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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    SACU Rebalance mod

    Scheduled Pinned Locked Moved Balance Discussion
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    • N Offline
      Nuggets FAF Association Board
      last edited by

      Can we make the mod ranked?! 🙂

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      • N Offline
        Nomander Balance Team @KnownSniper
        last edited by

        @TheWeakie I think players shouldn't have to be limited by the UI, so I'd try to have all presets that can be optimal for some niche. The alternative to this is SACU upgrade manager, which btw can be an unfair UI mod if there's some good but niche upgrade sets without a preset.

        Tele isn't in any presets because it's already quite strong and discounting it would be way too OP, especially with buffed adjacency.

        If there's truly "duplicate" presets I think that's an issue with upgrades not being distinct enough or some upgrades being OP. Like if nano is too strong for its cost compared to stealth so people always make nano presets then stealth and nano should be changed, not have the stealth presets removed (unless removing the stealth upgrade itself). Avoiding such bad upgrades avoids noob traps too.

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        • N Offline
          Nomander Balance Team @Regal_Eagle
          last edited by

          @Regal_Eagle said in SACU Rebalance mod:

          Looking at the prices, has anybody tested tele GCs? It seems the engineer preset is tad more expensive than the old RAS one, so does that changes the numbers for Tele GC? (I know it is a very niche use case, but I am curious to know if there is a significant change there)

          It's still 5 RAS presets (not even engiRAS) for tele GC, so tele GC is slightly more efficient now. With the RAS energy cost increase RAS is a much better sacrifice for paragon as well, which might be OP.

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          • N Offline
            Nomander Balance Team @Nuggets
            last edited by

            @Nuggets said in SACU Rebalance mod:

            Can we make the mod ranked?! 🙂

            I don't think the mod's gameplay is similar enough to vanilla for it to be ranked, and that's putting aside any balance issues that someone could abuse for rating.

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            • F Offline
              Firv @Nomander
              last edited by

              @Nomander said in SACU Rebalance mod:

              Tele isn't in any presets because it's already quite strong and discounting it would be way too OP, especially with buffed adjacency.

              Tele is super busted tbh, it gives aeon and seraphin a way to kill smd's that are otherwise nigh impossible to kill

              N KnownSniperK 2 Replies Last reply Reply Quote 1
              • N Offline
                Nomander Balance Team @Firv
                last edited by

                @Firv Tele is easy to counter for its cost with shields/secondary smd, but it's quite annoying because that counter is super precise shield placements.

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                • F Offline
                  Firv
                  last edited by

                  i wouldn't say easy, but it might be better now that atleast the sera one doesnt have both tank upgrades anymore, but it still seems very oppressive. Is there a way to give an upgrade negative to armor/regen/shield? This might also be a way to nerf billy, if the com becomes weaker it is more vulnerable to snipe, but thats a diffrent subject

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                  • N Offline
                    Nomander Balance Team
                    last edited by

                    Stat reductions for upgrades are possible in the same way as stat increases, it was even an idea at first to have the base SACU be more versatile with upgrades decreasing certain stats, but it was complicated so I didn't do it.

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                    • KnownSniperK Online
                      KnownSniper @Firv
                      last edited by

                      @Firv said in SACU Rebalance mod:

                      @Nomander said in SACU Rebalance mod:

                      Tele isn't in any presets because it's already quite strong and discounting it would be way too OP, especially with buffed adjacency.

                      Tele is super busted tbh, it gives aeon and seraphin a way to kill smd's that are otherwise nigh impossible to kill

                      removing the shield from sera tele sacu's makes it way weaker (which is good cause i do think its too strong in normal balance). Not sure how strong it'll be after that but it's a good step in the right direction

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                      • F Offline
                        Firv
                        last edited by

                        yeah its going to be interesting to see how they are now without shield and nano at the same time.

                        I still think lowering stats when having teleport would be nice, esp on scu's as there is no risk for them. On coms its a diffrent thing as well you die if shit goes wrong 😄

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                        • K Offline
                          Kilatamoro
                          last edited by

                          The mod somehow messes with coop, revealing the entire map, and then the narrator thinks that you have completed many objectives (tested on Black Day only).

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                          • K Offline
                            Kilatamoro
                            last edited by

                            I find Aeon SACU's EMP design conflicting with ACU EMP: while ACU EMP does not consume any energy, SACU's minor EMP consumes unreal amount of energy.

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                            • N Offline
                              Nomander Balance Team @Kilatamoro
                              last edited by

                              @Kilatamoro said in SACU Rebalance mod:

                              The mod somehow messes with coop, revealing the entire map, and then the narrator thinks that you have completed many objectives (tested on Black Day only).

                              Might be because some presets are removed so scripts break. Campaign does have its own mod, so maybe they can re-add the necessary presets if the mod gets added to the game. I don't think keeping all existing presets is a great idea, as it limits what upgrades can be made and how the overall design of SACUs will go in terms of costs and effectiveness.

                              @Kilatamoro said in SACU Rebalance mod:

                              I find Aeon SACU's EMP design conflicting with ACU EMP: while ACU EMP does not consume any energy, SACU's minor EMP consumes unreal amount of energy.

                              The ACU Chrono Dampener consumes 200 energy every 5 seconds. I took that as a direction for the SACU's Chrono Dampener, but it's way too small of a number so I increased it a lot. But I do agree with you that 7000 energy every 10 seconds is a lot for how little it does. It's difficult to make a fair energy firing cost because the game has no such weapons on producible units. Overcharge is a special case with the ACU and is rather inefficient in mass-produced units as we see with the current overcharge SACU. The closest analogue is shield/stealth upkeep which are 30-50 for t3 units and 400-600 for experimentals. Turning those upkeep values into firing costs gives numbers like 1100 energy every 10s, which I thought appeared lackluster at first but now I think they are more fair (it would be unfun to punish people more for using their units constantly), so I'll probably reduce the energy firing costs significantly everywhere. What do you think the costs should be?

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                              • K Offline
                                Kilatamoro @Nomander
                                last edited by

                                @Nomander I guess they added e cost for ACU chrono, because I remember it having none.

                                I don't know what the e cost should be. I tested building a lot of them, their chrono didn't do anything useful, they were draining my e and dying, since you cannot have both chrono and personal shield. I guess they are only useful in small numbers for defense under shields.

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                                • ArranA Offline
                                  Arran
                                  last edited by

                                  If the mod is still being developed, I have a suggestion.

                                  Can we build SACU presets on the fly?

                                  How this would work:

                                  • Where the presets are, replace them with the upgrades so all (left, back, right) are all visible simultaneously, next to one another.
                                  • Select up to one upgrade option from each category. Like buttons, they get greyed out when selected.
                                  • Once you have selected your desired upgrades, click the icon to build the basic SACU, the one that usually would build an SACU without upgrades.
                                  • It will add to the build queue a SACU with your selected upgrades. Left clicking the in-progress build icon in the build tray will add duplicates of the same configuration SACU. Right clicking to remove, like with normal factory ques.
                                  • Each different configuration added to the build queue will have its own icon, which can also be enumerated up or down as desired.
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