickness so its easier to see, adjusted walking turn rate so the unit moves more realistically.

Available via the vault and via Download:
V1.0 https://drive.google.com/file/d/0BzC5WK ... sp=sharing
V1.1 https://drive.google.com/file/d/0BzC5WK ... sp=sharing
V1.2 https://drive.google.com/file/d/0BzC5WK ... sp=sharing
Requires: BO Icon support and the unit is build-able via air and land factories.

Enjoy!

Resin
Last edited by Resin_Smoker on 08 Mar 2015, 21:42, edited 16 times in total.
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Re: Proposed Seraphim Unit for FAF

Postby Napalm175 » 27 Feb 2015, 04:19

Yes!
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Re: Proposed Seraphim Unit for FAF

Postby Neutrino » 27 Feb 2015, 11:45

Only if the UEF can have an experimental version that also breathes fire.
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Re: Proposed Seraphim Unit for FAF

Postby Resin_Smoker » 27 Feb 2015, 13:45

Neutrino wrote:Only if the UEF can have an experimental version that also breathes fire.


If you going to help and offer comments that aid in this units development that's great. Otherwise all your doing is flushing what could be a great unit before it even has had a chance. Granted in its current form, it's overkill but I wanted to present a unit with all options open and let the community decide how best to make it work.

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Re: Proposed Seraphim Unit for FAF

Postby zeroAPM » 27 Feb 2015, 14:25

Resin_Smoker wrote:
Neutrino wrote:Only if the UEF can have an experimental version that also breathes fire.


If you going to help and offer comments that aid in this units development that's great. Otherwise all your doing is flushing what could be a great unit before it even has had a chance. Granted in its current form, it's overkill but I wanted to present a unit with all options open and let the community decide how best to make it work.

Resin


Didn't your mod had that?

But anyways. NO.
If we are going to deviate more and more from the original game (engi mod, t3 aa, new shield mechanics explained NO-FREAKING-WHERE) then either make a new game altogether or change the name in "modding clusterf***k forever", maybe both.

</rant>
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Re: Proposed Seraphim Unit for FAF

Postby BRNKoINSANITY » 27 Feb 2015, 14:49

Yeah, we already added t3 mobile AA. If we start adding combat units with varied strategic options, we are eventually going to end up with black ops type mod. FA doesn't need more.
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Re: Proposed Seraphim Unit for FAF

Postby Blodir » 27 Feb 2015, 14:57

To be fair Seraphim has about 10 less units than other factions
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Re: Proposed Seraphim Unit for FAF

Postby Korbah » 27 Feb 2015, 15:08

....and the ones it does have are, more often than not, more generic than vanilla icecream.


I think we should focus on the existing units. Making them interesting, thematic and fun. I made a reworked othuum concept mod (seach vault for "Othuum Rework Mod") after discussion in the Othuum thread - I think we should do more of this for the boring seraphim units.
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Re: Proposed Seraphim Unit for FAF

Postby Neutrino » 27 Feb 2015, 15:11

Resin_Smoker wrote:
Neutrino wrote:Only if the UEF can have an experimental version that also breathes fire.

If you going to help and offer comments that aid in this units development that's great. Otherwise all your doing is flushing what could be a great unit before it even has had a chance
Sorry, just having a laugh.

Seriously though, while it looks very impressive I'm not sure where/how it would fit in. In the balance mod thread IceDreamer is getting a good roasting just for buffing a few secondary attack modes to the point where they actually do something. I don't see any way that the community would accept a new unit as powerful and versatile as this into the vanilla FAF mode in the near future.

So where are you proposing it would go? There is no chance of it going into vanilla FAF (at least to start with), and while it might be a nice idea to put it into a new "Proposed Units" mod, for that mod to get the necessary attention and stand a chance of making it into FAF there would have to be new units for all the other races as well to balance it out wouldn't there?
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Re: Proposed Seraphim Unit for FAF

Postby speed2 » 27 Feb 2015, 15:30

Im also not a fan of adding new units, T3 AA was kinda OKish since T3 air is broken and hard to fix, and so far every attempt to do so ended in flame and hate.
Seraphim dont lack on units, its jjust some of their units needs buff and fix to be able compete with other factions.
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