Forged Alliance Forever Forged Alliance Forever Forums 2013-03-25T00:06:29+02:00 /feed.php?f=52&t=3071 2013-03-25T00:06:29+02:00 2013-03-25T00:06:29+02:00 /viewtopic.php?t=3071&p=35461#p35461 <![CDATA[Re: Aeon ACU chrono dampener cost reduction.]]>
Regarding the stun length time, in order for the Chronodampener to compete with the shield upgrade, it must make the ACU very good in combat. Buffing the stun time seems like one of the best options for this.

Statistics: Posted by A_vehicle — 25 Mar 2013, 00:06


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2013-03-24T23:47:54+02:00 2013-03-24T23:47:54+02:00 /viewtopic.php?t=3071&p=35459#p35459 <![CDATA[Re: Aeon ACU chrono dampener cost reduction.]]>
I don't think other things beside range are required, we don't really know how useful it would be with a good range. The ability to combine 3.5 seconds stun with overcharge that is also around 3.5 second reload is probably quite powerful without lengthening it.

EDIT : actually, the range was still normal (22) by default, only attack range ring (red) was bigger, but not of the default weapon. So there was no bug, just visual ambiguity.

Statistics: Posted by pip — 24 Mar 2013, 23:47


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2013-03-24T23:32:21+02:00 2013-03-24T23:32:21+02:00 /viewtopic.php?t=3071&p=35455#p35455 <![CDATA[Re: Aeon ACU chrono dampener cost reduction.]]> Statistics: Posted by A_vehicle — 24 Mar 2013, 23:32


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2013-03-24T14:15:50+02:00 2013-03-24T14:15:50+02:00 /viewtopic.php?t=3071&p=35339#p35339 <![CDATA[Re: Aeon ACU chrono dampener cost reduction.]]>
Also, I tested it, it doesn't affect planes, so it should be adjusted for land fight only (it's impossible to avoid a air snipe with it, as Brainwashed thought).

Statistics: Posted by pip — 24 Mar 2013, 14:15


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2013-02-28T18:40:49+02:00 2013-02-28T18:40:49+02:00 /viewtopic.php?t=3071&p=32459#p32459 <![CDATA[Re: Aeon ACU chrono dampener cost reduction.]]>
brn4meplz wrote:
Ok so this thing doesn;t function like standard EMP.

It doesn't affect Experimentals, It does effect SCU's.

It fires off every 5 seconds or something and disables for 2 seconds I think.

It fires off out to default cannon range(22).

There is no way to control the power consumption, it just fires off on it's own, so a single unit will trigger it. The only way to prevent it from discharging is to set the ACU to Hold fire, which means it won't fire it's cannon at targets either.

I'd propose:

1)a Toggle option. Either Off; no Chrono dampener discharge. Or On; initial Discharge and one every 5 seconds thereafter.
I think thats required at the very minimum.

2) Cost decrease to 1000M, 28000E Build time 1000

3)AoE reduction to 8(from 22) but the discharge location is Point of impact from Commanders gun. So that you're not sacrificing HP to engage T1-T2 units. Also, this would give synergy with the Range upgrade of the Aeon Commander and having all 3 early game upgrades(Range, Rate of Fire and Chrono) would make him quite offensive.

Thats where I'd start with changes. I'd play it through a few times on 5x5 maps and see how it went.


+1

Statistics: Posted by Veta — 28 Feb 2013, 18:40


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2013-02-27T01:27:50+02:00 2013-02-27T01:27:50+02:00 /viewtopic.php?t=3071&p=32225#p32225 <![CDATA[Re: Aeon ACU chrono dampener cost reduction.]]>
i'm not sure if moving the upgrades is a good idea, the easier way would be to make the upgrades more useful and be available at fair prices
as example for the uef nano, increase the acu hp by 6000 for upgrading it (same hp as t3), then you got more regen while the guy with t3 has more BP, so it kinda equals (for fair prices ofc)


back to the chrono dampener:
it will cost about twice as much as a gun upgrade for sera/uef/cybran, which is kinda fair for what it is able to do
brn4meplz wrote:
It doesn't affect Experimentals, It does effect SCU's.

It fires off every 5 seconds or something and disables for 2 seconds I think.

It fires off out to default cannon range(22).


stunning units 40% of the time means you get a nice speedboost relative to them, you can probably outrun most units and overcharge others
also you're halfways immune to gunship snipes, a flak will enjoy killing gunships beeing emp'd in the air
used wisely this upgrade might be even a bit OP now, but that's what the testmod is for: to test that

Statistics: Posted by Myxir — 27 Feb 2013, 01:27


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2013-02-26T20:20:48+02:00 2013-02-26T20:20:48+02:00 /viewtopic.php?t=3071&p=32185#p32185 <![CDATA[Re: Aeon ACU chrono dampener cost reduction.]]>
Many ACU upgrades are just broken and a good example is the UEF nano repair - T3 engineering gives you a huge HP boost and half the regen rate for something like 1/5th the cost. Oh and it gives you a T3 engineering suite so you an put up t2 shilds and PDs in seconds. My sig gives a link to my ACU mod that moves upgrades around and gives a lot of solutions to these peoblems. No upgrades use is changed dramatially but it puts you in more situations where you can use it.

