Scathis.

Re: Scathis.

Postby Ze_PilOt » 16 Feb 2013, 12:19

Mr-Smith wrote:i would like to give the scatis some sort of amphibic ability maybe let it hover.


Cybrans don't hover. Never. It's a non-negotiable part of the cybran spirit.
At some point, I was thinking of making engys going under water.

Also, it will look stupid to hover with wheels.
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Re: Scathis.

Postby Mr-Smith » 16 Feb 2013, 12:23

well but a scatis that drives around underwater will look more stupid.

what about make it normal amphibic? it would be nice to be able to build scatis on water.
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Re: Scathis.

Postby ColonelSheppard » 16 Feb 2013, 12:59

imagines a scatis coming out the water and disrupting his base

ahm seriously now, why should the scatis need a buff in order to hover?
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Re: Scathis.

Postby Zock » 16 Feb 2013, 13:57

Current: mass 63k, energy 780k, dps 1580, range 330, max speed 1

Option 1: mass 126k, energy 2520k, dps 1580, range 330, max speed 1


that sounds good to me. Someone should test how strong the dps with the new shields will be. It would be good if it can destroy any hard shielded point, but need quite some time to do so.
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Re: Scathis.

Postby JeeVeS » 16 Feb 2013, 21:27

Doubling the mass cost and quadrupling the energy cost is way too drastic of a change.

noms wrote:Why is there even a game ender that is practical to build for 63k mass?


Nuke launchers cost 15k mass. How many games do you think are ended by nukes compared to scathis? The only difference is nukes have a more obvious counter. Putting half the mass in strats over a scathis will work just fine. If you want to expand the usability of scathis, up the mass cost a bit to say 80k and make it amphibious.
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Re: Scathis.

Postby ICKEN » 16 Feb 2013, 22:36

i see no need to change the scathis. after the changes its finally a good unit.

for 63k mass you can build more than enough units to counter a scathis, also because cybran cant really protect it with their shields. i think if you let build your oponent a scathis while you were unable to do anything against it, you deserve the defeat.
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Re: Scathis.

Postby CocoaMoko » 16 Feb 2013, 22:58

Just changing cost stats is not nearly enough. Even damage stats. That's why I originally proposed and entire role change for it.

Because, as has been mentioned several times, the scathis a total game ender, but only when in range. So if the map is conducive, the scathis 100% ends the game, if the enemy base isn't in range on the map, the scathis is quite useless. That's why I say change it's role altogether, from "game-ender-only-on-some-maps" to a mobile siege unit. Good for moving up to take out firebases, or shelling bases if you can get it within range.


That is somewhat drastic. If we're feeling lazy, then half the damage, and of course get rid of the changes to static shields which cause them to all go down together for really no reason when they're getting hit with scathis lol.
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Re: Scathis.

Postby Stratocaster » 16 Feb 2013, 23:21

3599 cost:

BuildCostEnergy = 5994000,
BuildCostMass = 299700,
BuildTime = 99900,

If it were made to 20% of the cost: 60k, 1,200k, 20,000. It currently costs: 63k 780k 31,500. Same weapon stats, with range down from 0-4000 to 50-330.

Campaign cost:

BuildCostEnergy=945000,
BuildCostMass=81000,
BuildTime=27000,

Campaign weapon: 2 sec between each shot (vs 1.9), 10,000 e drain and e req (vs 2000), 1000 damage (vs 3000), 45 muzzle velo (vs 160), 1.5 fire randomness (vs 0.3), 50-330 range.

