Spam Land Wars mode as new experience – Where Ground Armies Never Sleep
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Overall it actually sounds pretty nice so i'll probably join at some point when I see a lobby. But one question. You stated this:
@cychwa_klaymberg said in Spam Land Wars mode as new experience – Where Ground Armies Never Sleep:
-Defence Boost + Range Buff – Turrets are 2× stronger and 20% longer-ranged → no more turtle strategies.
So defences are buffed and this means turtle strategies are not viable? Just based on this sound like they are more viable than before!
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@Nuggets Yes, that's how it works. Because units have more health and turrets are more expensive, defenses need to be numerous to make them difficult to penetrate. Besides, turrets can't move, and we specifically play on maps with wide fields and passages. Of course, if the map has only one passage, it's easy to defend. In addition, non-standard commander upgrades, fat T2 experimental units, as well as some T1-T2 siege units will not allow you to play PD-creep tactics.
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Ah, so with stronger you actually meant more expensive
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im update text in the topic body
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There's no limit to my negativity. I remember myself 8 years ago, when I came to Supreme and I thought, oh my god, this game is so open to builds and variations. Then I began to feel that variability and initiative punish you harshly, especially on large maps, or maps like Dual Gap, The pass, AstroCrater and other specific ones. Now I understand what people want to do. They don't want to think. They don't want to play. They want to win easily, and that's why two-thirds of our games are dual-gap now. It really hurts me to see that people can't read, that Supreme is now just a bunch of mouse clicks, because doing so is meta. I've seen this in my games, where 75% of players are doing something incomprehensible and sitting at the base in my mode, which punishes them time and time again, and I see the same thing. And when someone comes along who can think outside the box and wins because of it, that's a sign of illness. This isn't the Supreme it could have been. It's not the Supreme it once was. It's more about learning patterns and tactics on a couple of maps, and then there's nothing beyond that. We mourn.
My mods don't change the basics much. But that's enough. We mourn and remember.
I think at this rate the game will die soon. -
@cychwa_klaymberg said in Spam Land Wars mode as new experience – Where Ground Armies Never Sleep:
There's no limit to my negativity.
Same
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The new version SWLandWarTMRebalance (v9) is available.
The Quantum Gateway is now capable of building T2-T3 experimental combat units for its faction. It works not quite like a regular factory in this case, but rather like a cross between a factory and an engineer. I left it as is because it's a bit more uncomfortable (you have to click) than building in a factory, so it's kind of a penalty for the discount from the mass extractor/fabricator extension. I think this change could potentially have a big impact on the game, as you can now play with experimental units only, building them in the gates.I also slightly adjusted the damage parameters of the T1 experimental turrets on the Seraphim, UEF, and Aeon to make them more balanced. (The Seraphim turret was a complete piece of ...)
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The new version SWLandWarTMRebalance (v10) is available.
Cybran bee nerfed and now consume 1200 energy/sec, and also take 30% longer to build (9 seconds). This is done not to reduce their effectiveness, but to limit the mass spam of these bombs. (with this you can build 5-10 bees easy, but not 30 or more at midgame). Thanks @mortysa .
Increased radar, sonar and vision radius for all air T1 scouts a bit. -
The new version SWLandWarTMRebalance (v12) is available.
The main idea of this patch is to bring air transport back into the game.
So, come meet this! Increased health and significantly increased construction time. However, going into it can still be useful, as well as using it for drops into vulnerable points of bases or open masses of extractors.
The price, construction time, and the need to have a T2 air plant will not allow you to build it very quickly, so you should not worry about experimental drops on your head (yes, some T1 and T2 experimentals can be transported).T3 engis of all factions increased build power near 25%.
The UEF Mongoose has had its Plasma Canon's range increased to 55. This allows it to be a nasty support unit that also packs a punch at close range with its secondary weapon's bombs. However, its low health still limits its use in frontal engagements.
Aeon Blaze is also expecting an increase in weapon range.So, at T2, all factions now have "long".-range attack support units with a 55 range: Cybran's Hoplite, UEF's Mongoose, Aeon's Blaze, and Seraphim's T2 Experimental Bot. They perform well against experimental units, but are not very good against T1-T2 light units, because they mainly shoot at the same ones, but they still provide excellent support from afar for the army in battle.
