Some feedback about the last version of the Test mod:
1)
people should chill out, it's a test mod, don't jump at Pilot's throat just because he wants to test stuff. Test it and report.
2) I tested the
Aurora stats changes by Shadowknight and they seem pretty good, the behaviour or the aurora is less buggy, not unresponsive as before. If Auroras are too strong, it seems to be a good place to start.
3) The
Ilshavoh speed is still 2.8 (should be 2.7)
4) The
Firebeetle works as intended, great! the surface threat level is 4 which is higher than Mantis (2) and Rhino (3), but slightly lower than Hoplite and Wagner (4.5). I don't think any change is needed, at least for now. If it proves to be too strong, the surface threat level can be increased a little.
5)
The ASF issue : I would suggest to keep only the hp nerf idea :reduce all ASF by 750 HP, and Restorer's Health by 500 HP, without changing any other stats. That makes ASF more vulnerable to ground and naval AA, which means that flying them over a base with a few flacks and SAMs, or over Cruisers will really thin their numbers (that should make them work like inties). Stockpiling as time goes by will be harder.
The 500 HP nerf to Restorer is to prevent them from being too strong due to easier veterancy gain from killing weaker ASF.
6)
The Titan buff, Lu Xun, is not the one suggested in the survey, it's just a direct hp buff (+300), without the higher cost counter part nor the +5 range. It gives the Titan a significantly higher total HP than the Loyalist (3700 compared to the Loyalist 3100).
I would suggest to simply switch the current HP of the shield (2200hp) to the health (1200hp) of the unit, as was done for the Harbinger, so that the Titan benefit more from veterancy. That should be enough to "fix it" without changing anything big. That way, Titans will gain 220 HP every veterancy level instead of just 120, while keeping the same starting total amount of HP.
On a side note, I would suggest to do the same with the Fatboy and double the current veterancy requirements so that it works more like the other experimentals, rewarding veterancy better, but I guess that's another story (and since I never play UEF, I will let Sheppard suggest this in the next patch
).
7)
The Scathis energy cost seems intended (it's roughly double as before).
8) If
t3 arties mass costs are reduced in a next version of the test mod, I suggest to adjust the costs of Mavor, Salvation and Yolona Oss as well, to prevent making them useless compared to several t3 arties.
I would even suggest to reduce mass cost of t3 arties by 20% and game enders by 25%, because with the last patch AOE buff that T3 arties recieved, and the static shield nerf (even if 15% instead of 50%) several t3 arties are probably already better than a single game ender, except maybe Yolona Oss (different mechanics).
Mass costs suggested (no need to change the other stats since they are not the limiting factor):
-20% mass for t3 arties and Yolona Oss=
Aeon Emissary (uab2302): 73200
Cybran Disruptor (urb2302): 69600
UEF Duke (ueb2302) : 72000
Seraphim Hovatham (I had no idea of this name until today!) (xsb2302):70800
-25% mass for arty/nuke game enders =
Salvation (xab2307) : 202500
Mavor (ueb2401): 224775
Seraphim Yolona Oss (xsb2401) : 187650