Balance Test Mod.

Re: Balance Test Mod.

Postby dstojkov » 08 Mar 2013, 17:17

May be by playing with some settings we can avoid the use of the ballistic script ....
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Re: Balance Test Mod.

Postby MushrooMars » 08 Mar 2013, 23:52

We could give the Auroras beams! :lol:
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Re: Balance Test Mod.

Postby Helcaraxe » 09 Mar 2013, 00:48

CrazedChariot wrote: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)


I don't. Lack of ghetto gunships is a reason to fix the Sera T2 fighter/bomber. Units not being able to perform their primary function reliably is not the kind of faction diversity we need.
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Re: Balance Test Mod.

Postby MushrooMars » 09 Mar 2013, 03:05

Helcaraxe wrote:
CrazedChariot wrote: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)


I don't. Lack of ghetto gunships is a reason to fix the Sera T2 fighter/bomber. Units not being able to perform their primary function reliably is not the kind of faction diversity we need.


This. Seraphim air is mediocre at most, they should at the bottom line have working units.
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Re: Balance Test Mod.

Postby Veta » 09 Mar 2013, 11:13

am i the only one that thinks minor variation isn't faction diversity and isn't really fun?

starcraft has faction diversity. fa doesn't, we should all accept that and while i like the variation schemes (uef = most hp, cybran = quickest, etc) this gets problematic when you start adding faction only units or units that don't fulfill their faction equivalents role.
FA is a game of economic micromanagement (what StarCraft players mistakenly call 'macro') and tactical trumping (e.g. T2 PD countering T1 Spam).
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Re: Balance Test Mod.

Postby ColonelSheppard » 09 Mar 2013, 11:34

i dont think that is compareable, although i would still suggest to add that faction diversity mod to the featured mod list, forgot who made it i think it was FunkOff
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Re: Balance Test Mod.

Postby pip » 09 Mar 2013, 11:52

I want to insist about the confusion that is brought by the "new" colours, especially black, barely visible on some maps, preventing to see the symbols on the units icons and the red which is too similar to the other red.

Instead, I suggest to expand the colours choice with these extra colours (courtesy of Moritz and Brute51, who uses them for the Nomad faction outside of FAF):

http://www.mediafire.com/download.php?v7knp78634775ut
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Re: Balance Test Mod.

Postby RK4000 » 09 Mar 2013, 13:27

Well, i only proposed the second red if the player that gets the first red likes the second shade of red more... Basically, i'm picky with colors :lol: Anyway, they are not meant to both be used at once, that's why the second red color is way down on the list, so it never gets automatically selected.

But i do agree the black color is just plain annoying, but most people still seem to want it back, it might require a vote if this keeps popping up as an issiue. :oops:
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Re: Balance Test Mod.

Postby dstojkov » 09 Mar 2013, 18:07

Hi guys,


New update about aurora bp. With this the aurora move without weirdness allowing retreat and dodge !

MaxAcceleration = 3.1,
MaxBrake = 0,
MaxSpeed = 3.1,
MaxSpeedReverse = 3.1,
MaxSteerForce = 3.1,
...
TurnRadius = 3.1,
TurnRate = 310,

SlavedToBodyArcRange = 10,
TurretYawRange = 10,


Try it and give some feedback I will update the other hover unit including the shield disruptor and mobile hover shield in my 3599 ORIGINAL if you interrested in the bp just take a look there and copy paste
Last edited by dstojkov on 09 Mar 2013, 18:45, edited 1 time in total.
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Re: Balance Test Mod.

Postby Ze_PilOt » 09 Mar 2013, 18:18

It's quite convincing. I guess that will be the implement solution for 3622. We will see if we go further with the turret unlock in 3623.
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