Obsidians

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Re: Obsidians

Postby Ze_PilOt » 30 May 2013, 10:21

Lu_Xun_17 wrote:shild reload time didn't need a buff (now it can get 2 shilds in the same fight!)
aoe is still too powerfull. We should try aoe = 1


You should read changelogs before posting :)

For the regen : a shield does not regenerate under fire. So I don't know where you get that idea.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Obsidians

Postby qai » 30 May 2013, 10:44

problem is the tech2 bots speed for uef and cybran 3.6 (seraphim tech2 bot got 2.7 speed)
the unit intended for raiding: hover tanks speed is 3.7

suggest this to test: hoplite and mongoose speed to 3.2 like in diamond mod.(obsidian speed is 2.9, sera bot 2.7)
Heath normalized to 3599 levels mongoose 900, hoplite 650 -this optional to make up for speed balance

"pip:
...Speeds: 3603 introduced these heavy speed nerfs for some unknown reasons. But 3603 is not a bible, remember navy buildtimes. Speeds in 3599 made much more sense. ...
...Just because a unit says "heavy tank", doesn't mean it's a slow unit. Rhinos and pillars are said "heavy" because they are t2, but they are actually medium t2 assault units, Hoplite and Mongoose are light units; Riptides and Wagners are heavy assault units and yet they are much faster... "

when obsidian used against any other unit except tech2 bots this unit is totally fine. so these changes just make them less balanced
(Aeon obsidian health = 1250 (from 1000), shield = 1500 (from 1750), shield consumption to 5 (from 10)
4 hp regen per sec for the shield instead of 2.) = ( -37.5 mass cost, shield regen buff is a free veterancy)
bots still kite them due to speed, this doesn't fix this problem just makes stays the way they where(except the mass cost +shield buff)
want replay? was speed changed for obsidian or bots: -no, then look ladder games

Ze_PilOt wrote:For the regen : a shield does not regenerate under fire. So I don't know where you get that idea.


the shield does not regenerate when hit but in between hits yes it does.
Last edited by qai on 30 May 2013, 10:48, edited 2 times in total.
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Re: Obsidians

Postby Ze_PilOt » 30 May 2013, 10:47

qai wrote:the shield does not regenerate when hit but in between hits yes it does.


There is a delay (3 seconds if I remember correctly).
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Re: Obsidians

Postby qai » 30 May 2013, 10:50

Ze_PilOt wrote:
qai wrote:the shield does not regenerate when hit but in between hits yes it does.


There is a delay (3 seconds if I remember correctly).


just tested with aeon scout spirit shoots every 2 sec and it start to regen before second shot
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Re: Obsidians

Postby Ze_PilOt » 30 May 2013, 10:50

And again, averaging all units is NOT something I want. So it' won't be changed.
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Re: Obsidians

Postby pip » 30 May 2013, 10:53

Since Obsidians AOE is removed, I suggest to also remove the muzzlechargedelay (set it to 0), as you did for the Aurora, since it's the main reason why Obsidians tend to waste lots of shots compared to other t2 units.
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Re: Obsidians

Postby Ze_PilOt » 30 May 2013, 10:56

True..

I will also fix the regen delay as it seems to not work for personal shields.
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Re: Obsidians

Postby Ze_PilOt » 30 May 2013, 11:04

The recharge time was indeed one second, changed to 3.
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Re: Obsidians

Postby qai » 30 May 2013, 11:09

pip wrote:Since Obsidians AOE is removed, I suggest to also remove the muzzlechargedelay (set it to 0), as you did for the Aurora, since it's the main reason why Obsidians tend to waste lots of shots compared to other t2 units.

Ze_PilOt wrote:True..
I will also fix the regen delay as it seems to not work for personal shields.

make MuzzleChargeDelay 0.1 not 0 or u wont hear the sound effect
Spoiler: show
MuzzleChargeDelay: delay the firing of the projectile.
pip wrote:...muzzlechargedelay (set it to 0), as you did for the Aurora...

Ze_PilOt wrote:True..

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Re: Obsidians

Postby IceDreamer » 30 May 2013, 14:45

Might I suggest an AOE of 0.2?

1 - The FX make it look like a blast which should have AOE, but doesn't.
2 - The shots often miss by a hair. 0.2 is enough to ensure most near-misses do damage, and mitigate the charge delay.
3 - This small an AOE will not make it any stronger VS T1, except in exceptional circumstances where they are very bunched up.


From my testing, it was a good change all around.
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