Forged Alliance Forever Forged Alliance Forever Forums 2015-01-13T13:47:40+02:00 /feed.php?f=16&t=9110 2015-01-13T13:47:40+02:00 2015-01-13T13:47:40+02:00 /viewtopic.php?t=9110&p=90997#p90997 <![CDATA[Re: Build 56 changelog]]>
What problem it can make, is that from normal artilery -artilery shell make some muzzle velocity and it is some time that shot must fly from place A to place B. when it would fall dirrectly from sky, then rate of fire must calculate with distance betwen object A and place where is artielry building B. How further object is -> bigger reload time. but it need again some kind of ballance what make game less finish.

I simly see space canon angle as vierd function, and this is only one of sugg that can make it maybe better.

Statistics: Posted by Ithilis_Quo — 13 Jan 2015, 13:47


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2015-01-13T09:10:34+02:00 2015-01-13T09:10:34+02:00 /viewtopic.php?t=9110&p=90985#p90985 <![CDATA[Re: Build 56 changelog]]> Moving space stuff out of visual range is something I'm not sure of is a good idea. Pip and me have been talking about this every now and then for a while now.

Statistics: Posted by Brute51 — 13 Jan 2015, 09:10


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2015-01-12T23:20:00+02:00 2015-01-12T23:20:00+02:00 /viewtopic.php?t=9110&p=90957#p90957 <![CDATA[Re: Build 56 changelog]]> T3 Arty : It is only grafical side of think, (i was writing it on massage but you forgot to answer on this part)
Already T3 arty is firing from space ship that is somewhere on space, but it is visible on maximum zoom out. What i see as illogical and "kind of ugly" is that space canon is all time on one place, and that mean it dont fire directly down, but on some angle. What is illogical, because when it is in space, then its suppose to fire directly on ground. How we -you (:D) can make it looks like the canon is firing from space, its give fast(60-80- as T3 arty muzzle velocity) speed of "space" canon who will move above target and let him "rain" canon shell directly on ground. On my opinion it would look much more interesting, as when its firing from angle as its now.

Maybe a litle better is it, it can be when cannon would be invisible, and would it see more as shell are firing from space, because "space cannon" look much more as flying in sky instead of space.

Statistics: Posted by Ithilis_Quo — 12 Jan 2015, 23:20


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2015-01-12T21:19:48+02:00 2015-01-12T21:19:48+02:00 /viewtopic.php?t=9110&p=90945#p90945 <![CDATA[Re: Build 56 changelog]]>
T3 arty: Thanks but no thanks. I think the arty is good as it is right now and I really don't want to upset the balance right now. The need for additional balancing makes the mod "less finished" and I want it "more finished".

Statistics: Posted by Brute51 — 12 Jan 2015, 21:19


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2015-01-12T00:03:37+02:00 2015-01-12T00:03:37+02:00 /viewtopic.php?t=9110&p=90888#p90888 <![CDATA[Re: Build 56 changelog]]>
Now as for the blackhole weapon... it can be balanced if structured correctly. Remember I reworked whole thing and added filters and limitations to prevent it from obliterating everything. The seraphim in 4DC currently use it win their T3 bomber and arty.

I can shoot ya the specifics via PM if you'd like to see the details.

