Balance Test Mod.

Re: Balance Test Mod.

Postby Ze_PilOt » 01 Mar 2013, 22:36

New release :

- Fire beetles are fixed
- Billy changes are in.
- There is an attempt to fix the aeon bomber (still fail to see why it doesn't drop) - Give me feedback.
- The turret speed of the aurora is slower.

I still waiting for replays, still 0 feedback except the auroras, that's not really good :-/
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Balance Test Mod.

Postby MushrooMars » 02 Mar 2013, 03:45

Thanks for including my hovertank tweak! I've always been disappointed with Auroras because of their wierdness.

Also, I must note that a lot of hovertanks are a bit OP now because of this. The Blaze and Riptide now murderize slower tracking ships now.

Edit: As for SAMs, I'm not sure if this is possible as I have never mucked about with projectile logic, only aesthetics, but I'm sure there's a way you can tell the projectile to just pick the nearest enemy air target once their primary target is destroyed. Just transplant the targetting code for SAMs into the missile itself, tweak some values and bing-badda-bang, you have overkill-correcting missiles.
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Re: Balance Test Mod.

Postby Ze_PilOt » 02 Mar 2013, 12:20

Can we keep talks about the ASF changes in the ASF thread and talk only about testing the actual changes here please ?

Also, still not a single test game for the ASF... I'm really disappointed (so much talk, so little action).
If there is no test game until monday, I guess that change will be dropped.
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Re: Balance Test Mod.

Postby Lu_Xun_17 » 02 Mar 2013, 15:26

Can we get the final survey statistics please? The link is no longer avaiable :
http://www.faforever.com/survey/

I don't see why we're even trying this hoover buff as it wasn't in the survey suggestions.

And i'm not sure this ASF change was the most votted one.

Are we now testing all the Yes-Voted propositions?
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Re: Balance Test Mod.

Postby Ze_PilOt » 02 Mar 2013, 15:32

It is a bug fix. If it make the unit Op, we have to tweak it.

And for ASF read the OP.
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Re: Balance Test Mod.

Postby Lu_Xun_17 » 02 Mar 2013, 15:35

It is not a bug fix.
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Re: Balance Test Mod.

Postby Ze_PilOt » 02 Mar 2013, 15:56

Never played Aeon, right?
The units are completely unresponsive once they start firing on something. And no, not spamming order doesn't fix it. It just make slightly better.

Nothing changed on the unit stat btw. What make them better now is that you can actually kite and not just try to.
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Re: Balance Test Mod.

Postby Lu_Xun_17 » 02 Mar 2013, 16:12

Then put this in the survey and see if it gets voted :)
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Re: Balance Test Mod.

Postby Ze_PilOt » 02 Mar 2013, 16:15

No. If the units are too powerful because of it, we will tweak them from here.
Balancing a game by introducing or keeping a bug is never a good idea if we can avoid it.
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Re: Balance Test Mod.

Postby Lu_Xun_17 » 02 Mar 2013, 16:24

I don't understand you on that point. Why according so much energy to get a vote system pretty fair and logical, and then beeing the one who doesn't follow it.

You should more focus to real bugs like the transport still considered as a navy unit when landed on water. (air can't focus but subs can).

Aurora is already stronger than any other T1 tank, and the only reason you give us is " worth a try to make them working better." and "your not an aeon player"


And can we please see the results of the survey?
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