Forged Alliance Forever Forged Alliance Forever Forums 2014-05-12T10:41:00+02:00 /feed.php?f=42&t=7219 2014-05-12T10:41:00+02:00 2014-05-12T10:41:00+02:00 /viewtopic.php?t=7219&p=72734#p72734 <![CDATA[Re: SACU/ACU nano-repair system]]>
rockoe10 wrote:
I didn't mean any disrespect errorblankfield, i was just trying to reiterate the definition of proc for those who did not understand. Your first definition in the post seemed a little....disorganized (at least for me) and I just hoped to clear some things up for those who may not know the meaning of the word.


I was semi-worried that was what happened.

Probably shoulda asked which way you meant it -though that's an odd question to pose.

I'm sure this stream of thought was way easier to follow.

XP

:wonders if this was confusing in the right way:

Statistics: Posted by errorblankfield — 12 May 2014, 10:41


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2014-05-11T05:09:31+02:00 2014-05-11T05:09:31+02:00 /viewtopic.php?t=7219&p=72646#p72646 <![CDATA[Re: SACU/ACU nano-repair system]]> Statistics: Posted by rockoe10 — 11 May 2014, 05:09


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2014-05-10T19:13:39+02:00 2014-05-10T19:13:39+02:00 /viewtopic.php?t=7219&p=72628#p72628 <![CDATA[Re: SACU/ACU nano-repair system]]>
One is merely having the chance to happen (My sword has a proc that gives crits if I swing it left, right, left.)

And the other is when the chance actually happens (My sword just proc'ed for double damage.)

The first is the older version. Non-programmers took the word in without understanding the coding behind it completely, just to state that something happened or now something happens more often. As in 'ever since I got that upgrade, my life steal procs more often.' You can realize the effect, even when the underlying procedure isn't as clear.

So from the same place you nabbed your nugget -which wasn't Google by the way:


In World of Warcraft, players refer to items that have Chance on Use or Chance on Hit effects as having a proc. Most of the time these items are weapons but they can also be armor, rings, trinkets, and even spell effects. How these items trigger their proc(s) depends upon what kind of an item it is.

"Programmed Random OCcurence" is another definition, thought to be correct by many WoW users, though whether or not it is indeed correct is debatable.

Guaranteed effects from critical hits (like "after a critical strike your attack speed is increased by 30% for 15 sec") are called proc too (the effect is automatic, but the critical hit is rare.


So as mentioned, both ways are in use today despite being very similar yet different enough for semantic people to go in a tizzy.

I even defined it manually to avoid this. >:|
And both definitions work for how I used it. o.o
It's a procedure to get in close and have the ring go off every X seconds as well as a random chance to stun based on unit local relative to ACU over time. (It's happenstance if you get near the ACU right after a stun and thus aren't stunned until a next wave. Happens in large groups often, but it's random at the level we control the units.)

Statistics: Posted by errorblankfield — 10 May 2014, 19:13


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2014-05-09T23:12:57+02:00 2014-05-09T23:12:57+02:00 /viewtopic.php?t=7219&p=72597#p72597 <![CDATA[Re: SACU/ACU nano-repair system]]> Proc is a common term used primarily in game programming to refer to an event - a "procedure" - triggered under particular circumstances. For example, in WoW, a particular weapon (that hits many times) might have a 10% chance on each hit to apply a special effect, such as poison damage.

Statistics: Posted by rockoe10 — 09 May 2014, 23:12


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2014-04-25T22:09:33+02:00 2014-04-25T22:09:33+02:00 /viewtopic.php?t=7219&p=71773#p71773 <![CDATA[Re: SACU/ACU nano-repair system]]>
While I'll agree that's the stupidest 'fix' (sorry whoever choose it but there there are so many better solutions that takes five minutes of thought) possible, but it's the one we have for now.

To get around it, just donate as you've realized. (Which again, points to how this never solved the problem in the first place! You can still stack Aeon dampeners!)

This is actually something I hope we fix next patch period. A simple 'cannot proc if an ally has proc'ed in the last cool down period' globally would be a better solution than literally ruining the upgrade in a team game unless your team is stellar.

Though personally, I'm more of a fan of the 'if any ally ACU (with dampener) is within stun range when you proc, his also procs' solution. So trying to stake them basically doubles the cost for a slight increase in range. Or work it out so that the ACUs alternate procing if they are within range of each other. Super simple coding wise to fix.

