New version online (november 2012)!

General Discussions about The Nomads.

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New version online (november 2012)!

Postby pip » 19 Nov 2012, 16:59

The version, build 35, is now online for you try out.

Also note that the Nomads database (http://fa-nomads.com/db2/) is now up to date, but the code for the automatic database is not as good as the one in FAF, so check this one out for the default factions units stats.

Technical Changelog:
- New reclaim fx
- Intel probe for Nomad ACU provides artillery support
- Air scout now has a radar and sonar overlay
- Nomads custom colours were removed to prevent issues in games played without the Nomads faction enabled.

Known issues:
- Artillery support with intel probe doesn't display the usual fx
- air scout appears first in the air factory build menu

------------------------------------------------------------------------------------------------------------------------
Build 35 balance changelog:
General overview:
- ACU / SCU rate of fire is improved, so is their sniper upgrade.
- T1 is buffed through slightly more resistant t1 tank, easier to use sniper tanks, better mobile AA/artillery. However, the Light tank is easier to hit (higher hitbox) but can still avoid shots sideways.
- Adjustments were made to walls and t1 pd to enable all factions to somehow damage a walled t1 pd with t1 tanks (from certain angles) and to allow Nomads tanks to do the same.
- T2 is more specialized : Fast tank with high rate of fire and high speed but low HP, heavy tank with more HP, slow speed and rate of fire.
- T4 Comet AA weapon slightly buffed
- T4 Bullfrog heavily buffed
-----------------------------------------------------------------------------------
Strucures

Wall:
Size y = 0.53 (from 0.6)

PD:
Size y = 1 (from 1.05)
-----------------------------------------------------------------------------------
Naval units :

Cruiser:
Fusion Missile AOE = 2 (from 3)
Added in the priority list that the EMP weapon should target in priority tech 3 naval, then tech 2, then tech 1 after 'shield' priority (and before hover units).
-----------------------------------------------------------------------------------
Air Units

T1 Air scout:
Added overlay for radar and sonar ranges

T1 Bomber:
Max air speed = 11 (from 10)

T2 Torpedo Gunship:
Stingray weapon : Damage Radius = 0.5 (from 1)
Torpedo Rate of Fire = 0.2 (from 0.25)

T3 Gunship:
- Stingray weapon : Damage Radius = 0.5 (from1)
HeadingArcRange = 360 (from 50 ; alternatively, make it so that the unit's body / head turns towards the target even if flying above, or next to it)
TurretPitch = -20,
TurretPitchRange = 70,
TurretPitchSpeed = 360,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 90,

-Both Annihilator weapons:
TurretPitch = -45,
TurretPitchRange = 70,
TurretPitchSpeed = 180,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 180,

Comet:
- Air Crash explosion = Damage Radius = 12 (from 8)
- Max Radius = 70 (from 60)
- Damage Radius = 1 (from 0)
- muzzle velocity = 70 (from 55)
-----------------------------------------------------------------------------------
Land Units

ACU and SCU:
Weapon damage = 150 (from 200)
Rate of fire = 0.6667 (from 0.5)
Gun upgrade (or gunright for the SCU):
addrateoffire = 0.6667 (from 0.5)
sniper upgrade:
add damage = 350 (from 400 or 200 for the SCU)
AddRateOfFire = 0.3, (from 0.3334)
SCU Death explosion damage = 1000 (from 500)

Light tank Asator:
size y = 0.4 (from 0.3) means higher hitbox

T1 tank destroyer:
firing randomness while moving = 1.25 (from 1.8)
Rate of fire = 0.1 (from 0.09)

T1 Medium tank
Health and Max Health = 260 (from 250)
elevation = 0.34 (from 0.23)
Speeds = 3.6 (from 3.5)
damage = 35 (from 40)
rate of fire = 0.78 (from 0.7)

T1 mobile AA:
Artillery weapon damage = 30 (from 25)
Rateoffire = 0.15 (from 0.14)

T2 heavy tank
Health and Max Health = 1300 (from 1100)
speeds = 2.7 (from 3)
Damage = 35 (from 40)
Rate of fire = 0.6 (from 0.625)
DPS = 63 (from 75)

T2 mobile AA:
Damage = 32 (from 30)

EMP tank:
Health and Max Health = 1600 (from 1500)
Energy = 1320 (from 990)
Mass = 220 (from 198)
Vision radius = 28 (from 15)
"Mobile tech 3" to the priority list just before "mobile tech 2"

T2 Fast Hovertank:
Health and Max Health = 900 (from 800)
Vision Radius = 20 (from 15)
Damage = 6 (from 7)
Range = 20 (from 18)
Rate of fire = 5 (from 4)
DPS = 60 (from 54)

T3 super heavy hovertank:
Health and Max Health = 5500 (from 5200)
elevation = 0.30 (from 0.23)

Beamer:
'EXPERIMENTAL' at the top of the target priority of the weapon.

Bullfrog:
Health and Max Health = 78000 (from 72000)
'EXPERIMENTAL' at the top of the firing priority list for the first and second weapon
Gattling weapon rate of fire = 6 (from 5) DPS = 1800 (from 1500)
pip
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Re: New version online (november 2012)!

Postby Softly » 19 Nov 2012, 19:42

Awesome work I can't wait to try it!

Just 3 weeks left....!!!
Softly
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