Forged Alliance Forever Forged Alliance Forever Forums 2013-07-24T12:09:27+02:00 /feed.php?f=57&t=4331 2013-07-24T12:09:27+02:00 2013-07-24T12:09:27+02:00 /viewtopic.php?t=4331&p=49059#p49059 <![CDATA[Re: Balance team beta patch changelog]]>
Well, I will start working on it tonight, committing all the changes can take a while.

That would be better to use the repository next time.

Statistics: Posted by Ze_PilOt — 24 Jul 2013, 12:09


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2013-07-24T12:03:21+02:00 2013-07-24T12:03:21+02:00 /viewtopic.php?t=4331&p=49058#p49058 <![CDATA[Re: Balance team beta patch changelog]]>
Stefan2000 wrote:
How are u gonna balance t3 spam vs xp?



It's already pretty much balanced. Of course, if you send a lone Monkeylord at an army of t3 units and lose it like a mass donation, you can only blame yourself (even good players do this, and expect their 19k mass unit to win the game by itself for some unclear reason). Send it with 10 Loyalists ahead and a couple Bricks behind and you'll crush the t3 army. That's why we gave the Monkeylord a stealth field, to underline the fact that it should not be used by itself but with other units.

Just be warned that skipping the t3 phase of the game is very risky and prone to fail if you don't know what you're doing.

Statistics: Posted by pip — 24 Jul 2013, 12:03


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2013-07-24T11:44:33+02:00 2013-07-24T11:44:33+02:00 /viewtopic.php?t=4331&p=49057#p49057 <![CDATA[Re: Balance team beta patch changelog]]> Statistics: Posted by Ze_PilOt — 24 Jul 2013, 11:44


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2013-07-24T11:39:43+02:00 2013-07-24T11:39:43+02:00 /viewtopic.php?t=4331&p=49056#p49056 <![CDATA[Re: Balance team beta patch changelog]]> Statistics: Posted by StefanD_ — 24 Jul 2013, 11:39


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2013-07-23T17:07:13+02:00 2013-07-23T17:07:13+02:00 /viewtopic.php?t=4331&p=49014#p49014 <![CDATA[Re: Balance team beta patch changelog]]> New version uploaded 3626.19 (real release candidate):
- UEF HQ factories models added
- Unit restrictions for Support Factories added (it makes the possibility to play without engy mod main feature)

Please test a bit, and if everything is fine, this can go live.

NB: I didn't add the fix for Hives, because it's in the repository and will be merged.
I didn't change the fx for Cerberus and rhino either. I personnally prefer the new ones, but it's a matter of taste. I guess if most of the (conservative) community wants the old fx back, it's better to do it, but since this release also adds numerous fx improvements, maybe it's a good opportunity to improve this one as well.

Statistics: Posted by pip — 23 Jul 2013, 17:07


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2013-07-23T09:27:10+02:00 2013-07-23T09:27:10+02:00 /viewtopic.php?t=4331&p=49000#p49000 <![CDATA[Re: Balance team beta patch changelog]]> viewtopic.php?f=41&t=4373)

When the update goes live, I'll update the mod giving you the option for the more nato friendly version.

And if you make a detailed request, I could be persuaded to change other icons if you'd like.

*Not discussing which which icon I prefer. Since mods are easy to do, I'm indifferent and the dash is simpler.*

Statistics: Posted by errorblankfield — 23 Jul 2013, 09:27


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2013-07-23T07:24:53+02:00 2013-07-23T07:24:53+02:00 /viewtopic.php?t=4331&p=48997#p48997 <![CDATA[Re: Balance team beta patch changelog]]>
Firewall wrote:
pip wrote:New (and maybe last?) version uploaded : 3626.18:
- snipers strategic icons changed from a + to a - (straight horizontal line) to distinguish them from Harbingers.
- armored assault bots icons changed from a + to a x to distinguish them from Loyalists anf Titans.

Thanks to errorblankfield for his fast help!

Ideally, it would be better if the patch became official with the UEF HQ models, but since it's fully playable, maybe it's not necessary to wait for them. I don't know when Rienzilla will have time to incorporate the new models.


Interesting. You should make certain that the "-" Sniper symbol is not confused with the reconissance symbol for the scout. But I am begining to see the similarity and the reason why you picked it. Generally though, the more iconic sniper symbol would be a composite of "0" and "+" to give the sniper crosshair.

As for the AAB, you could consider a composite of the nato symbols. By putting a circle around the "+" symbol. Which is perhaps more indicative of an AAB and more consistent with NATO strategic icon nomenclature.

An interesting bit of reading on NATO strategic icons can be found here. http://en.wikipedia.org/wiki/NATO_Military_Symbols_for_Land_Based_Systems


Errorblankfiel also made a symbol with a + and a square around it (circle if you want), but it is not that easy to distinguish from directfire units which also use a +, especially when you have a dark team colour. The strat icons are very simple, an horizontal line is much more simple and easy to check at a glace. Same for the armored assault bots : the x symbol is very easy to see, it's not used, so it's a good enough one.

Statistics: Posted by pip — 23 Jul 2013, 07:24


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2013-07-23T04:32:14+02:00 2013-07-23T04:32:14+02:00 /viewtopic.php?t=4331&p=48994#p48994 <![CDATA[Re: Balance team beta patch changelog]]>
pip wrote:
New (and maybe last?) version uploaded : 3626.18:
- snipers strategic icons changed from a + to a - (straight horizontal line) to distinguish them from Harbingers.
- armored assault bots icons changed from a + to a x to distinguish them from Loyalists anf Titans.

