commander upgrades mod V2 now released

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commander upgrades mod V2 now released

Postby noobymcnoobcake » 19 Nov 2011, 20:19

This mod changes the position and cost of some commander upgrades. These changes give two choices. An economic upgrade or and offensive upgrade. infuence for this mod comes from treble who sugested these upgrade paths and funkoff who balanced the restoration field

Whats new in V2
sera acu regen field now no longer heals ACU
seera acu regen field balance changes
filesize reduction 1mb from 19mb

UEF

Left Arm: Tech 2 Engineering Suite >> Tech 3 Engineering Suite; Nano-Repair System

Right Arm:Zephyr Amplifier; Resource Allocation System

Back: Personal Teleporter; Personal Shield Generator >> Shield Generator Field; C-D1 Shoulder Drone >> C-D2 Shoulder Drone; Tactical Missile Launcher >> The Billy: Advanced Tactical Missile Launcher

nano repair system
Energy 100000 from 225000
Mass 2500 from 3000
Time 1500 from 2000

Hp +6000 from +0

Billy
energy 400000 from 630000
mass 7000 from 10800
time 4000 from 3600

Aeon

Left Arm: Tech 2 Engineering Suite >> Tech 3 Engineering Suite; Quantum Accelerator >> Enhanced Quantum Disruptor

Right Arm: Resource Allocation System >> Advanced Resource Allocation System; Enhanced Sensor System >> Chrono Dampener

Back: Personal Teleporter; Personal Shield Generator >> Heavy Personal Shield Generator

ChronoDampener
energy 100000 from 125000
build time 1500 from 1250

Cybran

Left Arm: Tech 2 Engineering Suite >> Tech 3 Engineering Suite; Nanite Torpedo Launcher

Right Arm: Microwave Accelerator >> Microwave Laser Generator; Resource Allocation System

Back: Personal Teleporter; Personal Stealth Generator >> Personal Cloaking Generator

mazer
build time 4000 from 2000

Seraphim

Left Arm: Chronotron Accelerator >> Refracting Chronotron Amplifier; Resource Allocation System >> Advanced Resource Allocation System

Right Arm: Tech 2 Engineering Suite >> Tech 3 Engineering Suite; Restoration Field >> Advanced Restoration Field

Back: Personal Teleporter; Tactical Missile Launcher; Nano-Repair System >> Enhanced Nano-Repair System

Refracting Chronotron Amplifier

energy 200000 from 300000
mass 3500 from 4500

these changes were taken from funkoffs mod and balanced by me a bit more

-Serpahim acu regen
RegenAura now has radius 20 (from 15), regens 2% (from 0.55%)
RegenCeiling reduced to 30, from 75
AdvancedAura now has radius 30 (from 25), regens 2.5% (from 1.1%)
RegenCeiling reduced to 100, from 200
AdvancedAura now has no 10% hp buff.

Other changes to help stop E stalls
-build time for RAS on all ACUS 2000 from 1000

If you like this mod or have some sugestions for changes of any kind please do comment.

DOWNLOAD V2
commanderupgradesmodV2.zip
(60.68 KiB) Downloaded 161 times
Last edited by noobymcnoobcake on 20 Nov 2011, 22:40, edited 3 times in total.
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Re: commander upgrades mod

Postby pip » 20 Nov 2011, 12:57

I think it's a very interesting mod. But I very much doubt the restoration field for Seraphim is balanced with these values, especially the second level. It's way too strong now. Funkoff didn't balance it, he made the upgrade not suck, that is true. But he's gone too far.
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Re: commander upgrades mod

Postby noobymcnoobcake » 20 Nov 2011, 21:19

pip wrote:I think it's a very interesting mod. But I very much doubt the restoration field for Seraphim is balanced with these values, especially the second level. It's way too strong now. Funkoff didn't balance it, he made the upgrade not suck, that is true. But he's gone too far.

Fixed I think
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Re: commander upgrades mod V2 now released

Postby Gowerly » 22 Nov 2011, 20:28

2% is REALLY high. That's from 0 to full in under a minute. On all levels that is huge.
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Re: commander upgrades mod V2 now released

Postby FunkOff » 23 Nov 2011, 00:48

Gowerly wrote:2% is REALLY high. That's from 0 to full in under a minute. On all levels that is huge.

Look at the ceilings though... 30 hp regen is only 133% of the dps of a tech 1 tank
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Re: commander upgrades mod V2 now released

Postby pip » 23 Nov 2011, 18:22

I don't think it's necessary to change GPG regen rate for the Restoration fields to make them useful. It's mostly the range that sucks and make it useless. With a good range, like 35, these upgrades would be good enough (more units can benefit of it at t1, so you can "heal" your troops slowly, but in big numbers; and for sea units, you can heal them while still remaining in your base and moving your ships near the base, without having to move your ACU in the water).

