Therefore I have deemed these the last changes to be made as part of the Pre-August 2016 Balance mod quest to bring RTS back into Supreme Commander Forged Alliance which over the last 3 years has more and more decayed into a static sim city style game where any offensive units cost exceeds the value of the average target they can destroy several fold whilst at the same time defences to counter these attacks are extremely cheap and effective. This has made players play passively as they have learned that attacking is punished with being thrown behind immediately at most early stages of the game, which is a pretty boring play style.
Due to the misconception of the mod being dated as of August 2016 a lot of players seem to perceive it as an old mod that is backward/primitive compared to what FAF has evolved into. This is of course far from the truth. The opposite is more fitting and as a consequence a new name for the mod has been deliberated in intensive 1 to 1 discussions and brainstorming session with myself to convey its essence. I am hereby happy to announce that the new name of the mod will be "FA RTS", or in short FARTS.
The goal of FARTS will be to attract more players with the catchy and funny name which reflects the game's name Forged Alliance and the emphasis being on RTS. It will stand in contrast to the current Simcity "balance" patch XXXX, which places its emphasis on routine standardized stages of the game that allow the mechanically faster and better player to more consistently outeco his opponent during a certain period of time while being able to easily negate entire army segments of the game such as bombers with cheap overpowered mobile AA, before being ahead enough to win. FARTS does not adhere to this ideology for every game having to pass very similar paths for a match to be competitive and players will have options at all stages that may lead to victory.
Changes:
1) Restorers groundfiring weapon was buffed from 24 damage to 48. This gives it an effective DPS of 60 giving it averages of 101/90.5 or 95.75 when considering that most of the time it will only be firing 1 weapon, which is more in line with UEF and Cybran T3 gundships effectiveness.
2) T3 ACUs bp is reduced from 126 to 120.
3) Shard costs 80 mass 800 energy, 750 hp. Aoen Frigate costs 270 mass 2700 energy. Build times are also reduced. This will reduce the cost/effectiveness differential between aoen and other races.
4) Loyalist stun on ACU is removed, remains on EXPs and is reduced to 1 second.
5) Beetles have cloaking which drains 20energy when activated. It can only cloak when not moving, so it will have a role as a mine if players find an opportunity to use it in this way. It will be visible on transporters or while moving so it is not really a buff, it just now has an added use. This was achieved with Uveso's help on the coding side.
6) Cybran t1 maa have muzzle velocity increase from 15-->18, this doesnt do so much but it will help.
7) Sams accuracy are improved, they no longer shoot their missiles up at planes completely missing, spiraling around and then hopefully catch T3 planes before they are out of reach.
8) T3 MMLs have their HP reduced from 1700->800 due to their low cost and relative superior value as compared to t2 mml and t3 mobile artillery. Mass cost is increased 400-->600 , energy 3000-->4500, buildtime 2400-->3600
9) Fatboy, in addition to previous changes, base regen halved from 20-->10, shield regen reduced from 64-->20, shield recharges a little faster 160-->120.
My current wishlist of things to implement:
*Overcharge should only splash over the damage that is left after hitting a target, equally splitting the remaining damage over the 8 surrounding spots of a hit.
*Energy&Mass based veterancy system with increasing scale of resources required for every additional veterancy level on single hits.
*T1 transports useless weapon addition to allow for t1 ghettos to target specific units.
*Somehow find a way to improve bombers behaviour approaching targets to have a more stable flight pattern and dropping bombs more consistently. Maybe something like turning targeting from tracking the unit to groundfiring a spot just before droping the bombs...Statistics: Posted by Evildrew — 31 Jan 2019, 23:57
]]>