Resin

Statistics: Posted by Resin_Smoker — 12 Jan 2015, 00:03


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2015-01-11T21:51:44+02:00 2015-01-11T21:51:44+02:00 /viewtopic.php?t=9110&p=90876#p90876 <![CDATA[Re: Build 56 changelog]]>
[I"m not about to start another discussion about "the old Nomads", so if the following results in such a discussion I'll lock this thread.]
Reason for removal of several original mod units was two fold:
1. Nomads backstory went from superior tech (compared to UEF, Aeon, Cybran and Seraphim) to inferior tech. This means, among other things, no quantum gateways, no teleporting, initially no shielding and worse intel overall. It also means no hundreds of space ships but just one tiny and fast one that transports the ACU to a planet, and several bigger but much slower ships (one day I hope to explain this through video). So: exit blackhole arty, T1 orbital arty, shield drone (sorry about that, i know this was your baby), degradation field (or what was that ACU enhancement called?) and several other seemingly overteched units. Some ideas from the old mod were retained but in a different shape (blackholes for example, rocket artillery, probably some more).
2. The T1 arty was a really weird unit. You couldn't see where the artillery shots came from as you can with other factions T1 arty units (clear black or white trail). Next to the "small fleet" backstory this was another a big reason to change/remove it. (And the model was just butt ugly but that could have been fixed.)
3. Many of the original units were very hard to balance. The blackhole arty is such a unit, being able to utterly destroy units with 1 shot regardless of their strength was just not balancable. The same for the chain-lightning-SAM, the 12 missile MML, etc.
[4. Additionally, some stuff just didn't work. I think the nuke had a bug that I never bothered to fix (see point 1 and 2). The flamethrower T3 bot caused severe emitter spawning, having more than 2 firing removed all fx in game. And it only damaged the first unit it hits (unlike a true flame thrower). The T3 bomber could crash the game if you had 10+ bombing at the same time.]

Statistics: Posted by Brute51 — 11 Jan 2015, 21:51


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2015-01-11T17:38:18+02:00 2015-01-11T17:38:18+02:00 /viewtopic.php?t=9110&p=90862#p90862 <![CDATA[Re: Build 56 changelog]]>
Resin

Statistics: Posted by Resin_Smoker — 11 Jan 2015, 17:38


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2015-01-11T15:35:56+02:00 2015-01-11T15:35:56+02:00 /viewtopic.php?t=9110&p=90857#p90857 <![CDATA[Re: Build 56 changelog]]>
But before any of this can happen I need to finish the textured, other visuals and sounds. That way I can render some cool movies (that'll attract attention) and some tournaments (more attention). The beta server may come after this.

Come to think about it, we're gonna need someone to do PR...

Statistics: Posted by Brute51 — 11 Jan 2015, 15:35


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2015-01-10T18:37:53+02:00 2015-01-10T18:37:53+02:00 /viewtopic.php?t=9110&p=90804#p90804 <![CDATA[Re: Build 56 changelog]]>
Brute what you think about "sneaky" unnamed version of mod?
whiteout red name, ranked and with easy possibility to change nomads mod for standard game with "no nomads unit restriction" ?

Statistics: Posted by Ithilis_Quo — 10 Jan 2015, 18:37


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2015-01-10T00:17:49+02:00 2015-01-10T00:17:49+02:00 /viewtopic.php?t=9110&p=90772#p90772 <![CDATA[Re: Build 56 changelog]]>
If you turn Crawler into Bombard mode with AOE missiles, it is useless against experimentals (stun it for 0.1 sec every 12 seconds, and deal like 1000 damages max every 12 seconds) and only useful against armies and bases, but it cannot move, can be easily sniped by t3 air and TML, and unlike Fatboy, it can be countered in bases by TMD.

People cry OP because they have no idea about the Nomads features and how much units count or that the missiles can be countered. They think Crawler killed Monkeylord, but it's Beamer which did it. And they don't do the math of 36 k mass against 19 k. You should be the one to tell them they are wrong because you know the faction better than they do. I shouldn't even have to argue with you.

Statistics: Posted by pip — 10 Jan 2015, 00:17


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2015-01-09T22:34:08+02:00 2015-01-09T22:34:08+02:00 /viewtopic.php?t=9110&p=90767#p90767 <![CDATA[Re: Build 56 changelog]]> But on that time it was only crawler with beamer against ML on short range. Tanks dont join on that battle, they come when ML die. So yes it was cheap ML against 2 exp, but first one have only 50% dps and 66% hp, and another one is supost to be weak on close range, and do very small dmg to ml, it was more about ML cant fire and die on beamer cheap beamer.

yotha was going against army and fateboy, but not against crawler and fateboy. Problem is that on most played map 10x10 crawler have range everywhere, and then every experimental is going also against crawler.
Yes it is 2 exp against one exp. but what is problematic is that crawler can be safe in base and suport every others experimental/army and when dont see threat then bombard enemy position. Other must risk a exp/army lose when crawler only sit in base.

