Its just a UI feature so people can choose if they want them or not in an in game setting
Aeon or seraphim could be like a floating spinning disk or just the icon floating
just some inspiration.
Its just a UI feature so people can choose if they want them or not in an in game setting
Aeon or seraphim could be like a floating spinning disk or just the icon floating
just some inspiration.
I like the idea of lower damage to shields
I Like the idea of making the novax a factory with different types of sats.
The only thing I would say is I dont like the idea of extra damage to shields, I believe it would give the uef too large of an advantage in arty war type scenarios/late game, Im my mind energy weapons like beams should do less damage to shields as they are also energy based.
UEF already has the mavor which just deletes shields anyway.
I actually tried creating the sat missile variant and it looks pretty sweet, kinda reminds me of space invaders as it moves around droping projectiles.
I gave it the same firing sequence of the uef cruiser for testing.
Removing the firing sound creates the effect of it being in orbit too.
The only thing that looks strange is the tmd, as the sat is almost directly over the target, tmd immediately engages the projectiles as soon as its fired making it seem like either the sat is not very high up or the tmd can reach orbit.
I dont think any drastic changes are required
Personaly I like the suggestion made by silent bug, Reduce dps the further the sat travels from the station, stronger for defense weaker for attack.
Energy costs just makes sense, radar and omni both have energy drain so why is the novax the exception?
At the very least you can give the intel costs like an Omni Radar -1500 Energy.
@Salz Gives the UEF faction auto win late game.
Makes one arty as powerful as 3 or more.
It seems the majority dont like the novax as it is
another idea is to make the vision and intel function same as the soothsayer
large e cost or very small vision and no radar.
@waffelzNoob Its not about winning or losing, its about did you enjoy playing.
This sort of behaviour has led to me thinking f**k FAF ile go do something else, how many people have thought this and just stopped playing?
Someone before mentioned giving it a range limit to enforce the defense part of the defense satalite, just a mention.
@Dorset if your sniped within 7 mins before flak exists by a player who rushes (key word here) rushes T2 air and then deletes your ACU it isn skill issue, its just abusing Air.
Arty has an energy cost to fire.
Give Novax a large energy cost to fire weapon?
That way spamming lots of them can cripple your E reserves and stall.
UEF is probably the only exeption to this.
Gunships are probably even stronger as they cant be dodged.
You say make T1 air like the other team hasnt figured they can also make T1 air.
These players rush T2 air so they have it before you have T2 land to make flak, also flak takes much longer to get to the front so not usable.
The only real thing you can try is spamming T1 Land AA but is not great.
I suggested the damage reduction to commanders only as I thought it was a good way of producing the desired effect with no changes to other units for minimal disruption to balance.
I suggested the T2 air change as this is the most abused method, T3 requires a much larger investment and is therefore less abusable.
@waffelzNoob The reason they exist is because they improve gameplay.
Saying you dont want more is like saying you dont want more money because you dont want to count it.
@waffelzNoob not exlusive
Overcharge limited at 400 damage to ACU
ACU explosion limits stucture damage to 80
Theres probably more examples but thats all i can think of right now.
@IndexLibrorum that would just provide a reason for people to comment on play, im not looking for advice like you should have built more flak bla bla.
Im just trying to suggest that it is too easy in team games to abuse T2 Air, that is all.
I just foed sui for this exact thing just made corsair whole game killed like 5 players
players under shields and flak still died in one pass
@Sainse bro im 1700-1800 it happens all the time, some players get to 2k rating out of air snipes, but rating isnt the problem.
Put aside winning or losing and consider this, in a game that you enjoy playing and spend 30 mins in lobby you will be removed from that game in 10 minutes.
It can backfire in fullshare games for shure, but most times its the highest rated players getting wacked so it usually ends the game.
Give T2 air to ground a dps reduction to ACU only.
It is well known that some players like to snipe the ACU with T2 air as an easy way to win.
This for me and many other players just kills the game.
Nurfing T2 air altogether would make T2 air terrible.
It is possible to reduce damage by percentage to "Commanders" so I believe this would be a great idea to reduce, not prevent, just reduce the ease of this highly effective but brain dead strategy.
I have included this in my mod at a 50% effect but maybe this would be too much for the official balance.
A 20-30% damage reduction to Commanders could be suitable, what do you think?