Remove collision between units, they only collide with buildings now. Is this a balance change? I don't know, but it would probably improve per, and make unit navigation much less annoying.
WD #3 - Ridiculous Balance Ideas
Add the 3 Xbox Exclusive Units and Sera Campaign crystals as buildable units
Iām a shitty 1k Global. Any balance or gameplay suggestions should be understood or taken as such.
Project Head and current Owner/Manager of SCTA Project
@dragun101 said in WD #3 - Ridiculous Balance Ideas:
Add the 3 Xbox Exclusive Units and Sera Campaign crystals as buildable units
What are those three units again? UEF had a t3 anti artillery unit if I remember correctly.
Cybran had a T1 scout submarine and Aeon had a T1 static arty
put the xbox units in the game pls u_u
All units with an engineering suite (except perhaps the Cybran cruiser and mantis), when they aren't actively building/assisting/capturing/reclaiming, will automatically use their engineering beam to reclaim any enemies or buildings in range without slowing down their movement or their ability to fire a gun. So regular ACUs get a little more DPS during fights. A T2 or T3 ACU will have a lot more DPS just from that. SACUs will be more useful in combat and engineers will be more able to protect themselves against enemies like LABs. Idle factories can reclaim nearby enemies in a small range.
being able to actually build the majority of a base underwater like TA.
Imagine Setons with a base tucked away in the corner
IE- power gen , mass/e storages, proper underwater torp defenses, anti sonar tech (ala stealth field gen), floating cloaked limpet mines, being able to seed low cost sonar perimeter lines trigger when crossed (single use), underwater walls that can't reclaim/destroy barring a nuke (no rust in this universe)
Hydro plants upgradable to T3 with a small shield
Limited amount of mass/e storage (10?) to build underground but costs 3x current storage
T2 torp boats are trash, make them subs
I like arma's suggestion, engis on patrol can reclaim to inflict damage
All land units (except hover) should have reduced traction when moving on ice, causing tanks to slip around a lot, and sometimes even causing bipedal units to slip, fall and die
frick snoops!
Serious Balance: The Pillar tank was mildy nerfed a year or so back. I feel it really took the 'punch' out of the mid game UEF, especially it's ability to simply punch through any fire-bases (opposed to other factions methods of bypassing, harassing, or outraging them). It also makes the UEF inherently more turtl-ey and less 'on the offensive' (spend less time on T2, rush T3, etc). This makes it in many situations the weakest faction to field as it becomes inherently reactive and not maintaining a presence through the push. FAF really wakes up at T2, no reason to incentive-ize the T3 rush any further.
Fun Change: Cybran ACU, Right Arm 3rd Option - Speed increase, say 0.1 or 0.25 increase in walking speeds. Cybran ACU often lacks fighting or staying power, and is set up to be a little troll or gremlin. While Stealth and Gun or T2 can make it sneaky at plopping down turrets, or cloaking with the Laser, a fun mid-game solution would be the Gun or T2 suite + Stealth + Speed increase. Let the ACE quickly move around / sneak around taking potshots or building things, giving it a high-risk high reward set for mid-game to complement the high-risk high reward nature of the late game laser upgrade.