Forged Alliance Forever Forged Alliance Forever Forums 2019-02-10T11:31:43+02:00 /feed.php?f=2&t=17154 2019-02-10T11:31:43+02:00 2019-02-10T11:31:43+02:00 /viewtopic.php?t=17154&p=171838#p171838 <![CDATA[Re: Useless things?]]>
Uveso wrote:
As promised, the DPS mod:
viewtopic.php?f=41&t=17190

Thanks :)

Statistics: Posted by conKORD — 10 Feb 2019, 11:31


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2019-02-05T05:47:52+02:00 2019-02-05T05:47:52+02:00 /viewtopic.php?t=17154&p=171689#p171689 <![CDATA[Re: Useless things?]]> viewtopic.php?f=41&t=17190

Statistics: Posted by Uveso — 05 Feb 2019, 05:47


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2019-02-01T04:36:22+02:00 2019-02-01T04:36:22+02:00 /viewtopic.php?t=17154&p=171534#p171534 <![CDATA[Re: Useless things?]]>
conKORD wrote:
Uveso wrote:Are you sure?


Well, i was :)

I will make a mod so we can test real DPS and compare it with our own calculations.

Statistics: Posted by Uveso — 01 Feb 2019, 04:36


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2019-01-31T23:12:20+02:00 2019-01-31T23:12:20+02:00 /viewtopic.php?t=17154&p=171524#p171524 <![CDATA[Re: Useless things?]]>
Evildrew wrote:
There is a work around to allow fatboys and tempest be able to make units while moving in Equilibrium. They are not made in usual games because a move order stops the construction. The only thing with equilibrium's work around is that it shows 2 icons during game for the experimental unit and the mobile factory attached to it.

If you want to buff that, you should follow up on that work and see if you can make some kind of toggle button between the experimental unit and the mobile factory similar to how the uef kennel and drone toggle works and make the mobile factory invisible.

I would say that would be something nice and clean for you to do and add.

Agreed, it would be good.

Statistics: Posted by conKORD — 31 Jan 2019, 23:12


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2019-01-31T21:00:49+02:00 2019-01-31T21:00:49+02:00 /viewtopic.php?t=17154&p=171517#p171517 <![CDATA[Re: Useless things?]]>
Uveso wrote:
Funny part, the weapon does not need to do any damage!

The weapon was designed to lead/focus the fire of assisting units.
Even with "nonsense" damage, the weapon does it's job as fire control system.

Are you sure?

Experiment:
Spawn megalith.
Spawn 20 T1 AA vehicles around it.
Command AA to assist Megalith and wait until they stop moving.

Pause game.
Spawn 5 T2 gunships around megalith.
Unpause game.

You'll see that AA guns not follow Megalith's target.

Statistics: Posted by conKORD — 31 Jan 2019, 21:00


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2019-01-31T20:38:58+02:00 2019-01-31T20:38:58+02:00 /viewtopic.php?t=17154&p=171516#p171516 <![CDATA[Re: Useless things?]]>
Uveso wrote:
As example;
The Ythotha has 2 AA weapons with 25 damage, MuzzleSalvoDelay = 0.4 and MuzzleSalvoSize = 3.
A single weapon has 225 dps, both weapons have 450 dps.
So those weapons have way more firepower then a Tech3 AA defense.

Funny part, the weapon does not need to do any damage!

In case of Ythotha AA DPS is around 180.
https://spooky.github.io/unitdb/#/XSL0401,XSL0205
It is a bit higher than T2 flak, but with increased fire randomness Ythotha is almost unable to deal with single T3 gunship.

Statistics: Posted by conKORD — 31 Jan 2019, 20:38


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2019-01-31T19:30:35+02:00 2019-01-31T19:30:35+02:00 /viewtopic.php?t=17154&p=171511#p171511 <![CDATA[Re: Useless things?]]>
conKORD wrote:
One of ideas of this mod - get rid of useless things.
I've reviewed units and have buffed some weapon that do nonsense damage (see changelog) for now.


Well, this is more an opinion then fact.

As example;
The Ythotha has 2 AA weapons with 25 damage, MuzzleSalvoDelay = 0.4 and MuzzleSalvoSize = 3.
A single weapon has 225 dps, both weapons have 450 dps.
So those weapons have way more firepower then a Tech3 AA defense.

Funny part, the weapon does not need to do any damage!

The weapon was designed to lead/focus the fire of assisting units.
Even with "nonsense" damage, the weapon does it's job as fire control system.

That's why i mean its more an opinion that this weapon has only "nonsense" damage and needs a change.

At least this is my "opinion" :D

Statistics: Posted by Uveso — 31 Jan 2019, 19:30


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2019-01-31T18:54:47+02:00 2019-01-31T18:54:47+02:00 /viewtopic.php?t=17154&p=171506#p171506 <![CDATA[Re: Useless things?]]>
If you want to buff that, you should follow up on that work and see if you can make some kind of toggle button between the experimental unit and the mobile factory similar to how the uef kennel and drone toggle works and make the mobile factory invisible.

I would say that would be something nice and clean for you to do and add.

Statistics: Posted by Evildrew — 31 Jan 2019, 18:54


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2019-01-31T21:02:51+02:00 2019-01-31T18:30:03+02:00 /viewtopic.php?t=17154&p=171505#p171505 <![CDATA[Useless things?]]>
A few days ago I've reanimated my Imbalance Pack /viewtopic.php?f=41&t=17136 that was released in GPG 10 years ago.

One of ideas of this mod - get rid of useless things.
I've reviewed units and have buffed some weapon that do nonsense damage (see changelog) for now.

I'm going to continue it and make usable other things that's never been used ingame.

So my question is - did you ever see some units, weapon or game mechanic that's never been used or have no impact on the gameplay?

For example - my next candidate to buff:
Production on experimental units. I'd never seen that someone build units on Fatboy or Tempest.

Statistics: Posted by conKORD — 31 Jan 2019, 18:30


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