by Korbah » 17 Oct 2015, 08:16
I've been working on v5 of Air Leverage now that my exam is over. Here's the WiP Changelog - new changes in Bold
All feedback welcome - still haven't finalised v5
Here's the key changes and explanation:
T2 Transports:
- 17 speed is too fast against interceptors but 16 may just be right. The other movement values have been returned to stock - there was a modest improvement in efficiency in drops but it causes visual glitches. The key reason for drop delays is due to pathing calculations so I'll accept the stock values.
- Given the speed nerf from 17 to 16 I wanted to keep the high cost but justify it by broadening their role as a drop support unit by increasing their completely useless dmg to something useful but still modest.
- With the current changes T2 transports are a definite threat that's counterable by t1 interceptors and ground AA. However, T2 transports have enough dmg kick to justify their high investment cost and requires appropriate measures to defend.
- After extensive sandboxing these units now feel racially distinct and ready for player testing. They're now a unit with impact that's counterable if taken seriously.
T3 SAMs/T3MAA:
- SAMs simply have far too much HP for their cost. I know it's due to T4 experimentals but I'm going to deal with that later once T2/3 is working well. SAMs now have a fair HP value for their cost. Dmg unchanged
- T3MAA completely underperformed for cost. More expensive than a SAM and completely inferior except for their ability to move (which they do so slowly). Build timer, cost and speed all improved for a modest improvement to the unit. It's still not a star performer but it'll be less dreadful and possibly worth building....may need more love
T2 FB's:
- Notha's death dmg is now fixed, 200 like the others
- Janus firing randomness removed to make it slightly more accurate
T2 Aeon Flak:
- It seems it was doing 1/2 the dmg of the other flaks as it only shot one projectile. Fires 2 now.
v5 Changelog:
UEF/Sera/Cybran t2 FBomber Max Air Speed -> 15 to 17
UEF/Sera/Cybran t2 FBomber Min Air Speed -> 10 to 12
Aeon Swiftwing Air Speed -> 18 to 17
Aeon Swiftwing TurnSpeed -> 1.5 to 2
UEF t2 FBomber TurnSpeed -> 1.5 to 1.25
UEF t2 FBomber Bomb FiringRandomness -> 0.1 to 0
Sera t2 FBomber TurnSpeed -> 1.5 to 1.1
Sera t2 FBomber death damage -> 200 (from 25 - standardised vs other races)
Cybran t2 FBomber TurnSpeed -> 1.5 to 1
Stationary t2 aa Built time reduced to 75%. Range standardised to 50.
Aeon Stationary t2 aa Muzzle Velocity -> 30 to 34. 2 projectiles instead of 1 (it's dps was ~1/2 of all other races)
UEF Stationary t2 aa Muzzle Velocity -> 25 to 32
Cybran Stationary t2 aa Muzzle Velocity -> 20 to 28
Seraphim Stationary t2 aa Muzzle Velocity -> 25 to 32
T3 SAMs -> all HP's rebalanced to x2 the HP of their static flak (sams are x2 the cost but had more dps, range and much more HP for cost. Hence nerf to base HP)
T2/3 Transport Speed -> 15 to 16
T2 Aeon transport -> range 26 AA, 6 -> 15dmg per gun (the best AA transport)
T2 Seraphim transport -> range 28, no AA dmg buff, reworked anti-ground autocannon into a 1xAoE slow firing long range cannon (the best long-range seige transport, most transport slots)
T2 Cybran transport -> range 24, 25% AA dmg buff, x4 dmg emp gun (emp, weakest anti-ground dmg, adequate AA, fewest transport slots)
T2 UEF Transport -> range 24, x3 anti-ground dps (solid all round dps, best HP)
T3MAA -> 1/2 build timer, +.2 speed, 640 mass (from 800) (T3MAA are not in a useful place. For similar cost to a SAM you get <1/3 of the HP, 54 vs 60 range, slower build - eg. no reason to buy especially when t2 flak is so good. With this change T3MAA still aren't cost effective but you can produce them in 2.5 time the rate of t2 flak for x4 the cost. They're still not a really great unit but they're certainly better than before)
T2/3 Transport HP -> +60% HP
T2/3 Transport Cost -> x2 Mass and Energy, +60% build timer
T3 ASF Cost -> +150 Mass (350 -> 500)
T3 ASF Cost -> +50% build timer (3000 -> 4500)
T3 ASF Speed -> -2 (25 -> 23)
T3 ASF Fuel Timer -> now identical to T2 FB timer
T3 Scout Cost -> x2 energy (7500 -> 15000)
T3 Scout Cost -> 3000 build timer (900 -> 3000)
T2 MAA -> Flak AoE all races -1 (4 -> 3)
T2 MAA -> x2 energy cost (800 -> 1600)
Reduce t3 radar range by -200 (600 -> 400)
Reduce t3 omni range by 80 (200 -> 120)
Experimental Build Timer Changes:
Monkeylord -> x2 build timer
Soulripper -> x1.5 build timer
Megalith -> x2.1 build timer
Fatboy -> x1.8 build timer
Galatic Colossus -> x1.8 build timer
Ythotha -> x1.9 build timer
Tempest -> x1.5 build timer
Atlantis -> x1.5 build timer