Balance Test Mod.

Re: Balance Test Mod.

Postby IceDreamer » 06 Mar 2013, 19:36

Ze_PilOt wrote:
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.


Good. We want them to be more responsive than they are, but as I said before, they were designed from the ground up to be limited by their lack of a turret. Lock the turret again, and try TurnRate of 210, which IMO feels just right.
IceDreamer
Supreme Commander
 
Posts: 2607
Joined: 27 Dec 2011, 07:01
Has liked: 138 times
Been liked: 488 times

Re: Balance Test Mod.

Postby MushrooMars » 07 Mar 2013, 05:54

I've said this before and I'll say it again. The lack of a true turret is an aesthetic thing. Both the Seraphim T2 Hovertank, Seraphim T1 Artillery, and a good portion of the Nomads hover units have a fully rotating turret. Why do some Nomads hover units have a fully rotating turret and some don't? Because it looks better that way.

If you can give me one reason why we shouldn't fully unlock hover unit's turrets, aside from "Because that's how it's supposed to be balanced," I will agree with you.

Good gods, not more than one thread over they are talking about completely rebalancing all air units, as well as adding new air units as part of this rebalance, and everyone is agreeing with it. Over here, *everyone* is opposed to unlocking Hovertank turrets for no discernable reason. We're fixing a bug, not giving hovertanks nukes.
User avatar
MushrooMars
Avatar-of-War
 
Posts: 167
Joined: 08 Jan 2012, 05:26
Has liked: 0 time
Been liked: 1 time
FAF User Name: MushrooMars

Re: Balance Test Mod.

Postby pip » 07 Mar 2013, 08:30

I am not a fan of the new (or old) colours, especially black and the new red, which looks to similar to the other red. On the black colour, it's impossible to see the symbol on a unit's icon, and on some darker maps, it's harder to see the units.

There are extra colours for Nomads, put up together by Moritz I think, and we had to remove them from the mod to avoid bugs, but if you want more colours they could be come the standard (and then there wouldn't be any bug anymore).
pip
Supreme Commander
 
Posts: 1826
Joined: 04 Oct 2011, 15:33
Has liked: 191 times
Been liked: 86 times
FAF User Name: pip

Re: Balance Test Mod.

Postby dstojkov » 07 Mar 2013, 11:57

MushrooMars wrote:If you can give me one reason why we shouldn't fully unlock hover unit's turrets



The reason is simple the unlocking of the turret make the dodging impossible. The solution that I gave allow you to retreat may be not as fast as with the turret solution but allow you to dodge the projectilles. In matter of fact aeon is a micro faction then give them the full possibily to preserve their little life and dodging is great part of that with the t2 hover it's even better because with their life you can allow you some mistake I can assume that with some training you can get great skill in 'dodging style'. Yesterday in the test phase I took down a mognoose, a t2 tank, a titan down with the hover tank just by dodging in 1 vs 1. Ok in a real game you don't have time for this luxury but in some situation it can be a great help


I would say It's a full part of diversity's faction

P.S: I updated the 3 hover unit that have this feature: the aurora the t2 hover tank from aeon and uef
dstojkov
Evaluator
 
Posts: 775
Joined: 21 Sep 2011, 22:04
Has liked: 0 time
Been liked: 24 times

Re: Balance Test Mod.

Postby dstojkov » 07 Mar 2013, 12:51

One last thing about aurora but also in general with unit having
SlavedToBody = true,


Take care to have
SlavedToBodyArcRange = value and TurretYawRange = value

this avoid the engine making unnecessery calculation for nothing


In our case for the aurora

SlavedToBodyArcRange = 10 and TurretYawRange = 10

With this the aurora move more smoothly
Last edited by dstojkov on 09 Mar 2013, 18:53, edited 1 time in total.
dstojkov
Evaluator
 
Posts: 775
Joined: 21 Sep 2011, 22:04
Has liked: 0 time
Been liked: 24 times

Re: Balance Test Mod.

Postby pip » 08 Mar 2013, 09:45

Some feedback about the change to Aeon t1 bomber.
The BombDropThreshold was changed to 3 from 1.5. That will make it drop its bomb as reliably as all other t1 bombers (which means it's still not 100% but much better than before).

However, I noticed that the Seraphim t2 F/B has only 2. It should also gets 3, to be fair.
pip
Supreme Commander
 
Posts: 1826
Joined: 04 Oct 2011, 15:33
Has liked: 191 times
Been liked: 86 times
FAF User Name: pip

Re: Balance Test Mod.

Postby CrazedChariot » 08 Mar 2013, 11:58

I think its ok to leave Sera as is. They dont have ghetto gunships, and its nice to have a little faction diversity. (Sera bomber is the best t1 bomber)
User avatar
CrazedChariot
Contributor
 
Posts: 141
Joined: 02 Sep 2011, 13:13
Has liked: 0 time
Been liked: 32 times
FAF User Name: CrazedChariot

Re: Balance Test Mod.

Postby Ze_PilOt » 08 Mar 2013, 12:05

He talk about the sera T2 bomber, suffering the same issues than the aeon one.

But I would need to know if it really help the issue on the aeon one. It's really hard to replicate in sandbox.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
User avatar
Ze_PilOt
Supreme Commander
 
Posts: 8985
Joined: 24 Aug 2011, 18:41
Location: fafland
Has liked: 18 times
Been liked: 376 times
FAF User Name: Ze_PilOt

Re: Balance Test Mod.

Postby pip » 08 Mar 2013, 12:14

Ze_PilOt wrote:He talk about the sera T2 bomber, suffering the same issues than the aeon one.

But I would need to know if it really help the issue on the aeon one. It's really hard to replicate in sandbox.


I can tell you it really helps because I tested a lot of bombers to tune the Nomads t2 one. The best bomber for almost always dropping its bomb is the Janus. It has bomb drop threshold of 4.
T3 bombers have 3.5, they also almost always drop (95%). Lower than 3 will make the bomber not drop quite often. So Aeon t1 bomber (1.5) and Sera T2 bombers (2) are the bombers the most likely to not drop. If the value is changed to 3, that's the standard.
pip
Supreme Commander
 
Posts: 1826
Joined: 04 Oct 2011, 15:33
Has liked: 191 times
Been liked: 86 times
FAF User Name: pip

Re: Balance Test Mod.

Postby ColonelSheppard » 08 Mar 2013, 12:57

the Janus can be bugged too....
for example by throwing the whole napalm to on position
User avatar
ColonelSheppard
Contributor
 
Posts: 2997
Joined: 20 Jul 2012, 12:54
Location: Germany
Has liked: 154 times
Been liked: 165 times
FAF User Name: Sheppy

PreviousNext

Return to Patch 3622

Who is online

Users browsing this forum: No registered users and 1 guest

cron