Forged Alliance Forever Forged Alliance Forever Forums 2016-09-18T03:22:00+02:00 /feed.php?f=2&t=9362 2016-09-18T03:22:00+02:00 2016-09-18T03:22:00+02:00 /viewtopic.php?t=9362&p=135626#p135626 <![CDATA[Re: UEF Titan with missile launcher (Download v0.1)]]>
Also I had a game not so long ago with this mod. Got to tell, the suggested concept is MUCH more usefull than current Titan, but has some serious downsides:
1) the weapon can outrange t1 pd, but you can't use it to kill it as Titan's primary is 20 range;
2) napalm destroys reclaim
3) the aoe is so big, that group of Titans can easily kite and destroy any standard t2 tank force(reminds of Harbs)
4) 10 Titans can deal about 4k damage to group of moving enemy units before those shoot at you: biggest problem is Loyalists which die in packs of 3-4 units right from the start of engagement.

I like this mod and i think it could use some tweaks: reduce speed, move more DPS to missile weapon, increace range and decreace AOE so the unit could do role of T1 arty among Percy force, but also shoot t1/t2 units with plasma weapon. Also would be nice if Titan took amphibious ability from Percival and could shoot torps underwater.

Statistics: Posted by Apofenas — 18 Sep 2016, 03:22


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2016-09-17T23:29:02+02:00 2016-09-17T23:29:02+02:00 /viewtopic.php?t=9362&p=135612#p135612 <![CDATA[Re: UEF Titan with missile launcher (Download v0.1)]]> Statistics: Posted by Resin_Smoker — 17 Sep 2016, 23:29


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2016-09-17T23:00:15+02:00 2016-09-17T23:00:15+02:00 /viewtopic.php?t=9362&p=135604#p135604 <![CDATA[Re: UEF Titan with missile launcher (Download v0.1)]]>

Statistics: Posted by IceDreamer — 17 Sep 2016, 23:00


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2016-09-17T22:41:58+02:00 2016-09-17T22:41:58+02:00 /viewtopic.php?t=9362&p=135602#p135602 <![CDATA[Re: UEF Titan with missile launcher (Download v0.1)]]>
Resin

Statistics: Posted by Resin_Smoker — 17 Sep 2016, 22:41


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2015-02-08T15:47:23+02:00 2015-02-08T15:47:23+02:00 /viewtopic.php?t=9362&p=93228#p93228 <![CDATA[Re: UEF Titan with missile launcher (Download v0.1)]]>
IceDreamer wrote:
Thanks man, I'll take over this one then so you can concentrate on sliders ;)


Well at least you have functional model / animations / projectiles / enhancement-icon to start with. I had none of this and had to either scrounge around or create that content anew. Granted it was years ago but it was still a major pain to do.

Resin

Statistics: Posted by Resin_Smoker — 08 Feb 2015, 15:47


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2015-02-08T15:42:10+02:00 2015-02-08T15:42:10+02:00 /viewtopic.php?t=9362&p=93226#p93226 <![CDATA[Re: UEF Titan with missile launcher (Download v0.1)]]>

Statistics: Posted by IceDreamer — 08 Feb 2015, 15:42


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2015-02-08T11:39:38+02:00 2015-02-08T11:39:38+02:00 /viewtopic.php?t=9362&p=93195#p93195 <![CDATA[Re: UEF Titan with missile launcher (Download v0.1)]]>
IceDreamer wrote:
You could use HeadingArc settings to restrict the legal targets arc, allow it to pitch/yaw by a few degrees as allowed by acceptable clipping. You'd end up with a weapon which fires at enemies the unit is looking at, because the turret turns with the cannons right?

And I don't think nades will look too bad at all if you change the firing FX etc to match Mongoose.


Your welcome to continue this project as I don't have the time to redo the mod each time someone finds something aesthetically wrong with it. Beside I only made this to help with your original request.

Resin

Statistics: Posted by Resin_Smoker — 08 Feb 2015, 11:39


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2015-02-07T22:17:41+02:00 2015-02-07T22:17:41+02:00 /viewtopic.php?t=9362&p=93156#p93156 <![CDATA[Re: UEF Titan with missile launcher (Download v0.1)]]>
And I don't think nades will look too bad at all if you change the firing FX etc to match Mongoose.

