[MOD] FARebalanced

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[MOD] FARebalanced

Postby Karottenrambo » 28 Aug 2012, 19:19

This mod is really far away from beeing "done", but I'm not sure if we will continue the work on this (it's also hard to balance it if your teammate is banned), so I just release it.


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The initial idea was to make every unit, no matter which tech, viable at each time point of the game, means even t1 units should have their point in the lategame.
However, cause we knew that usually nobody ever plays random balancing mods and because some unit concepts were just totally retarded(mercies, t3 bomber...), we extended the target of the mod to... "Makes everything better and more awesome".

As you can propably guess, this is a very hard goal to archieve, the mod is only about ~50% done, land and air balance is propably totally fubar and naval has alot of unchanged units.

Here a short summary what the mod does:
- model reworks/fixes
- texture reworks
- new effects
- unit roles added/changed (with new cool weapons)
- more faction diversity
- alot of "lol wtf"
- all the stuff I forgot


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Land propably recieved the most changes:
T1 Land is almost the same as before, just minor changes
T2 Land is alot different now, we split the units up into 3 roles: Anti-T1(land), Anti-T2/T3(land) and support/tool/fancy
T3 Land has now a dedicated anti-experimental unit for each faction

Aeon
Aeon has no direct anti-t1, but their t2 units synergize with auroras to be effective against t1
- Aurora: more hp, less range
- Blaze: alot of hp, low range and the weapons slows enemies to hold them off from the auroras.
- Obsidian: the Aeon anti-t2/t3 unit, alot of (shield) hp, very low rof and very high damage
- Shield: Has less hp than before, but regenrates really fast, it buffs the range of every unit under the shield.
- Mobile T2 AA: As every mobile t2 aa, it shoots faster and has more damage, but the damage will be reduced by 50% by every additional units that it hits with the aoe.
- Absolver: Stuns t4 for 1 second with every projectile, stacks
- Harbinger: Its shield ignores a certain amount of damage of every projectile, added a small aoe

Cybran
- Mantis: a small speed buff
- Medusa: stun time nerf, less firing randomness, lower firing arc
- Hoplite: slower, low damage, stuns, high damage against shields
- Rhino: the anti-t1 unit, fast, medium amount of hp
- Wagner: the anti-t2/t3 unit, low rof, high damage
- Mobile T2 AA: Same as Aeon
- Brick: less rof, less velocity on its weapon, more damage, added a shield that only takes max 50 damage by every shot

UEF
- Mongoose: the anti-t1 unit, slow, low hp, high range
- Pillar: the anti-t2/t3 unit, generally more hp than it's counterparts, but with even lower rof
- Riptide: expensive and very fast, designed for fast raidings
- Mobile T2 AA: Same as Aeon
- Percival: less rof, less velocity on its weapon, more damage, added a shield that only takes max 50 damage by every shot
- Titan: shield-regen is much faster

Seraphim
- T2 Bot: the anti-t1 unit, less range, but faster
- T2 Tank: the anti-t2/t3 unit, but also has a regen-aura
- T2 Mobile T2 AA: Same as Aeon
- T3 Tank: Less hp, its major weapon is now an high damage beam, its 2 side weapons debuff the damage of the target's weapon by 50%


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Air generally has recieved an hard intel nerf, we also tried to make air less "snipy".
T3 Air recieved a speed nerf

I'm to lazy to write all the changes of air too, so I just explain what we have changed about the t3 bombers, because its the coolest feature.
Every t3 bomber is way more expensive and has way more hp, also every bomber recieved decoys(inspired by this: http://www.youtube.com/watch?v=GYNd2yOdtdk), which distract t3 aa projectiles. We also changed the primary weapon of every bomber, but after every bombing run the bomber has to refuel before it can bomb again:

Aeon: Throws a single bomb, it has an huge area of effect and does damage over time.

UEF: Carpet bombing, just crushing everything under it

Cybran: Also carpet bombing, but with less damage, a larger area of affect and stun

Seraphim: Throws a single bomb, then splits itself up in the air to several smaller projectiles, which all hit a different target(similar to the mercy, just 5000% cooler)



Almost every change should be in the changelog.txt, look there for detailed information.

By the way, we have a "weather control station" implemented, hint: It's on of the aeon civilian buildings. :)

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Re: [MOD] FARebalanced

Postby theZJ » 29 Aug 2012, 20:05

Dem bombers <3
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Re: [MOD] FARebalanced

Postby AdmiralZeech » 30 Aug 2012, 16:46

CARPET BOMBING
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