And for example 2fatboy vs spider/gc on close range spider/gc win. crawler is something betwen scatis - for base bombard, and fatoy, for army bombard. I dont know if this is bad at all, but was plaing this game, and everyone in game except sako say that stun experimental is OP.

Statistics: Posted by Ithilis_Quo — 09 Jan 2015, 22:34


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2015-01-09T21:58:30+02:00 2015-01-09T21:58:30+02:00 /viewtopic.php?t=9110&p=90765#p90765 <![CDATA[Re: Build 56 changelog]]> The orange player attacked a Crawler + Beamer + more than 10 t3 tanks = 45000 mass with a single, unescorted Monkeylord (19k mass) and should win? While his 7 t3 bombers were sleeping in the corner of the map and would have in a single pass dropped Crawler HP to half and made it easy for Monkeylord to finish it off? No, the outcome was normal. 2 exps against one just win (except if 2 Beamers).

Then Ythotha alone was sent against Crawler + Fatboy. Even Fatboy alone, can kill it one on one if it kites, so yes, Crawler is very good support experimentals, but if you use 2 experimentals against 1, the result will always be the same, wether it's Crawler + Fatboy or 2 Fatboys, or 2 GC against a single Yhtota. Give me replays where 2 experimentals are used at the same time to counter Crawler + another experimental, then we can see how balance is.

Statistics: Posted by pip — 09 Jan 2015, 21:58


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2015-01-09T21:44:49+02:00 2015-01-09T21:44:49+02:00 /viewtopic.php?t=9110&p=90763#p90763 <![CDATA[Re: Build 56 changelog]]>
Meanwhile I am moving forward with pushing code from Nomads into FAF. Nomads contains several improvements of FAF code and having Nomads code in FAF makes eventual integration a lot easier.

Statistics: Posted by Brute51 — 09 Jan 2015, 21:44


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2015-01-09T20:59:51+02:00 2015-01-09T20:59:51+02:00 /viewtopic.php?t=9110&p=90760#p90760 <![CDATA[Re: Build 56 changelog]]>
pip wrote:
If new players don't take the time to read the tooltips, and don't use optional features so what? We will not dumb down our features just because people want to play Nomads like UEF


already people dont want to play nomads, I was check the replay vault, and on normal nomad game its only game with my, apofenas, and tora. Thats all people what i know who play nomads. So you cant say that you dont care when people are dump to read somehing. YES THEY ARE. I agree :D, im psychologist, and its definitly true. But you dont change it, people are lazy, and would not do it, rather say OP/crapy nomads and would not play it. And that is what is already happening. If you dont see it, try host a nomads game with title "nomads 1500+" how long time it would take when you consider is time end it and host non-nomads game?

pip wrote:
Capacitor is not mandatory to play Nomads, same as Intel boost

"retard its ok that you dont know what it is doing, i was playing nomads with ithilis at least 50time and when Ithilis would not say you now then i would still not understant for what it is good" Tokyto_

You can play also whiteout capacitator or radar boost, of course, but you would have crapy radar, and crapy acu with 93dps.

pip wrote:
It's like Aeon chrono dampener, Omni Sensor or Sera resto field

except aeon omny you name all crapy thinks that hope would be seriously buffed - chrono, and reworked on function model -restoration system. Yes it is as restoration system and chronodumper. need to rework. Or also artilery suport - what is as sacri system on aeon - already ussles, but can be good feauture.

Yes have a nomads feauture is nice. it would not make sense have fraction what is identical as other existing fraction. But have it too curios and too different mean ppl would not accept them, and then what would be a point of new fraction when you cant play them?

