BlackOpsFAF-ACUs only for FAF v20
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We are actual working on fixing Black Ops unleashed.
Regarding ACUs, we recently received information from Rowey that there will be some changes to ACU upgrades.
So we want to wait for the changes and fix the mod afterwards.And yes it's the right place, I didn't answer because I don't have anything to present. (like a fix)
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No worries @Uveso. Thanks for your response, just an acknowledgement is always appreciated. I'm delighted to hear that this Mod and the BlackOps Unleashed Mod will be fixed.
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@Blackrobe Odd. We play all 3 BlackOps mods on and I was manually overcharging last night no problem. Possible it's a conflict with something else?
I think you may be right about the cloaking though.
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@Doompants Yeah, Overcharge was a conflict I resolved quickly, but hadn't mentioned here yet. There are a few other minor bugs apart from cloaking; but as this post has not been answered, I'm not sure if anybody is updating this and BlackOps Unleashed mods anymore. Cheers mate.
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v20 (02.Nov.2024)
- fixed AIEconomicBuilders.lua (removed dependency for sorian buildconditions)
- fixed SorianEconomicBuilders.lua (removed dependency for sorian buildconditions)
- fixed VisionRadius, OmniRadius, WaterVisionRadius
- fixed cloak
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No rest for the wicked, @Uveso
Was doing some ACU testing with BlackOps ACUs and we've isolated a couple issues that I think are are all in the BlackopsFAF-ACU part of the pack
- The BlackOps version of the Aeon ACU (EAL001) seems to have some hitbox issues where beam weapons pass through it and miss a good portion of the time. Probably the easiest to test (and worst offender) is the Aria T3PD (BAB2306). To recreate, make a bank of 4-8 Aria, and walk an Aeon ACU toward them on flat land. You should see many of the PD beams miss. In this test I did to get the screenshot, the ACU is standing still after walking into range, and it looks like maybe 3 or 4 out of 10 are hitting. The ACU is not taking damage from beams that are overshooting.
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The same Aeon ACU also has what seems like a miscalculation somewhere in the QuantumMaelstrom upgrade tree. A single upgrade will kill an unlimited number of t1 tanks anywhere in weapon range (22?) in 4 seconds flat. A level 2 upgrade will kill a T2 Pillar in 8 seconds. The T3 upgrade takes a whole 10 seconds to kill a T3 Titan, but Pillars don't last 4 seconds and T1 tanks simply evaporate the second they're in weapon range. Maybe it's a balance issue, but it seems like something broke. I can't imagine that upgrade is intended to be that strong. We played @Jip 's King of the Hill mod, and it's insta-win if you use this upgrade and walk to the middle. lol.
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Seraphim ACU (ESL0001).... the tac missile/overcharge upgrade branch seems to have two bugs in the same upgrade path;
-- a) The tactical missile (2nd upgrade) seems to only ever need to build a missile once, after which unlimited missiles can be fired on a roughly 3 second cooldown, and there is never another 'building' progress bar, and there is no mass cost. In comparison, the UEF ACU tac missile is working properly.
-- b) In the same tree, all three levels of upgrade are supposed to increase overcharge damage, and this is simply not happening with any of the three. I spawned a couple of GCs and turned their firing off, then compared an unupgraded ACU's OC vs a T3 ACU's upgraded OC and (with ridiculous amounts of power in storage) both overcharges do the vanilla 15000 damage.
As always, if I can do any more testing or digging for you, please ask. We play BlackOps each week and love having it kept up to date.
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https://github.com/Uveso/BlackOpsFAF-ACUs/pull/7 (ACU hitbox fixed)
https://github.com/Uveso/BlackOpsFAF-ACUs/pull/8 (changed QuantumMaelstrom damage)
https://github.com/Uveso/BlackOpsFAF-ACUs/pull/9 (Seraphim tactical missile fix)It's already merged on GitHub, but I’m holding off on the release in case we find any additional errors.
Also, I’m not sure if the damage adjustment to the Quantum Maelstrom is sufficient. I tested it with some tanks but haven’t played it in a real game yet.
Also, please retest the overcharge; I guess it’s not fixed yet.
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Huge improvement on Maelstrom, it's still pretty beefy at level 1 tho. Level 2 feels good. Level three is ok or could even be buffed a touch.
Spawning units into firing range is not real-world testing of course, but by my thinking, if the maelstrom is still too strong here, real games where units all trickle into firing rate is going to favor maelstrom even more. Anyways, heres some numbers:
T1 tanks (Strikers):
If I teleport the un-upgraded ACU into 17 T1 striker tanks ACU will just survive on it's own (no micro, no overcharge)
with Lvl 1 Maelstrom, I can teleport it into 80+ t1 strikers and it's fine.
Maybe lvl 2+ maelstrom should evaporate all t1 tanks, but probably not the first upgrade. ACU is basically unkillable by t1 land.T2 vs Pillars seem good:
Un-upgraded ACU dies to 4 pillars.
T1 Maelstrom ACU can handle 8 and live.
T2 Maelstrom ACU can handle 20+
T3 Maelstrom kills 40+T3 vs Titans:
Un-upgraded can handle one.
T1 Mael can handle 2
T2 Mael can handle 4
T3 Mael can handle 6 -- seems like not a lot of bang for your buck compared to level 1 and 2. Small buff like 12 or 16?Thanks again for your time. FWIW I can confirm the hitbox changes fixed beam hits, and also the Sera missile is working great. And yeah, the Sera OC still seems capped at 15k regardless of upgrade. Did you ask me to retest? If so what would you like to see?
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Glad to hear it’s working well.
Quantum Maelstrom damage is now T1: 0.6, T2: 6, T3: 16.The overcharge fix will take a bit longer. FAF has a new system for calculating overcharge damage, and I still need to look into it. However, it should be fixable.
Unleashed is also updated on github.