Balance Test Mod.

Re: Balance Test Mod.

Postby dstojkov » 05 Mar 2013, 23:19

I forgot one parameter for aurora settings :-/ I updated it in the above post and without that it's even worst than before ... sorry for the lack of precision
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Re: Balance Test Mod.

Postby MushrooMars » 06 Mar 2013, 00:19

dstojkov wrote:hi guys,



Again with the aurora settings ... I tested it yesterday and today to finally come to this settings that allow you retreating even clicking like hell. Some units goes attracted but in a very little portion in comparaison with before ( just for info I am so satisfied that I will add this to my own mod )

I just give the value that changed

MaxSpeedReverse = 3,
MaxSteerForce = 20,
MaxBrake = 0,

Just test it and add it if you satisfied with the result to the balance mod


I just tested it out, and as far as I can tell it just looks smoother when it twitches. UEF Strikers were still able to catch my Auroras and kill some before they could retreat out of range.

Why is everyone so directly opposed to the thing just having a turret? It adds no advantage other than responsiveness, which is something every unit should have. If it becomes too OP then we can just decrease projectile speed or something, but until some balance testing games are run, we won't know because an Aurora will *always* beat dumb units, and will *always* loose if they aren't microed.

Same goes for ASF. Uber is over there proposing a complete overhaul of air units (which sounds suspiciously Starcraft-ey IMHO), when all we need is to make air superiority less easy to abuse (read: make ground-based AA more effective against higher-tech units).

Edit: I also just have to add this: MaxBrake = 0; THERE ARE NO BRAKES ON THE RAPE TRAIN
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Re: Balance Test Mod.

Postby dstojkov » 06 Mar 2013, 15:30

MushrooMars wrote:UEF Strikers were still able to catch my Auroras and kill some before they could retreat out of range.


This is due to the fact that striker faster than aurora
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Re: Balance Test Mod.

Postby Ze_PilOt » 06 Mar 2013, 15:33

No, it's due to the fact that aurora don't react to order and take about 2 seconds before obeying to a kiting order.
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Re: Balance Test Mod.

Postby dstojkov » 06 Mar 2013, 16:05

Actually it's not that it doesn't react. The process is actually to make a reverse move like all unit do before changing direction during this phase the aurora seems to be totaly blocked. If you really want your aurora go straight back you have to diasable the fire state and enable it while moving backward ... may be a script could help here to have the right behavior
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Re: Balance Test Mod.

Postby dstojkov » 06 Mar 2013, 17:59

I got it !!!!


The final tuning for aurora !

The key was in the turn rate !

With this settings you got a aurora that obey right away to your order amazing !

TurnRate = 360,


Test and enjoy it even better than before !

P.S: Still behold the previous settings

MaxBrake = 0,
MaxSpeedReverse = 3,
MaxSteerForce = 20,
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Re: Balance Test Mod.

Postby Ze_PilOt » 06 Mar 2013, 18:25

Yes, I've tested it yesterday, it's a little better, but not as good as the turret unlock :)

But it can be that solution if there is really strong arguments against the turret thing.
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Re: Balance Test Mod.

Postby dstojkov » 06 Mar 2013, 18:38

Ze_PilOt wrote:Yes, I've tested it yesterday



No yesterday it was a lacking settings.

add TurnRate = 360, to the previous one

You will straight away like it
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Re: Balance Test Mod.

Postby pip » 06 Mar 2013, 18:41

dstojkov wrote:I got it !!!!


The final tuning for aurora !

The key was in the turn rate !

With this settings you got a aurora that obey right away to your order amazing !

TurnRate = 360,


Test and enjoy it even better than before !

P.S: Still behold the previous settings

MaxBrake = 0,
MaxSpeedReverse = 3,
MaxSteerForce = 20,


The problem with setting a 360 turnrate is that it may work better in reverse but your aurora will weirdly turn too fast while moving forward.
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Re: Balance Test Mod.

Postby Ze_PilOt » 06 Mar 2013, 18:45

dstojkov wrote:
Ze_PilOt wrote:Yes, I've tested it yesterday



No yesterday it was a lacking settings.

add TurnRate = 360, to the previous one

You will straight away like it



I mean that I did some test on my side and get the same conclusion, but as pip said, it turn very fast. 180 feel okay, but still less responsive than the free turret fix.
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