Forged Alliance Forever Forged Alliance Forever Forums 2013-06-13T21:32:48+02:00 /feed.php?f=57&t=4101 2013-06-13T21:32:48+02:00 2013-06-13T21:32:48+02:00 /viewtopic.php?t=4101&p=46145#p46145 <![CDATA[Re: 3626 Changelog.]]> - Tweaking aurora handling (reverting turnate to 120)
- UEF nano : 1200 mass / 44 800 energy / 1400 buildtime, 60 regen.

This is the release candidate 1 : Unless someone has a big concern, it will be the final patch.

Statistics: Posted by Ze_PilOt — 13 Jun 2013, 21:32


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2013-06-03T22:07:12+02:00 2013-06-03T22:07:12+02:00 /viewtopic.php?t=4101&p=44830#p44830 <![CDATA[Re: 3626 Changelog.]]>
tweaks to rhino :
Rhino :
Health = 1850 (from 1150)
MaxSpeed = 2.9 (from 3.2)
Damage = 25 (from 16 : From 64 dps to 100 dps).
BuildCostEnergy = 1980 (from 990)
BuildCostMass = 297 (from 198)
BuildTime = 1320 (from 880)
Veteran level : 7/14/21/28/35 from 6/12/18/24/30


For all strat subs : standard nuke price
BuildCostEnergy = 1350000 (from 1764000)
BuildCostMass = 12000 (from 16800)
BuildTime = 324000 (from 453600)

Sera Battleship Nuke cost:
BuildCostEnergy = 1350000, (from 1920000)
BuildCostMass = 12000 (from 19200)
BuildTime = 324000 (518400)

Nano-Repair System :
BuildCostEnergy = 52500 (from 225000)
BuildCostMass = 1750 (from 3000)
BuildTime = 875 (from 2800)

- UEF strat sub : tac missile range increased to 175 (from 128), missile hp increased to 3 (from 2), because it shoots only one missile at a time
- Aeon strat sub : tac missile range increased to 175 (from 128), missile hp increased to 3 (from 2), because it shoots only one missile at a time
All : - range reduced to 90-410 (from 128-1024)

Cybran Strategic sub has stealth + TAC range increased to 200 (from 150)
Range reduced to 90-410 (from 128-1024)

Restoration Field:
Radius = 22 (from 15)
Rapid Restoration Field :
Radius = 30 (from 25)

Refracting Chronotron Amplifier :
AdditionalDamage = 400 (from 300)
BuildCostMass = 3500 (from 4500)

Enhanced Sensor System :
BuildCostEnergy = 10000 (from 12500)
BuildCostMass = 400 (from 750)
BuildTime = 500 (from 625)

Reducing aurora TargetCheckInterval.

Seraphim Sniper randomness when moving to 0.8 for snipers.

Obsidian chargeTime = 0.1 from 0.4
AoE : 0.2
Shield recharge start time = 3 seconds from 1 second.

Damage friendly off for snipers.

Statistics: Posted by Ze_PilOt — 03 Jun 2013, 22:07


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2013-05-30T09:16:37+02:00 2013-05-30T09:16:37+02:00 /viewtopic.php?t=4101&p=43938#p43938 <![CDATA[Re: 3626 Changelog.]]> Less accurate when moving. (the low damage mode of the seraphim snipe is still 100% accurate).
Allowed to fire to "ALLUNITS" again (to fix the fact that they knew what radars blips are).

- Buildtime of percy/brick decreased by 25% (so 6000, 25 % increase instead of 50% of the first test).
- Buildtime of all T3 arties increased by 25% (6000 from 4800).

- Obsidians have no AOE anymore.

Statistics: Posted by Ze_PilOt — 30 May 2013, 09:16


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2013-05-30T07:51:12+02:00 2013-05-30T07:51:12+02:00 /viewtopic.php?t=4101&p=43931#p43931 <![CDATA[Re: 3626 Changelog.]]> Also : replays needed.

Statistics: Posted by Ze_PilOt — 30 May 2013, 07:51


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2013-05-30T01:20:07+02:00 2013-05-30T01:20:07+02:00 /viewtopic.php?t=4101&p=43909#p43909 <![CDATA[Re: 3626 Changelog.]]> Blaze speed to 4 (from 3.7)
Yanzyne (T2 hover tank) speed up to 4.

so uef and cybran hover tank not speed 4? -sorry no

Aeon blaze muzzle velocity up to 45 (from 40) - didn't test this one but sound reasonable

Aeon T2 mobile shield energy consumption decreased to 75 (from 125). -would see more of this unit ok, cause mobile shield nerf sounds reasonable too.
yes its tech2 but its still usable and should be at tech3. other factions mobile shields should be changed also otherwise its a nerf for seraphim and uef. (their mobile shields get less useful compared to aeon)

Obsidian is op with this change, bots still can kite them, and hover tank is intended for raiding not direct encounter with army or to be used vs tech2 bots
obsidian is the aeon's answer for tech2bots -> lower bots speed from 3.6 to 3.2 like in diamond mod.
this also makes blaze and other hover tanks more usefull

"why speed change: slower units, like Obsidian will be more usefull and less likely to be KITED.
Bots would be still the 2nd fastest tech2 land units this way and still can be used to raid/kite.
Obsidian speed is 2.9 or 3.0 with this little difference aeon tech2 should become way less 'strain'."
Aurora speed is 3.1 less vulnerable to tech2 bots, aurora gets better also.