Spoiler: show
Code: Select all
  Weapon={
    {
      AboveWaterTargetsOnly=true,
      ArtilleryShieldBlocks=true,
      Audio={ },
      BallisticArc="RULEUBA_HighArc",
      CollideFriendly=false,
      Damage=1000,
      DamageFriendly=true,
      DamageRadius=7,
      DamageType="Normal",
      DisplayName="Proton Artillery",
      EnergyChargeForFirstShot=false,
      EnergyDrainPerSecond=10000,
      EnergyRequired=10000,
      FireTargetLayerCapsTable={
        Air="Land|Water|Seabed",
        Land="Land|Water|Seabed",
        Water="Land|Water|Seabed"
      },
      FiringRandomness=1.5,
      FiringTolerance=2,
      Label="Gun01",
      LeadTarget=true,
      MaxRadius=330,
      MinRadius=50,
      MuzzleSalvoDelay=0,
      MuzzleSalvoSize=1,
      MuzzleVelocity=45,
      MuzzleVelocityReduceDistance=325,
      ProjectileId="/projectiles/CIFArtilleryProton01/CIFArtilleryProton01_proj.bp",
      ProjectileLifetime=100,
      ProjectilesPerOnFire=1,
      RackBones={
        {
          MuzzleBones={ "Turret_Aim_Barrel_Muzzle" },
          RackBone="Turret_Aim_Barrel"
        }
      },
      RackFireTogether=false,
      RackRecoilDistance=-20,
      RackReloadTimeout=0,
      RackSalvoChargeTime=0,
      RackSalvoFiresAfterCharge=false,
      RackSalvoReloadTime=0,
      RackSalvoSize=1,
      RackSlavedToTurret=false,
      RateOfFire=0.5,
      TargetCheckInterval=2,
      TargetPriorities={
        "SPECIALHIGHPRI",
        "STRUCTURE",
        "TECH3 MOBILE",
        "TECH2 MOBILE",
        "TECH1 MOBILE",
        "SPECIALLOWPRI",
        "ALLUNITS"
      },
      TargetRestrictDisallow="UNTARGETABLE",
      TurretBoneMuzzle="Turret_Aim_Barrel_Muzzle",
      TurretBonePitch="Turret_Aim_Barrel",
      TurretBoneYaw="Turret_Aim",
      TurretPitch=0,
      TurretPitchRange=45,
      TurretPitchSpeed=30,
      TurretYaw=0,
      TurretYawRange=180,
      TurretYawSpeed=90,
      Turreted=true,
      WeaponCategory="Artillery",
      WeaponRepackTimeout=4,
      WeaponUnpackAnimation="/units/URL0401/URL0401_aopen.sca",
      WeaponUnpackAnimationRate=1,
      WeaponUnpackAnimatorPrecedence=0,
      WeaponUnpackLocksMotion=true,
      WeaponUnpackTimeout=15,
      WeaponUnpacks=true
    }
  }


I don't know how this change managed to get through. I thought it sucked in the campaign, and thought it was only outclassed by a Salvation (surrounded by T1 PGen) in MP. It was significantly better than the Mavor or 3 T3 Arty, though you would really only know in 2x games without air, like Thermo epics. I liked how it was a vehicle, because it could be stealthed and moved, which was especially cool if there were a wall you could use to take cover behind vs bombers and enemy arty.

Play the SupremeDestruction mod and see how crazy drastic changes to game enders make the game. The Salvation is 60k mass in that mod, I think, of course with its destruction toned down.
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Re: Scathis.

Postby noms » 17 Feb 2013, 01:30

ICKEN wrote:i see no need to change the scathis. after the changes its finally a good unit.

for 63k mass you can build more than enough units to counter a scathis, also because cybran cant really protect it with their shields. i think if you let build your opponent a scathis while you were unable to do anything against it, you deserve the defeat.


This change is due to the nature of TEAM games where the Cybran player may have a UEF ally that makes many T3 PD, T2 arty, shields, huge air force and can defend ANY sort of attack on the scathis. For 63k mass it can be built in 2-3 mins with combined ecos.

JeeVeS wrote:Putting half the mass in strats over a scathis will work just fine.


The build time of 16 bombers: 134,000 (much higher than a Scathis: 31,500). With 100 engys assisting a T3 air fac you can make exactly 4 strat bombers every minute so it takes 4 minutes to make 16 bombers.

If you manage to take out the scathis they can easily reclaim and rebuild it over and over again. They should also be able to reclaim the bombers wrecks (~30k mass) and make more experimentals.

A better option would be to snipe the Cybran ACU but he could still get cloak upgrade and hide somewhere :)
Last edited by noms on 18 Feb 2013, 07:08, edited 4 times in total.
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Re: Scathis.

Postby JeeVeS » 17 Feb 2013, 01:59

Noms when you give in and play something other than Isis you'll run into a lot less scathis'. I promise.
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