It is clear that Seraphim didn't receive the care and attention the other 3 races did when it came to racial design.
A lot of seraphim units are fairly generic. There's also fewer units. This can mean that seraphim has fewer gameplay options and some of it's gameplay feels generic.
I wanted to change seraphim have more character & gameplay options without:
1. Adding new units
2. Dramatically buffing the race to be OP
3. Taking away the interesting units/strategies they already have
4. Ignore Naval until I'm happy with air/land changes
The problem comes into play most obviously in T2/3 and that's what I've initially worked on. Here's the current list of changes:
**Updated 28/12/15 - v3 Mod available**
Seraphim Leverage v3 Changelog:
T1:
Enable t1 scout Selen to be used in ghetto gunship. Selen also automatically ceases fire when stealthed. **these changes provided by Ithilis_Quo - many thanks!**
T2:
Seraphim Vulthoo T2 Gunship - changes to a T2.5 unit with 2.5x cost, -1 speed, 2.2x HP & DPS increase. Model scale adjusted.
T3:
Land:
T3 Usha-Ah Sniper - can now hover on water. Increased unit hover height and model size adjusted to reduce terrain impact on shooting (note terrain still a factor! now is slightly more forgivable). Has a slower hover speed on water - 15% penalty
T3 Athanah shield generator - +40hp/sec regen and -10sec down time when shield destroyed
T3 Othuum siege tank - main cannon firing arc changed to low arc with increased range, reduced accuracy, slower fire rate, small AoE, adjusted unit height to lower effect of terrain on the bolter fire (changes have little net effect on fights vs other t3 tanks, improves othuum vs bases - certainly makes the unit a lot more characterful to use)
Air:
T3 Iaselen spy plane - proportional 20% hp, turn rate and cost hike. Also gains the t1 sera scout death ability for 20secs vision **Bug fix to death ability provided by Ithilis_Quo - many thanks!**
My current thoughts on v3:
Improvement on stock:
- The mod definitely makes seraphim more interesting to play. T3 seems to have a lot more cohesion and a strong theme of solid frontal army assault with a co-ordinated attack that wasn't as developed as before
Balance issues:
- Gunship numbers will need to be refined with testing. It's a fairly big change & will need to be fine tuned
- Othuum are not significantly improved against other t3 units in sandbox testing with and without micro. They ARE better vs massed cheap t1/2 units and clumped bases.
- The shield generator has had a modest buff. The issue is that there's probably a fine line as to how much buffing this unit can have before additive effects make it extremely powerful - will need close monitoring
- Snipers are just plain better than before. They still hit the dirt but they're not as bad and their water harass ability is really useful on any map with water. Seraphim now has a really impressive array of hover units that synergise well with transport drops.
- The selen is now ghetto gunship capable...but gets TRASHED by a single flak. I don't think it's going to be an issue.
Feel free to post your thoughts at try it out