Balance team beta patch changelog

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Re: Balance team beta patch changelog

Postby Hawkei » 15 Jul 2013, 07:55

ShadowKnight wrote:
CrazedChariot wrote:Not that it matters, but t1 units are almost always more efficient at dps mass wise.

t1 arty is the most dps efficient unit in the game.
t1 tank is has more dps per mass than percies....


Doesn't that first title belong to the Firebeetle? :p


No the firebeetle has damage, but no DPS capability. It is a suicidal "Alpha Strike" weapon.
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Re: Balance team beta patch changelog

Postby pip » 15 Jul 2013, 14:39

New version up for testing 3626.14:
- Jester veterancy nerf and mass cost adjustment reverted (outside patch scope)
- Strat sub and sera battleship nuke: min range reverted to 128
- Sera battleship nuke costs fixed (properly set as previous strat sub nuke costs and buildtime = 7 minutes)
- Othuum : primary weapons are now the dual fast firing aire-au bolter (it will get in range of all its weapons when you manually target something instead of staying at the max range of the thau cannon)
- Aeon SCU RAS cost fixed : 4500 mass, like the other SCU
- Added fix for tree reclaim exploit by Vmcsnekke (please test)

Call to the Seton's players who reported the reclaim exploit, test the fix provided by Vmcsnekke and see if it works well without undesirable side effects.
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Re: Balance team beta patch changelog

Postby lebensnebel » 15 Jul 2013, 19:47

Isn't the Aeon supposed to have a better RAS on the SCU? Something like 1 more mass?
Looking at the ACU for reference.

Thank you for your continued efforts!
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Re: Balance team beta patch changelog

Postby Mycen » 16 Jul 2013, 05:55

It used to, but I was looking the other day, and it no longer does. So the price is probably a leftover from that. I don't know when it was changed though.
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Re: Balance team beta patch changelog

Postby pip » 18 Jul 2013, 20:54

New version uploaded : 3626.15:
- Ahwassa now leaves a wreck in water
- Aeon shield Disruptor gets back its specific icon
- Cybran Deciever : fixed stealth radius not displayed and unnecessary repair ability removed
- Cybran static stealth field: range circle is fixed (the real range was shorter than what the ring showed): range set to 32 (from 30)
- All strat subs: nuke missile range category changed to direct fire so that the tac missile range is displayed
- UEF Battleship : reload bar (render clock) added for the front canons.
- Galactic Colossus first target bone changed to be the torso instead of the head to help fighter/ bombers hit it properly.
- Czar : SPECIALHIGHPRI category added, so that ASF will target it first without the need to manually target it when the Czar is ground firing and is guarded by ASF and Restorers.
- Tempest : FiringTolerance reverted to 2 (from 15)
- Aeon Destroyer : muzzle charge delay = 0.1 (from 0.5); turret yaw speed = 100 (from 160)
- Aeon Battleship : muzzle charge delay = 0.1 (from 0.5)
- Torrent Missile Ship : AOE = 2 (same as regular tac missile, from 1.5)
- Aeon strategic sub tac missile AOE = 3 (from 2); attack reticle is now displayed when the attack button is used (same as the other strat subs)

This batch of changes focuses on fixes and small improvements here and there.
I know the fx for the Aeon Destroyer and Battleship will be off, but since it's already the case, it's better to fix the unit completely (like Obsidian and Auroras). Hopefully, the friend who told me he can code a script to make the fx start before the shot is fired (and not after) 4 month ago will do it someday, and then we can fix both gameplay and looks (him or someone who can do this kind of script). Until then, gameplay and balance come first.
Last edited by pip on 20 Jul 2013, 22:19, edited 1 time in total.
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Re: Balance team beta patch changelog

Postby ColonelSheppard » 19 Jul 2013, 00:31

pls note that there were reasons for the high firing tolerance and the repair thingy
i hope you didnt just reverted it but also find a way to correct the original bugs because the the tempest sometimes missing frigates or the deciver having 1 BP is far less anoying than the Tempest not charging weapons for ages and the deciver simply having a wrong range displayed
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Re: Balance team beta patch changelog

Postby IceDreamer » 19 Jul 2013, 02:45

If Tempest encounters problems with not firing as a direct result of this, then THE solution is the increase the TurretYawSpeed and TurretPitchSpeed values. Nothing else will fix that problem.

The Repair situation was because something was needed to get the correct range ring. Hopefully they have corrected that using something other than a repair nodule (I suggested a 0DPS weapon with no muzzle)
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Re: Balance team beta patch changelog

Postby pip » 19 Jul 2013, 05:42

Maybe you guys could launch the mod once in a while and checks how it is.

The Tempest turret yaw speed was doubled in 3620 and muzzle charge delay reduced by one sec. The weapon behaviour is much better than the crappy one that existed before. All the 15 firing tolerance do is make the first shot after the canon moves into place being shot too soon and miss. Big firing tolerance means poor accuracy when the canon moves.

As for the deceiver : check in game if the ring displaying stealth radius is so much wrong that it deserves to be replaced by a ring that most players can't see (check this thread: viewtopic.php?f=3&t=4477)
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Re: Balance team beta patch changelog

Postby Krapougnak » 20 Jul 2013, 09:23

pip wrote:New version uploaded : release candidate 3626.15:
Hopefully, the friend who told me he can code a script to make the fx start before the shot is fired (and not after) 4 month ago will do it someday, and then we can fix both gameplay and looks (him or someone who can do this kind of script). Until then, gameplay and balance come first.


Just a thought out of my head without checking anything (im not at home) : wouldn`t a Animation SetRate in the unit script increasing the speed of the muzzle fire animation solve the problem ?
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Re: Balance team beta patch changelog

Postby pip » 20 Jul 2013, 22:18

New version uploaded : 3626.17 (3626.16 was for quick testing):
Heavy t2 units speed reverted to 3603 values except Pillar:
- Ilshavoh speed back to 2.5
- Obsidian speed back to 2.6, turret yaw speed = 75 (from 90)
- Rhino speed back to 2.7 (from 2.9), Health = 1900 HP (from 1850), DPS = 90 (from 100), surface threat level = 5 (from 3), veterancy = 8/16/24/32/40 (from 7/14/21/28/35))
- Blaze speed = 4.3, DPS reverted to 50.
- Yenzine speed = 4.3, range increased to 20 (from 18), firing tolerance = 1 (from 2), turret yaw speed = 110 (from 90)
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