Thanks to errorblankfield for his fast help!

Ideally, it would be better if the patch became official with the UEF HQ models, but since it's fully playable, maybe it's not necessary to wait for them. I don't know when Rienzilla will have time to incorporate the new models.


Interesting. You should make certain that the "-" Sniper symbol is not confused with the reconissance symbol for the scout. But I am begining to see the similarity and the reason why you picked it. Generally though, the more iconic sniper symbol would be a composite of "0" and "+" to give the sniper crosshair.

As for the AAB, you could consider a composite of the nato symbols. By putting a circle around the "+" symbol. Which is perhaps more indicative of an AAB and more consistent with NATO strategic icon nomenclature.

An interesting bit of reading on NATO strategic icons can be found here. http://en.wikipedia.org/wiki/NATO_Military_Symbols_for_Land_Based_Systems

Statistics: Posted by Hawkei — 23 Jul 2013, 04:32


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2013-07-23T00:10:45+02:00 2013-07-23T00:10:45+02:00 /viewtopic.php?t=4331&p=48988#p48988 <![CDATA[Re: Balance team beta patch changelog]]> Statistics: Posted by IceDreamer — 23 Jul 2013, 00:10


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2013-07-22T22:36:04+02:00 2013-07-22T22:36:04+02:00 /viewtopic.php?t=4331&p=48981#p48981 <![CDATA[Re: Balance team beta patch changelog]]> Statistics: Posted by Ze_PilOt — 22 Jul 2013, 22:36


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2013-07-22T22:32:42+02:00 2013-07-22T22:32:42+02:00 /viewtopic.php?t=4331&p=48980#p48980 <![CDATA[Re: Balance team beta patch changelog]]> New (and maybe last?) version uploaded : 3626.18:
- snipers strategic icons changed from a + to a - (straight horizontal line) to distinguish them from Harbingers.
- armored assault bots icons changed from a + to a x to distinguish them from Loyalists anf Titans.

Thanks to errorblankfield for his fast help!

Ideally, it would be better if the patch became official with the UEF HQ models, but since it's fully playable, maybe it's not necessary to wait for them. I don't know when Rienzilla will have time to incorporate the new models.

Statistics: Posted by pip — 22 Jul 2013, 22:32


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2013-07-21T15:45:36+02:00 2013-07-21T15:45:36+02:00 /viewtopic.php?t=4331&p=48901#p48901 <![CDATA[Re: Balance team beta patch changelog]]>
Lu_Xun_17 wrote:
Hi there!
I hope you are having some cool holidays!
I just wanted to warn you about this 4.3 speed. 4 was already a huge buff.
the other fixes look ok.
Cu!



Blaze dps was nerfed to balance the speed increase. Yenzine could possibly be the worst overall unit in the game. We will continue to test, but the values do not seem overpowered in games / sandbox.

The idea was to make the t2 tanks a tiny bit slower, to allow range bots and t1 swarms to deal with them. Sera and Aeon can now use these faster hover tanks to chase down range bots. The end result is much more diversity in tech 1/2 stages.

For example, Aeon vs Cybran.

Aeon player spams t1 aurora, Cybran player goes quick t2 for Hops, Aeon matches t2 while giving back some map and counters Hops with blaze, Cybran makes rhinos to deal with blaze, Aeon can counter with shielded aurora + obsidian. This is more linear than a real game, but its just an example of possible flow. The game will settle down into mixed armies, and the better mix / micro / scouting should win.

Statistics: Posted by CrazedChariot — 21 Jul 2013, 15:45


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2013-07-21T12:23:55+02:00 2013-07-21T12:23:55+02:00 /viewtopic.php?t=4331&p=48891#p48891 <![CDATA[Re: Balance team beta patch changelog]]> Statistics: Posted by StefanD_ — 21 Jul 2013, 12:23


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2013-07-21T10:15:25+02:00 2013-07-21T10:15:25+02:00 /viewtopic.php?t=4331&p=48888#p48888 <![CDATA[Re: Balance team beta patch changelog]]> I hope you are having some cool holidays!
I just wanted to warn you about this 4.3 speed. 4 was already a huge buff.
the other fixes look ok.
Cu!

Statistics: Posted by Lu_Xun_17 — 21 Jul 2013, 10:15


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2013-07-20T22:18:41+02:00 2013-07-20T22:18:41+02:00 /viewtopic.php?t=4331&p=48868#p48868 <![CDATA[Re: Balance team beta patch changelog]]> New version uploaded : 3626.17 (3626.16 was for quick testing):
Heavy t2 units speed reverted to 3603 values except Pillar:
- Ilshavoh speed back to 2.5
- Obsidian speed back to 2.6, turret yaw speed = 75 (from 90)
- Rhino speed back to 2.7 (from 2.9), Health = 1900 HP (from 1850), DPS = 90 (from 100), surface threat level = 5 (from 3), veterancy = 8/16/24/32/40 (from 7/14/21/28/35))
- Blaze speed = 4.3, DPS reverted to 50.
- Yenzine speed = 4.3, range increased to 20 (from 18), firing tolerance = 1 (from 2), turret yaw speed = 110 (from 90)

Statistics: Posted by pip — 20 Jul 2013, 22:18


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