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The new version SWLandWarTMRebalance (v14) is available.
T3 mobile missile launchers have been redesigned and returned to the game for all fractions.
Their firing range is 70 and movement speed is only 1.5, making them vulnerable and slow support units. Their wide shell spread makes them ineffective against single targets and experimental units, but they are effective against large groups of troops.Also cybran exp T3 mobile arty spider became 20% cheaper and Sera T2 exp bot received a health reduction to 20000 HP, since it is a semi-artillery unit and it was not right that it was as durable as other T2 experimental troops.
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Are T2 pgens removed intentionally?
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Yes, they've been moved to T4 with increased energy production. The improved hydrocarbon system eliminates the need for T2 generators entirely.
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The new version SWLandWarTMRebalance (v17) is available.
- The T1 Seraphim "Hethistle-ve" tank has been moved to T2 and is now a long-range support tank, similar to other factions.
- The Cybran T4 unit, called "Cloaker," has been slightly reworked. It now has high movement speed and the ability to stomp. Combined with the invisibility aura, a couple of these units can potentially run into a base and crush the economy or even commanders.
- T1 mobile artillery received a 2x damage increase. Unit health was increased, but damage remained unchanged. This made T1 artillery pointless. I completely forgot about that

- The UEF Mechmarine has been heavily redesigned. It has very low health and dies in 1-2 shots, but it has high movement speed, low build cost, and decent damage. (need to test in battle).
- Some T4 units have a bit more HP now
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So, after experiencing desync issues with the BlackOps: ACUs mod, I needed to do something about commanders. I also decided to remove additional multiplier mods like x2 resources, build range, and build rate, because additional mods can cause desync, can be removed from the storage, and also interfere with fully customizing unit parameters.
The new version SWLandWarTMRebalance (v22) is available.
The ACU was the first to receive changes. It was decided to completely abandon the commander mod and modify the existing original ones.
The base HP and regeneration values for commanders were increased to 18,500 and 50, respectively. Commanders received a slightly longer range, as well as increased primary weapon damage. Their upgrades have also increased in price, but their impact on combat is hard to underestimate. Some upgrades have been moved to a different slot type to both increase survivability and still have a slot for something more combat-oriented. This doesn't mean they've become better or worse, but the commanders' power imbalances have disappeared, and yes, he's become more vulnerable in the late game, but more useful in the mid game. They've simply become different. -
Numerous changes, including the abandonment of the BlackOps: ACUs mod, have led to commanders becoming unplayable in the late game. The lack of imbalanced abilities, such as damage ignorance, stuns, and outrageous regeneration and health values, have made commanders easy targets, especially in mass tank clashes. At the same time, cases where one commander would go up against a group of 20-30 heavy and expensive T3 tanks and easily destroy them, or kill a group of experimentals, and to counter this, you had to either build a defense in huge numbers, or try to kill one of them with everything you had, which was extremely imbalanced...that's a thing of the past...
The solution to this problem was to somehow work with veterancy, so that the commander wasn't just a thing you put mass into and it kills everything, or an auxiliary thing that only builds defenses and units, but also a full-fledged, interesting, playable combat unit.
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So the new version SWLandWarTMRebalance (v31) is available.
ACU and some experimental and pseudo-experimental from the Total Mayhem mod have received a damage increase based on their veterancy level. These units are marked with the "***" symbol in their descriptions. I hope this is a welcome change that will lead to these units being used not just as fodder, but will lead to more interesting gameplay, where the value of a leveled unit increases, making it worthwhile to keep it and regenerate it, as well as playing them more carefully.
Additionally, and this is the main change in the new version, ACUs now have unlimited veterancy levels, meaning that by upgrading them and fighting with them, you can ultimately develop a unit with fairly high health and increased damage. This promotes intense commander gameplay and brings them back into the late game. Damage increasing works for all weapons and for upgrades that give damage or weapons (for example, Cybran ACU Laser) too.
Experimentals now have a +15% damage bonus per veterancy level and are also capped at 5 levels.
Commanders receive +10% damage per level and are not capped at any veterancy level.
All others units have no changes.- added some balance changes for ACUs, some EXPS stats.
- SERA mk1 - mk3 tant returned to a game with some changes. So now SERA has mk tank version like all anothers factions.
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