Forged Alliance Forever Forged Alliance Forever Forums 2018-01-25T22:26:21+02:00 /feed.php?f=37&t=15412 2018-01-25T22:26:21+02:00 2018-01-25T22:26:21+02:00 /viewtopic.php?t=15412&p=159864#p159864 <![CDATA[Re: So... let´s talk PxModAlpha]]>
Lets think about the idea of phantom, you need build power "Muscle" to defeat your opponents by quick spamming EXP, Navy, Air, etc etc.

The majority of the games i have played sicne introudcing this mod, with regular (pro) phantom players have been much more fun, diffcult, and much more rewarding game play. I couldnt go back to normal phantom again!.

This mod gives all factions EQUAL opportunies, thats the main thing about this. EQUAL fair chance of any faction being able to win a Phantom game.

So are these changes good?

- Sera gets RASSCU Option

Yes - Phantom is played on most smaller maps like Ranoke Abyss, no room for sera to eco etc so yes of course sera should have rassccu......

- T3 Arti all have the same range

Absolutley

- Better Shields for Cybran

Not entirely sure about this since Cybran Shields were op before with hive manipulation!.

- ASF more resistant to Soulripper Groundfire (same as the Aeon CZAR change)

Not entirely sure where i have seen this/experienced it., so cannot comment.

- Hives for all

A MUST

Garythegoat...........................

Statistics: Posted by Untouchablez — 25 Jan 2018, 22:26


]]>
2018-01-25T17:16:38+02:00 2018-01-25T17:16:38+02:00 /viewtopic.php?t=15412&p=159852#p159852 <![CDATA[Re: So... let´s talk PxModAlpha]]>
I have an idea for inclusion in the mod. Some range of Anti teleport tower in the nuke def. To counter telesniping nukedefs with teleporting support commanders.

Or just removing teleporting commanders completly.

Maybe 3 Options:
1. Add Anti teleport capability to Nukedef.
2. Remove teleporting support commanders.
3. Option 1. and also give teleporting commanders to the two factions missing it currently

Difficulty
1. Maybe hard. possible to add anti teleport towers (its in blackops) But not sure if I can import that code easly.
2. Easy. Just remove some lines of code.
3. Same as 1.

Statistics: Posted by Androish — 25 Jan 2018, 17:16


]]>
2017-11-27T22:35:58+02:00 2017-11-27T22:35:58+02:00 /viewtopic.php?t=15412&p=157083#p157083 <![CDATA[Re: So... let´s talk PxModAlpha]]> Statistics: Posted by BenDover — 27 Nov 2017, 22:35


]]>
2017-11-27T19:55:56+02:00 2017-11-27T19:55:56+02:00 /viewtopic.php?t=15412&p=157079#p157079 <![CDATA[Re: So... let´s talk PxModAlpha]]>
Apofenas wrote:
T3 arty fixed in equilibrium

This is a good balance change too. Official balance team ignores T3 arty range difference for years already.


we're actually planning on giving all t3 arties the same range in the next patch

about the RAS sacus: imo having useable t3 massfabs is good enough for the base game since RAS sacus are somewhat inefficient in terms of pure economy and we're certainly not going to look at phantom meta when doing balance changes to the base game

Statistics: Posted by PhilipJFry — 27 Nov 2017, 19:55


]]>
2017-11-27T12:35:26+02:00 2017-11-27T12:35:26+02:00 /viewtopic.php?t=15412&p=157064#p157064 <![CDATA[Re: So... let´s talk PxModAlpha]]> Cybran shields

There is a reason behind cybran shields being weak. It is called faction diversity. They aren't supposed to have strong shields and especially they aren't supposed to have stronger shields than UEF on T3 stage. In fact cybran have both t2 and t3 shield stronger than UEF which goes against their faction design.

Engineer stations

This is also a part of faction diversity and breaks balance. T3 engineers were balanced the way so UEF and Cybran t3 engineers are 25% less effective than Aeon and Seraphim just because of engineer stations. Just to mention, engineer stations aren't mobile and have a lot less build power per mass ratio than t1 engineers. On the other hand Aeon/Sera t3 engies match t1. Should I mention t1 engie has most efficient bp/mass?

Want engineer stations for all? Sure thing. But finish what you started: rebalance engineers and make different models for every faction. I don't like seing rough cybran structures being built in smooth aeon base. You may as well just randomly delete 3 factions or play Phantom with "all factions" mod. Game will be much more balanced i can assure you.

Sera SCU RAS fixed in equilibrium

This change indeed balances the game. But is it a good change? Why do you think adding RAS for sera SCU is better than removing it from other factions? This just confirms that RAS SCU eco is a phantom meta and only leads to turtling.

T3 arty fixed in equilibrium

This is a good balance change too. Official balance team ignores T3 arty range difference for years already.

Statistics: Posted by Apofenas — 27 Nov 2017, 12:35


]]>
2017-11-27T04:20:56+02:00 2017-11-27T04:20:56+02:00 /viewtopic.php?t=15412&p=157051#p157051 <![CDATA[Re: So... let´s talk PxModAlpha]]>
BenDover wrote:
Those are a bunch of weak arguments.. who says what are races supposed to have? I must've missed that decree.

It's because they are the factions with the game ending stuff. It actually puts UEF and Cybran even further behind than you would think.

Statistics: Posted by Zook — 27 Nov 2017, 04:20


]]>
2017-11-26T14:31:21+02:00 2017-11-26T14:31:21+02:00 /viewtopic.php?t=15412&p=157021#p157021 <![CDATA[Re: So... let´s talk PxModAlpha]]> Statistics: Posted by BenDover — 26 Nov 2017, 14:31


]]>
2017-11-26T05:03:10+02:00 2017-11-26T05:03:10+02:00 /viewtopic.php?t=15412&p=157012#p157012 <![CDATA[Re: So... let´s talk PxModAlpha]]>
Same arty range and stronger cybran shields are nice, now we need to buff UEF shields cuz they are 2nd worst after cybran despite UEF being the "tanky" faction.

Statistics: Posted by Lieutenant Lich — 26 Nov 2017, 05:03


]]>
2017-11-13T21:16:14+02:00 2017-11-13T21:16:14+02:00 /viewtopic.php?t=15412&p=156474#p156474 <![CDATA[Re: So... let´s talk PxModAlpha]]> Statistics: Posted by BenDover — 13 Nov 2017, 21:16


]]>
2017-11-10T16:46:21+02:00 2017-11-10T16:46:21+02:00 /viewtopic.php?t=15412&p=156253#p156253 <![CDATA[So... let´s talk PxModAlpha]]>
Off the top of my head it changes:
- Sera gets RASSCU Option
- T3 Arti all have the same range
- Better Shields for Cybran
- ASF more resistant to Soulripper Groundfire (same as the Aeon CZAR change)
- Hives for all

In your opinion:
Do the changes in that mod make for better or worse PhantomX games?
Would you like to see other changes?

Statistics: Posted by Vanguard — 10 Nov 2017, 16:46


]]>