Statistics: Posted by IceDreamer — 07 Feb 2015, 22:17


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2015-02-07T22:12:31+02:00 2015-02-07T22:12:31+02:00 /viewtopic.php?t=9362&p=93155#p93155 <![CDATA[Re: UEF Titan with missile launcher (Download v0.1)]]>
IceDreamer wrote:
I'd also prefer you kill the 'missiles' and copypasta the Mongoose's grenade launcher. It will look fine, takes less sim, is less complex, and fits the faction and the unit balance design very nicely.



Two problems...

1) Grenades will look bad coming out of a missile launcher.

2) The projectiles have to be semi-guided as the launcher is not able to pitch / yaw towards the target on its own without the launchers mesh clipping the Titans body.

I will however use your other suggestion.

Resin

Statistics: Posted by Resin_Smoker — 07 Feb 2015, 22:12


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2015-02-07T20:17:17+02:00 2015-02-07T20:17:17+02:00 /viewtopic.php?t=9362&p=93147#p93147 <![CDATA[Re: UEF Titan with missile launcher (Download v0.1)]]>
I'd also prefer you kill the 'missiles' and copypasta the Mongoose's grenade launcher. It will look fine, takes less sim, is less complex, and fits the faction and the unit balance design very nicely.

Statistics: Posted by IceDreamer — 07 Feb 2015, 20:17


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2015-02-07T15:51:34+02:00 2015-02-07T15:51:34+02:00 /viewtopic.php?t=9362&p=93136#p93136 <![CDATA[Re: UEF Titan with missile launcher (Download v0.1)]]>
Apofenas wrote:
I had a look on it. The weapon doesn't fire untill enemy unit enters the range of main weapon meaning that mml range is pretty much useless. Also it doesn't hit the unit on move. Tested by tring to kite loyalist: no missles hit.


Reason for this is that the pulse cannons are considered the primary weapons. I can fix this by swapping the blueprint / script order. Also keep in mind that the missiles fire on the targets location and not the target. Only way to address that would be to forgo the missile spread script and turn the missiles into non-tracking Missiles 5-10 ticks after launch. This way the missile will turn towards the target for about a second, then fly blindly until impact.

Unfortunately with how the model is built, using a turret isn't possible as the missile racks model will clip the body of the Titan.

Resin

Statistics: Posted by Resin_Smoker — 07 Feb 2015, 15:51


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2015-02-07T15:36:30+02:00 2015-02-07T15:36:30+02:00 /viewtopic.php?t=9362&p=93135#p93135 <![CDATA[Re: UEF Titan with missile launcher (Download v0.1)]]> Statistics: Posted by Apofenas — 07 Feb 2015, 15:36


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2015-02-07T14:46:38+02:00 2015-02-07T14:46:38+02:00 /viewtopic.php?t=9362&p=93131#p93131 <![CDATA[Re: UEF Titan with missile launcher]]>
"Titan Naplam Missile (v0.1)"

Cheers,

Resin

Statistics: Posted by Resin_Smoker — 07 Feb 2015, 14:46


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2015-02-06T21:14:06+02:00 2015-02-06T21:14:06+02:00 /viewtopic.php?t=9362&p=93081#p93081 <![CDATA[Re: UEF Titan with missile launcher]]>
Five pulses of 10 damage within a radius of 3. (50 per missile)

As for the ability to spread out the damage, I've got that covered. Missiles impact in a star pattern around the target.

Resin

Statistics: Posted by Resin_Smoker — 06 Feb 2015, 21:14


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2015-02-06T20:40:42+02:00 2015-02-06T20:40:42+02:00 /viewtopic.php?t=9362&p=93077#p93077 <![CDATA[Re: UEF Titan with missile launcher]]>
Resin_Smoker wrote:
What I had in mind is as follows, via an enhancement.

20% boost in hit points being that the Titan has gained mass / size.
20% reduction in speed & turn rate due to the stress of carring the LRM rack.
10 shot LRM (napalm) 10 damage per tick @ 5 ticks, area effect of 3, range 30, reload 10 seconds

Keep in mind that these are preliminary figures that will get adjusted / balanced as we go. Now for those of you wanting to know why this is an enhancement, it's simple. It gives to the ability to play both the old Titan and the new using the same unit.

Note: enhancement cost will be 10 mass /10 energy to aid in folks trying out the new concept until the physical properties are finalized.

Resin


May i add a thing? Can you make it so that it fires with a small (1 second) delay but at the same "distance"? So if the Titan get closer it will hit the hearth of the enemy formation instead of shooting in the front.

Maybe (just maybe) a small firing randomness so it can damage lot of stuff at once.

Also, how much is 5 ticks in seconds?

Statistics: Posted by zeroAPM — 06 Feb 2015, 20:40


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