Statistics: Posted by noobymcnoobcake — 26 Feb 2013, 20:20


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2013-02-23T11:36:27+02:00 2013-02-23T11:36:27+02:00 /viewtopic.php?t=3071&p=31804#p31804 <![CDATA[Re: Aeon ACU chrono dampener cost reduction.]]> With gun upgrade can be useful against exp too but at your own risk ...


You can test it whenever you want

Statistics: Posted by dstojkov — 23 Feb 2013, 11:36


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2013-02-19T16:09:25+02:00 2013-02-19T16:09:25+02:00 /viewtopic.php?t=3071&p=31368#p31368 <![CDATA[Re: Aeon ACU chrono dampener cost reduction.]]> Statistics: Posted by Wakke — 19 Feb 2013, 16:09


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2013-02-19T15:20:44+02:00 2013-02-19T15:20:44+02:00 /viewtopic.php?t=3071&p=31359#p31359 <![CDATA[Re: Aeon ACU chrono dampener cost reduction.]]> Statistics: Posted by Lu_Xun_17 — 19 Feb 2013, 15:20


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2013-02-19T13:23:23+02:00 2013-02-19T13:23:23+02:00 /viewtopic.php?t=3071&p=31337#p31337 <![CDATA[Re: Aeon ACU chrono dampener cost reduction.]]>
brn4meplz wrote:
1)a Toggle option. Either Off; no Chrono dampener discharge. Or On; initial Discharge and one every 5 seconds thereafter.
I think thats required at the very minimum.


That would be nice. The fact that the weapon auto-fires on the first enemy to wander in range wastes the first shot.

Statistics: Posted by Wakke — 19 Feb 2013, 13:23


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2013-02-18T22:25:51+02:00 2013-02-18T22:25:51+02:00 /viewtopic.php?t=3071&p=31244#p31244 <![CDATA[Re: Aeon ACU chrono dampener cost reduction.]]>
It doesn't affect Experimentals, It does effect SCU's.

It fires off every 5 seconds or something and disables for 2 seconds I think.

It fires off out to default cannon range(22).

There is no way to control the power consumption, it just fires off on it's own, so a single unit will trigger it. The only way to prevent it from discharging is to set the ACU to Hold fire, which means it won't fire it's cannon at targets either.

I'd propose:

1)a Toggle option. Either Off; no Chrono dampener discharge. Or On; initial Discharge and one every 5 seconds thereafter.
I think thats required at the very minimum.

2) Cost decrease to 1000M, 28000E Build time 1000

3)AoE reduction to 8(from 22) but the discharge location is Point of impact from Commanders gun. So that you're not sacrificing HP to engage T1-T2 units. Also, this would give synergy with the Range upgrade of the Aeon Commander and having all 3 early game upgrades(Range, Rate of Fire and Chrono) would make him quite offensive.

Thats where I'd start with changes. I'd play it through a few times on 5x5 maps and see how it went.

Statistics: Posted by brn4meplz — 18 Feb 2013, 22:25


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2013-02-18T18:39:12+02:00 2013-02-18T18:39:12+02:00 /viewtopic.php?t=3071&p=31201#p31201 <![CDATA[Re: Aeon ACU chrono dampener cost reduction.]]> Statistics: Posted by FunkOff — 18 Feb 2013, 18:39


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2013-02-18T18:37:34+02:00 2013-02-18T18:37:34+02:00 /viewtopic.php?t=3071&p=31200#p31200 <![CDATA[Re: Aeon ACU chrono dampener cost reduction.]]>
Honestly I think a cost reduction and making it to that the stun effect occurs at the point of impact on the commanders weapon is probably the way to go. No one wants their commander to nut hug dangerous units.

At least if the effect was tied into the gun you could shut/slow down targeted areas of units every few seconds.

I really do think this upgrade needs to be an earlier game option, because RAS and shield are already just to sexy for late game.

Statistics: Posted by brn4meplz — 18 Feb 2013, 18:37


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2013-02-18T12:58:38+02:00 2013-02-18T12:58:38+02:00 /viewtopic.php?t=3071&p=31160#p31160 <![CDATA[Re: Aeon ACU chrono dampener cost reduction.]]> Statistics: Posted by ZLO_RD — 18 Feb 2013, 12:58


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