Franck83 wrote:
It introduces a different kind of play. A more agressive one. Don't know it is better of not. It's just different.
There are some good ideas (the tactical defence and shield nerf...). Don't know if massive range bonuses are a good idea : may it break the balance between units ?
I like the exclusive feature for factions (paragon for aeon...). Don't really love the idea that equals features between factions. This kills some faction uniqueness and charism.
But i'm not a tactical master, hope this feedback may help.
It sure does!
p.s. the massive ranges are only for missile launchers who can now be easily countered by base defences.
primarly because naval with missiles would outrange missiles from land by more then double the radius, so it actually brings balance.
bases have good defences against most missile volleys with a minimum of missile defences.
And i know what you mean about the faction charism and uniqeness but only one faction with nearly unlimited resources was a bit way to OP.
And i'm going on from the campaign and title to create a more "forged alliance" so that's why you can trough the subcommander gates get every faction if you like.
The sight of seeing uef anti air fighters comming out of an aeon ufo is quite a sight to be honnest.
And i am going for the diffrent game indeed. Most of my friends rarely wanted to play this game because it takes to long.
The start of this mod was mainly to highly improve the game's speed towards action and i think i got that with this one.
and then i sort of kept going i guess and made some other improvements .
And i do care about balance so i try to keep the game as balanced as possible, that's the reason why i ask for feedback for anything i might have missed.Statistics: Posted by StylisticSagi — 04 Mar 2017, 19:28
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