Aurora - faction difference, maybe acceptable, need more test(when aurora gets in numbers are exceptionally good without this change)

Sniper bot doesn't need to deploy. - i made brick/percival but i never catch up obv, and if u use titan/loyalist they just die from like 2-3shot
and this way they can kite GC Monkeylord and Ythotha. also never heard of a 'sniper' that fires on the move and hits

Cybran ACU base regen to 17. -good but should be 15 like it was. still almost twice(*1.7) regen than other acu, yes its paper thats because its cybran acu.

Cerberus DPS (damage = 10 from 11). --yes better good job.

Percival and brick Builtime increase to 7200 (from 4800). :lol:
Continental (T3 transport) shild energy consumption = 400 (from 250) :lol:

Atlantis max speed =2.8 (from 2.5) - better but its a carrier so it shouldnt be where it has to run away. imo pointless
Atlantis AA Aoe = 1.5 (from 0)- better but its a carrier not some aa atack ship imo pointless

please try in the next version the hoplite/mongoose speed change from 3.6 to 3.2 like in diamond mod.
Heath normalized to 3599 levels mongoose 900, hoplite 650 -this optional to make up for speed balance

Statistics: Posted by qai — 30 May 2013, 01:20


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2013-05-29T22:48:58+02:00 2013-05-29T22:48:58+02:00 /viewtopic.php?t=4101&p=43886#p43886 <![CDATA[Re: 3626 Changelog.]]>
Sleepyhead wrote:
Just tested in sandbox. Snipers do not automatically fire on gray radar blips if those blips belong to T1 units.


Thanks, that's a problem then. I will revert that.

Statistics: Posted by Ze_PilOt — 29 May 2013, 22:48


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2013-05-29T22:46:15+02:00 2013-05-29T22:46:15+02:00 /viewtopic.php?t=4101&p=43885#p43885 <![CDATA[Re: 3626 Changelog.]]>
FunkOff wrote:
I dont think auroras needed any buff, they are the hardest thing to deal with as seraphim.


Bombers?

Statistics: Posted by pip — 29 May 2013, 22:46


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2013-05-29T22:42:07+02:00 2013-05-29T22:42:07+02:00 /viewtopic.php?t=4101&p=43884#p43884 <![CDATA[Re: 3626 Changelog.]]>
Ze_PilOt wrote:
Wakke wrote:
Ze_PilOt wrote:Aeon snipers :
ignore t1 land units unless manually targetted


Does this also apply to radar blips? If yes, note that the sniper has more info than you...


Test it ?


Just tested in sandbox. Snipers do not automatically fire on gray radar blips if those blips belong to T1 units.

Statistics: Posted by Sleepyhead — 29 May 2013, 22:42


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2013-05-29T22:04:34+02:00 2013-05-29T22:04:34+02:00 /viewtopic.php?t=4101&p=43878#p43878 <![CDATA[Re: 3626 Changelog.]]> Statistics: Posted by FunkOff — 29 May 2013, 22:04


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2013-05-29T20:06:17+02:00 2013-05-29T20:06:17+02:00 /viewtopic.php?t=4101&p=43855#p43855 <![CDATA[Re: 3626 Changelog.]]>
As for sniper spam, remember these guys can be countered by t1 units, something you cannot do for any other t3 units. However, I'm concerned with their super high speed (4) which precisely prevents t1 units to catch up with snipers. I believe that will be more a problem than their cost reduction, because they will be really hard to catch up with.

We shall wait for the replays, though.

Statistics: Posted by pip — 29 May 2013, 20:06


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2013-05-29T19:55:13+02:00 2013-05-29T19:55:13+02:00 /viewtopic.php?t=4101&p=43853#p43853 <![CDATA[Re: 3626 Changelog.]]>

Statistics: Posted by Ze_PilOt — 29 May 2013, 19:55


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2013-05-29T19:49:52+02:00 2013-05-29T19:49:52+02:00 /viewtopic.php?t=4101&p=43850#p43850 <![CDATA[Re: 3626 Changelog.]]>
pip wrote:
Besides, when the turret speed of the mantis was upped from 90 to 120, it was OP and caused much ruckus. Since the aurora has turret fixed to its body, it's like it has a turret turn speed of 310 degrees in one sec.


I dont think you can compar this. Mantis are used to rush in, so the turrent speed allowed them to focus there target faster.
As Auroras are ment to run away from the enemy, it dont give them an advantage on this point.

All in all, I'm just a bit worried that sniperbots spammed might be a problem. But games need to show that. The long buildtime should end up in spamming titans/loyalists in early t3 stage. Might be interesting :)

Statistics: Posted by Koecher — 29 May 2013, 19:49


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2013-05-29T19:39:30+02:00 2013-05-29T19:39:30+02:00 /viewtopic.php?t=4101&p=43846#p43846 <![CDATA[Re: 3626 Changelog.]]> Statistics: Posted by Ze_PilOt — 29 May 2013, 19:39


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2013-05-29T19:35:23+02:00 2013-05-29T19:35:23+02:00 /viewtopic.php?t=4101&p=43844#p43844 <![CDATA[Re: 3626 Changelog.]]>
Besides, when the turret speed of the mantis was upped from 90 to 120, it was OP and caused much ruckus. Since the aurora has turret fixed to its body, it's like it has a turret turn speed of 310 degrees in one sec. It's really super fast, it's three times faster than all other tanks turret turn speed. We have to be careful that it's not too much (and even needed in the first place). Removing the charge delay already improves the aurora a lot, so

I know Djostkov is happy but still ... :?

Statistics: Posted by pip — 29 May 2013, 19:35


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2013-05-29T17:33:59+02:00 2013-05-29T17:33:59+02:00 /viewtopic.php?t=4101&p=43828#p43828 <![CDATA[Re: 3626 Changelog.]]> Statistics: Posted by Ze_PilOt — 29 May 2013, 17:33


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