Balance Test Mod.

Re: Balance Test Mod.

Postby Ze_PilOt » 01 Mar 2013, 13:11

I wait for more input, but yes, I guess it will need more tweaking if the idea is a little step in the good direction.

I didn't want to bother with restorers and fine-tweaking numbers, I just want to see if there is any truth to my theories.

Maybe it will be far outside the scope of a 30 days balance patch and will be tested for a longer time too.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Balance Test Mod.

Postby Bibblson » 01 Mar 2013, 13:48

To the new colours: The red is too similar to the original red. Maybe make it a dark red (which i miss since gpgnet). :D
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Re: Balance Test Mod.

Postby Ze_PilOt » 01 Mar 2013, 14:42

Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Balance Test Mod.

Postby ZaphodX » 01 Mar 2013, 14:44

Well Aeon air is now totally OP. I like the change but to test it out properly swiftwinds and restorers need a nerf. Somewhere between 20 and 50%?
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Re: Balance Test Mod.

Postby Ze_PilOt » 01 Mar 2013, 14:47

Please test it without abusing the restorer.

The goal is to see if it's worth a try (if it's okay overall and bring something good), not to balance everything in one go.
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Re: Balance Test Mod.

Postby ColonelSheppard » 01 Mar 2013, 15:13

Ze_PilOt wrote:- Billy changes are missing because Sheppard need to give me pointers :)

it's submitted on bukket, first one is wrong due not paying attention, i already stopped it not sure if it did arive, the second one at 14:12 is the right one
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Re: Balance Test Mod.

Postby Rediska » 01 Mar 2013, 18:09

I see interesting thing.
Firebeetles now have magic button for avoiding group self-destruction because of single kill...
So... now they dont gonna explode. Never. Turn it on, turn it off, nothing happens. Now they are totally useless :lol:
Firebeetleses turnout!!! :lol: :shock: :lol:

Fix it pls)))
I adore FA.
But I have all the right to hate it because I cant really play any other RTS anymore because of it. They looks like small boring sandboxes without sense. Thank you genious Chris Taylor!
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Re: Balance Test Mod.

Postby Niernen » 01 Mar 2013, 18:14

Has the SAM overkill problem been addressed in this round of balance testing? If so we might see even more being wasted on a single ASF.

Also, and this is depending on how everything goes, would it not make sense to also apply the same changes to the SAM launchers that were applied to the ASFs? Or at least a cost reduction?
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Re: Balance Test Mod.

Postby Ze_PilOt » 01 Mar 2013, 18:57

There is no overkill script working.
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Re: Balance Test Mod.

Postby Blackheart » 01 Mar 2013, 19:09

Aeon t1 tanks are now too strong. Cybran may still be able to play against it but for sera and especially uef it is extremely hard because the kiting is now childrens work. 2 replays attached. Note that i am a absulutely horrible aeon player and this was my 2nd game with aeon, but it is still super easy to kill of tanks and get big numbers.
aeon vs uef.7z
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