I was asking in aoelus, why thay dont play nomads, and ppl who would discuse with me on this theme say that are too alien, and looks like from different game. Most of my argument and thinks that im you all time saying its from something else as my. How i say up, ppl are lazy and dont post nothing on forum, when i would not say Sako to post him feeling and note from game what was he saying to me he would not do that. Nearly noone its doing that. Try more ask ppl in loby how thay imagine to 5th fraction looks like, how thay dont like on them, why thay would start play them more often as never.

Take this as a biznis, when you have some perfect product you know what you have and are trying to sell it to most of ppl to make biggest profit. for example some grafic program. you know that your program can make tons of work that competetion program cant, when you learn how to use it. you offer it to market, try to explain how it work, how ppl can make perfect pictures, you sell some pieces to biggest grafic fans who would see how great it is, and how better it is as grafic program that was use before. But you still sell only few piece, because most of ppl are lazy learn how that work, doesnt mater that thay know that is much more better as was using before... in finaly you take a lot of work make it perfect and still your company is going in bankruptcy, because you dont sell enought to pay your bill. Its not only about what you sell but who is your clientele.
And what is your clientele you will know when you ask in aoelus why thay dont play nomads, and what thay dont like plaing against.


______________

-Why i personal have problem with nomads its - take too long to start a game, actualy its nearly imposible. When i would know that host a game and fill it with my rating ppl in normal time i would host all game as nomads.
-Another think is that they are unranked. When would be ranked game would be more competetive, actualy playing nomads for me is more about see how balance of units work in reality as play normal and focus on game.
- What is a quite sneaky but can help on this two thinks on UP, is integration, that would be extremly hard to make from this position, so another is something as integration whiteout integration. -> remove red note "nomads" on hosted game, add nomads to ranking system. and game with units restriction "no nomads" let ranked + dont allow pick nomad with this restriction. Maybe it only make ppl angry that are confusing whith game is that they dont want to play, but after talk in game it would be posible easy change nomads game for standard. And ppl would know that nomads are in most of all fine.
-Then i dont like excuse on system, some excuse are neccesery, but when are not neccesery i like clever and clear system. In nomads i see as excuse (capacitator, dps, overchage, bombard mode) have problem with some other but that are not my ideas.

lots of text, and tons of gramatic and lingvistic mistake, sory for them, im also too lazy to try correct them :)
Have a nice evevning.

Statistics: Posted by Ithilis_Quo — 09 Jan 2015, 20:59


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2015-01-09T18:55:21+02:00 2015-01-09T18:55:21+02:00 /viewtopic.php?t=9110&p=90755#p90755 <![CDATA[Re: Build 56 changelog]]>
Speed + gun upgrade is 1500 mass. Go ahead, show me competitive 1v1 games where you win due to it.
Your replay is not enough and proves nothing. Everybody knows you need to micro units to swarm the slower ACU before you manually target it otherwise, you will have your units all bunched up together and ready for OC. Speed upgrade has nothing to do with this, you can do the same thing without speed, with any other ACU with gun and say : gun upgrage is OP, my t2 and t3 units cannot catch it. Please do exactly the same tests, with Aeon ACU and double guns, or with UEF ACU + engy suit (that's 1500 mass too), and see if you can survive the attack of a dozen t2 units using manual target and using overcharge with your ACU. Then post the replay.

Capacitor is not mandatory to play Nomads, same as Intel boost (Nomads is supposed to have worse intel than other factions). If new players don't take the time to read the tooltips, and don't use optional features so what? We will not dumb down our features just because people want to play Nomads like UEF. It's like Aeon chrono dampener, Omni Sensor or Sera resto field. These features are there, but people don't use them. That's their choice, but other players occasionnally do, and some players use Nomads features just fine, so I guess it's not that complicated. Only competitive players will invest enough time to take the maximum benefit of Nomads features, and that's fine if casual players don't use them to the max before they are fully used to them. If you could play Nomads exactly the same way you play other factions, with no subtleties, what would be the point of a new faction?

Statistics: Posted by pip — 09 Jan 2015, 18:55


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