The value that could be upped a bit though is the level 2 because the HP buff it's supposed to bring has been removed without any cost reduction. Either it should be back and fixed, or be removed but with an according cost discount / or get a slightly better value, like 1.5% regen.
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Re: commander upgrades mod V2 now released

Postby noobymcnoobcake » 23 Nov 2011, 19:47

A T1 unit has a life expectancy of far less than 2 mins and heals at nothing anyway. A T2 unit is much better and for a T3 unit 30 hp/sec is not much.
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Re: commander upgrades mod V2 now released

Postby pip » 23 Nov 2011, 20:18

Exactly, for a t3 unit, 30hp per sec is not much, i prefer to keep the current 75 HP per sec ceiling for restoration field 1, and 200 HP ceiling for the second level. It scales better.

As for t1 units, if the range is big enough, of course 1 or 2 hp per sec means nothing per se, but if it concerns 20 units instead of 5, it begins to make a difference. 20 units gaining 1.5 hp per sec = 30 HP per sec = 1800 HP per minute. That is not too bad for a cheap upgrade. The range is what matters to make the upgrade useful, but not too powerful.
And of course, it gets much better as soon as frigates and t2 come into the game.
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Re: commander upgrades mod V2 now released

Postby Jace » 15 May 2012, 19:26

My thoughts on UEF:
LCH Tech 2 Engineering Suite (mass: 720, energy: 18000, buildtime: 900)new health: 15000hp (+3000hp), new regen rate: 30hp/s (+20hp/s), new build rate: 30
LCH Tech 3 Engineering Suite (mass: 2400, energy: 50000, buildtime: 6000)new health: 18000hp (+6000hp), new regen rate: 25hp/s (+15hp/s), new build rate: 90
LCH Nano-Repair System (mass: 3000, energy: 225000, buildtime: 2000)new regen rate: 210hp/s (+200hp/s)

The Nano-Repair System does nothing compared to its cost. You get much more out of the shield Generator. Its redundant. On top the TechSuite already gives you a good HP boost. I would throw this upgrade out and add a offensive choice instead.
If you take a closer look on upgrades you see that there are always offensive and defence choices for every tree (most of the time).
The Suit is already quite defensive so adding some sort of weaponupgrade like a Arty would fit UEF.
If the Repair-System isn't dropped i would at least give it a good HP buff like 6000HP at least(same as TechSuite).

RCH Zephyr Amplifier (mass: 800, energy: 24000, buildtime: 800)new weapons range: 30, new projectile damage: 200 (+100)
RCH Resource Allocation System (mass: 5000 (14), energy: 150000 (3300), buildtime: 1000)

The RAS and the Gun are quite ok and used. I wouldn't change anything here.

Back C-D1 Shoulder Drone (mass: 120, energy: 2400, buildtime: 400)
Back C-D2 Shoulder Drone (mass: 120, energy: 2400, buildtime: 400)
Back Personal Shield Generator (mass: 1500, energy: 112500 (-250), buildtime: 1500)Shield: 24000hp (size: 3, regen rate: 35hp/s, recharge time: 140s, recharge rate: 171hp/s)
Back Shield Generator Field (mass: 3000, energy: 450000 (-500), buildtime: 2000)Shield: 36000hp (size: 16, regen rate: 42hp/s, recharge time: 175s, recharge rate: 205hp/s)
Back Tactical Missile Launcher (mass: 1000, energy: 50000, buildtime: 1000)
Back The \Billy\: Advanced Tactical Missile Launcher (mass: 10800, energy: 630000, buildtime: 3600)
Back Personal Teleporter (mass: 15000, energy: 1500000 (-10000), buildtime: 3000)


I think here is also everything quite ok except for the Billy and the ShoulderDrone.

-The Billy is a Huge investment, like a real nuke. Yet it is hardcountered by 2 or 3 TMDs or Shields, hardly a investment. I would increase the health of the BillyRocket so you need at least 10-20TMDs to block it. I shouldn't be a gameender so Shields blocking it to give a Chance to build enough TMD is ok.

-The ShoulderDrone is the only Upgrade that can be destroyed. A single Interceptor oneShots the Drone and its gone. Quite hard, if you think that this should be a early game Update.
So my solution would be: Rebuild it for free as soon as it is destroyed, this should take 10s or 20s so you are still punished for loosing it. Its just too much of a pain in the ass to play with this Upgrade because its a early game Up that will be replaced in lategame. But in early game its gets destroyed either by Ints or a single Arty-Shot if the Drone is docked. So having it rebuild for 120Mass everytime your commander takes a hit by a Arty or a Interceptor comes by or a AA comes into range is too much cost.
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Re: commander upgrades mod V2 now released

Postby Crayfish » 15 May 2012, 21:08

Don't really have anything specific to add atm, but this looks like a cool mod, and might hopefully form the basis of ACU changes in a larger community mod.
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