:cough: Hey resin... busy? :cough:

^_^

Oh, and for those that don't know that proc means... When something has a chance to activate, when it does, it 'proc'ed'. As if, 'on hit, 40% chance to slow for X seconds'. When you hit and it slows, that's a proc. In this sense, I'm using the word as if 'On enemy entering X feet of ACU, 100% to stun' even though that's pushing the definition of proc since that's hardly a 'random' event. The point seemed clear to me saying 'proc' so I rolled with it. 'Triggered' could have worked as well with some editing.

Statistics: Posted by errorblankfield — 25 Apr 2014, 22:09


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2014-04-25T12:15:12+02:00 2014-04-25T12:15:12+02:00 /viewtopic.php?t=7219&p=71729#p71729 <![CDATA[Re: SACU/ACU nano-repair system]]>
Reaper Zwei wrote:
I believe that that's been said before to not be a bug. Otherwise it would be to strong say if you had multiple Aeon ACU's with it going at different intervals.


then you must simply get whole army to ally and then it doesnt stun. and ACU is imune to stun, So i dont think its a reason. And on destricption its sayed that it doesnt stun ally units. Now its only anoying and can scruw ally army who dont pla as team more like enemy army...

problem with chrono is that acu is paper, and you cant rush it becase it cost many energy. So in final it can be build on time when first T3 units are going out, and you had acu with 11K hp imho will be better when it would be litle bit more expensive and give bonus HP/regen too. similar like it is with cybran cloak. Cybran acu with cloak has+ 15K hp. maybe price about 2000/2250mass -> for +2500 HP and +25regen/sec. price get up for +250/500 mass, for something like its T2 ubgrade whitout T2build and posibility make gun. Acu will had double gun and surviability of T2 or better surviability whitout gun.

I see only one 2 time buildet chrono in normal game. first on cannis where it perfectly work for defens, but when aeon player build it totaly lose mapcontrol becase it struw him energy for whole buildtime and can only defens and then lose. And second time on twin riven when Gorton ally who was air player build it and go help gorton and totaly scruw with stuns gorton(ally) army who lose becase that chrono help more oponents like ally. (becase he stun army in stream from factorys)

when it had be alternative to shield and bring some new strategies it need some surviability now its extreme risk give 2/3 of economy for all in bet

Statistics: Posted by Ithilis_Quo — 25 Apr 2014, 12:15


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2014-04-24T19:08:36+02:00 2014-04-24T19:08:36+02:00 /viewtopic.php?t=7219&p=71697#p71697 <![CDATA[Re: SACU/ACU nano-repair system]]>
Ithilis_Quo wrote:
Another bug is with aeon acu with chronodamper who stun also ally units too, same as enemy.

I believe that that's been said before to not be a bug. Otherwise it would be to strong say if you had multiple Aeon ACU's with it going at different intervals.

Statistics: Posted by Reaper Zwei — 24 Apr 2014, 19:08


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2014-04-24T17:13:57+02:00 2014-04-24T17:13:57+02:00 /viewtopic.php?t=7219&p=71696#p71696 <![CDATA[Re: SACU/ACU nano-repair system]]> Statistics: Posted by Ithilis_Quo — 24 Apr 2014, 17:13


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2014-04-23T12:46:02+02:00 2014-04-23T12:46:02+02:00 /viewtopic.php?t=7219&p=71650#p71650 <![CDATA[Re: SACU/ACU nano-repair system]]> Statistics: Posted by Iszh — 23 Apr 2014, 12:46


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2014-04-22T16:14:34+02:00 2014-04-22T16:14:34+02:00 /viewtopic.php?t=7219&p=71605#p71605 <![CDATA[Re: SACU/ACU nano-repair system]]>
SAKO_X wrote:
i think that no upgrades should be moved slots or removed as we are trying to preserve the original FA here.

my feeling also, but things change so fast here with no thought of long term conflicts, so I would very much expect some massive OP adjustment to happen eventually.

Statistics: Posted by FireMessiah — 22 Apr 2014, 16:14


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2014-04-22T14:11:40+02:00 2014-04-22T14:11:40+02:00 /viewtopic.php?t=7219&p=71599#p71599 <![CDATA[Re: SACU/ACU nano-repair system]]>
on the other hand maybe it is good as it is. thats normal that not all acu upgrades are the heaven on earth but what to do.

