noobymcnoobcake wrote:Chorono damper is not moved at the moment because shield is so much better. I would put it as an upgrade to Enhanced Quantum Disruptor - the range upgrade. This is because it is also on the T2 slot so you could not have shield, T2 and this upgrade. Also by the time you get this upgrade, shield, both guns and a T2 pgen the enemy could have got to T3. So a cost decrease, I think, is needed as well.
I will admit having it as an upgrade after the Disruptor does sound interesting.
You do have to be careful with resto field. You are right. I think the problem with the first upgrade is the small range. 15. Thats about the same as a T1 tank. Buff it to around 22. This is then the same range as an unupgraded ACU gun. The second one should heal buildings as well as units. This should give it a reasonable buff. It should be swapped with RAS upgrade on back.
It already heals buildings. The problem with this upgrade is its greatest ability was removed due to a bug. It used to give a 10% buff to health of any unit/building in the field. That means whatever is in the field takes 10% longer to die and has 10% higher regen (since it's based on max health). The problem is the 10% health buff wouldn't go away after the field/unit passed out of it. They won't even bother to change the wording on the upgrade, so most people think it still buffs health by 10%. (I've done a lot of research/stats on this upgrade, just ask if you want them.)
Look at the above posts with billy. It is, mass for mass, useless. The missile should go through shields and it needs a cost decrease. Perhaps 8000 mass for launcher (from 10800) and much less energy needed for each missile. At the moment with t3 suite it uses 22590 E/s for each missile. 451800 E is needed for each missile overall. Reduce this to 250000 E and double its buildtime so it used around 6250 E/s. It should still need a T3 infrastructure to support it.
If buildtime for it is also increased I'd agree with it.
Your right. UEF Nano repair is useless. If you compare it to the T3 upgrade the upgrade is better anyway due to regen and HP buffs but then you also get 90 build power and T3 building capabilities. I dont know what to do with this upgrade. FAF devs will probably not want to give it whole new function so cost decrease is only way .
Well the way I see it, is if there is an upgrade on the same arm as the tech suite, then it shouldn't be used until the tech suite is no longer needed. Which means late game, but then those upgrades need to be MUCH stronger/costly.
But what I would love the most is if trebles ACU upgrade paths were implemented. Doubt they will be though. So I made a mod for that. This is kinda a compromise between what I (and a few others) think is needed and what the devs are hopefully more willing to do.
Edit - fixed billy cost stats and added suggestion.
I think the best way to get these options noticed is by making a mod and getting feedback. Right now the devs don't care at all for acu upgrades. That includes the incorrect wording on the adv resto field.
I feel like acu upgrades are more about "meta" than balance right now. They were put in the game for a reason, and it'd be nice to explore what the original devs had in mind for them. Or at least delete them from the game. It's like having the option to build a naval yard on a map without water knowing that map will never have water
If there are plans to adjust these upgrades though, sooner is probably better. I'd rather have a headache now than months later. It could even cause previous balances to become offset.