Aeon ACU chrono dampener cost reduction.

Re: Aeon ACU chrono dampener cost reduction.

Postby Wakke » 19 Feb 2013, 13:23

brn4meplz wrote:1)a Toggle option. Either Off; no Chrono dampener discharge. Or On; initial Discharge and one every 5 seconds thereafter.
I think thats required at the very minimum.


That would be nice. The fact that the weapon auto-fires on the first enemy to wander in range wastes the first shot.
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Re: Aeon ACU chrono dampener cost reduction.

Postby Lu_Xun_17 » 19 Feb 2013, 15:20

I have an opinion about this upgrade : I think it should be totally redesigned as a kind of stun shoot (working like an overcharge but not making damages), having the range of the acu. As it's a choice between personal shild and chrono dampener, i would be fine to get it stunning T3 and T4, but not ennemy acus.
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Re: Aeon ACU chrono dampener cost reduction.

Postby Wakke » 19 Feb 2013, 16:09

That would be nice as well, if it can be coded.
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Re: Aeon ACU chrono dampener cost reduction.

Postby dstojkov » 23 Feb 2013, 11:36

Actually in my 3599 unleashed mod I give it 50 range but with more energy per shoot and it can stun all unit except acu
With gun upgrade can be useful against exp too but at your own risk ...


You can test it whenever you want
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Re: Aeon ACU chrono dampener cost reduction.

Postby noobymcnoobcake » 26 Feb 2013, 20:20

The problem is that by the time you have enogh eneegy for it you are far outlassed by the percys on the field and there are better upgrades in the same slot, like ths shield. So your solution only solves half the problem.

Many ACU upgrades are just broken and a good example is the UEF nano repair - T3 engineering gives you a huge HP boost and half the regen rate for something like 1/5th the cost. Oh and it gives you a T3 engineering suite so you an put up t2 shilds and PDs in seconds. My sig gives a link to my ACU mod that moves upgrades around and gives a lot of solutions to these peoblems. No upgrades use is changed dramatially but it puts you in more situations where you can use it.
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Re: Aeon ACU chrono dampener cost reduction.

Postby Myxir » 27 Feb 2013, 01:27

i agree that many commander upgrades are just broken, for example the uef nano (as you said), or the second gun for sera

i'm not sure if moving the upgrades is a good idea, the easier way would be to make the upgrades more useful and be available at fair prices
as example for the uef nano, increase the acu hp by 6000 for upgrading it (same hp as t3), then you got more regen while the guy with t3 has more BP, so it kinda equals (for fair prices ofc)


back to the chrono dampener:
it will cost about twice as much as a gun upgrade for sera/uef/cybran, which is kinda fair for what it is able to do
brn4meplz wrote:It doesn't affect Experimentals, It does effect SCU's.

It fires off every 5 seconds or something and disables for 2 seconds I think.

It fires off out to default cannon range(22).


stunning units 40% of the time means you get a nice speedboost relative to them, you can probably outrun most units and overcharge others
also you're halfways immune to gunship snipes, a flak will enjoy killing gunships beeing emp'd in the air
used wisely this upgrade might be even a bit OP now, but that's what the testmod is for: to test that
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Re: Aeon ACU chrono dampener cost reduction.

Postby Veta » 28 Feb 2013, 18:40

brn4meplz wrote:Ok so this thing doesn;t function like standard EMP.

It doesn't affect Experimentals, It does effect SCU's.

It fires off every 5 seconds or something and disables for 2 seconds I think.

It fires off out to default cannon range(22).

There is no way to control the power consumption, it just fires off on it's own, so a single unit will trigger it. The only way to prevent it from discharging is to set the ACU to Hold fire, which means it won't fire it's cannon at targets either.

I'd propose:

1)a Toggle option. Either Off; no Chrono dampener discharge. Or On; initial Discharge and one every 5 seconds thereafter.
I think thats required at the very minimum.

2) Cost decrease to 1000M, 28000E Build time 1000

3)AoE reduction to 8(from 22) but the discharge location is Point of impact from Commanders gun. So that you're not sacrificing HP to engage T1-T2 units. Also, this would give synergy with the Range upgrade of the Aeon Commander and having all 3 early game upgrades(Range, Rate of Fire and Chrono) would make him quite offensive.

Thats where I'd start with changes. I'd play it through a few times on 5x5 maps and see how it went.


+1
FA is a game of economic micromanagement (what StarCraft players mistakenly call 'macro') and tactical trumping (e.g. T2 PD countering T1 Spam).
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Re: Aeon ACU chrono dampener cost reduction.

Postby pip » 24 Mar 2013, 14:15

I believe this upgrade should have its range adjusted to the range an offensive Aeon ACU has at the late t2 stage of the game (i.e 35). 22 range is for default ACU. Remember you can't have shield upgrade with Chrono Dampener so it should be able to protect the ACU against the big t3 units like Percivals (range = 35). If the upgrade is 22 range, it's outranged by almost any t2 and t3 land unit.

Also, I tested it, it doesn't affect planes, so it should be adjusted for land fight only (it's impossible to avoid a air snipe with it, as Brainwashed thought).
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Re: Aeon ACU chrono dampener cost reduction.

Postby A_vehicle » 24 Mar 2013, 23:32

The chrono dampener should have a big price cut. In addition its range should be affected by the ACU's gun range upgrade (just like the Cybran ACU's microwave laser is). Finally, what would make it really useful would be to increase the stun time to 4.5 seconds or to increase the ROF. This would reduce the ammount of time that the ACU could be shot at and therefore would make the weapon more cost effective at increasing the ACU's combat effectiveness.
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Re: Aeon ACU chrono dampener cost reduction.

Postby pip » 24 Mar 2013, 23:47

Feel free to find the way to make its range adjusted with weapon upgrade. I tried to update the range to 35 in the chrono dampener weapon bp, but it made the default weapon 35 range too... I believe something needs to be tweaked in the script.

I don't think other things beside range are required, we don't really know how useful it would be with a good range. The ability to combine 3.5 seconds stun with overcharge that is also around 3.5 second reload is probably quite powerful without lengthening it.

EDIT : actually, the range was still normal (22) by default, only attack range ring (red) was bigger, but not of the default weapon. So there was no bug, just visual ambiguity.
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