Statistics: Posted by Iszh — 22 Apr 2014, 14:11


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2014-04-19T23:57:48+02:00 2014-04-19T23:57:48+02:00 /viewtopic.php?t=7219&p=71487#p71487 <![CDATA[Re: SACU/ACU nano-repair system]]>
Apofenas wrote:
I would suggest to make UEF nano upgrade being the stage of shield upgrades. If you don't like T2 to be only upgrade at the arm, drones can be moved there.

Also i would switch Aeon SCU nano upgrade with sacrificial system. Nobody uses it because it's a totaly useless thing.


I bloody love where this could be pointing. Is it possible to do a triple-tier upgrade? Shift Nano to Back and have things go Nano > Shield > Bubble, and replace original arm slot with something new (Or just have T2/T3 on its lonesome?).

Regarding keeping the same slot and the same concept, I am still convinced my original age-old idea for this upgrade is a good one. Lower the Mass, lower the Energy, MASSIVELY lower the BuildTime (<200), make it give a small immediate HP boost (500?) and a bit less Regen (50?) and what you end up with is an Emergency upgrade which you hit when you are outgunned and waiting for reinforcements to arrive. It focuses your Economy into the Upgrade (Low BuildTime) and gives you just enough survivability to tank through, but the whole thing is DESIGNED to be replaced when you are safe again. It gets around the problem of being worse than T2 by filling a different role to T2, by being deliberately engineered to be replaced by T2 as soon as it's safe.

Statistics: Posted by IceDreamer — 19 Apr 2014, 23:57


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2014-04-17T00:10:28+02:00 2014-04-17T00:10:28+02:00 /viewtopic.php?t=7219&p=71331#p71331 <![CDATA[Re: SACU/ACU nano-repair system]]>
the aeon sacrifice upgrade should simply be available from the start like it is on engineers.
that way you don't have to make a tough choice in buying it and you get to use it if you really need to.
also i have heard something about it being inefficient because the amount given to the progress is based on the energy cost and not the mass cost - changing this to mass cost will make it much better imo. (just make it transfer 100% of its mass cost to the thing its building and it will be ok)

about uef acu nano regen.

why not just keep it as is, and only make it cheaper? this way the uef acu can have another early game upgrade to get with gun, which i think highlights its rambo capabilities instead of trying to find it a place elsewhere.
however the super later game alternative also sounds good : D

for aeon nano repair i think that either increasing the regeneration rate, or reducing the price will also work
(if it was free, would you build it? if yes then one or a combination of these will work.)
overall it needs to be an alternative to shield - so its hard to choose which one is better, meaning one would choose them based on the job they want the scu to do:
nano for combat against constant but relatively low dps (vs t1/2 and reclaiming under artillery fire, or combat which is periodic., maintaining shielded bases)
shield for all out combat (vs t3,snipes,pd,exps and strats.. things that deliver a lot of damage but happen rarely)

Statistics: Posted by Exotic_Retard — 17 Apr 2014, 00:10


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2014-04-16T23:34:11+02:00 2014-04-16T23:34:11+02:00 /viewtopic.php?t=7219&p=71330#p71330 <![CDATA[Re: SACU/ACU nano-repair system]]>
Mycen wrote:
you have less than eight nine seconds before two spiderbots will kill you


agree you are right, but still it will be monster acu :) it would be good when go back for end game surviability, but im not sure if that much.

_________

aeons,
i was discussing with friends about it, and imho would be best if:
- sacrifice system would be remove from sacu(ussles), and insted of it would had posibility to build second gun (in nomads style)
- nano repair would be replace with chrono damper, with lower AOE like is on acu, who will cost +-5000 mass and give 15 000 HP bonus to sacu, for survivability on battlefield, because with chrono must be im midle of battle and is primar object for focusing.

if someone make it i can be your balance tester.

Statistics: Posted by Ithilis_Quo — 16 Apr 2014, 23:34


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2014-04-16T22:00:18+02:00 2014-04-16T22:00:18+02:00 /viewtopic.php?t=7219&p=71327#p71327 <![CDATA[Re: SACU/ACU nano-repair system]]>
I like the idea of giving the UEF ACU an advanced nano with useful bonuses. It would fit with the faction trend for him to be the tankiest. Currently aeon and sera ACUs can achieve higher hp+shield numbers, and both keep their t3 engineering suites as well (sera without using any shields). I also think the hp bonus for sera acu from rapid restoration field should be +2600 or +3000 instead of +2500, so if you achieve a 5-star com with all upgrades and full health, you can actually survive a nuke (compare to the current max hp of 70500, exactly the damage of a nuke).

Statistics: Posted by JeeVeS — 16 Apr 2014, 22:00


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