Statistics: Posted by Pavese — 29 May 2012, 22:55
Statistics: Posted by Plasma_Wolf — 29 May 2012, 18:34
Statistics: Posted by noobymcnoobcake — 28 May 2012, 16:37
You do have to be careful with resto field. You are right. I think the problem with the first upgrade is the small range. 15. Thats about the same as a T1 tank. Buff it to around 22. This is then the same range as an unupgraded ACU gun. The second one should heal buildings as well as units. This should give it a reasonable buff. It should be swapped with RAS upgrade on back.
Look at the above posts with billy. It is, mass for mass, useless. The missile should go through shields and it needs a cost decrease. Perhaps 8000 mass for launcher (from 10800) and much less energy needed for each missile. At the moment with t3 suite it uses 22590 E/s for each missile. 451800 E is needed for each missile overall. Reduce this to 250000 E and double its buildtime so it used around 6250 E/s. It should still need a T3 infrastructure to support it.
Your right. UEF Nano repair is useless. If you compare it to the T3 upgrade the upgrade is better anyway due to regen and HP buffs but then you also get 90 build power and T3 building capabilities. I dont know what to do with this upgrade. FAF devs will probably not want to give it whole new function so cost decrease is only way .
But what I would love the most is if trebles ACU upgrade paths were implemented. Doubt they will be though. So I made a mod for that. This is kinda a compromise between what I (and a few others) think is needed and what the devs are hopefully more willing to do.
Edit - fixed billy cost stats and added suggestion.
Statistics: Posted by Gunseng — 27 May 2012, 20:10
Statistics: Posted by noobymcnoobcake — 27 May 2012, 11:10
Statistics: Posted by Gunseng — 27 May 2012, 05:29
Statistics: Posted by noobymcnoobcake — 26 May 2012, 20:35
Statistics: Posted by Plasma_Wolf — 26 May 2012, 12:21