Minus points for not saying "Did you know?"
Best posts made by Chenbro101
Soulripper can pick up units and experimentals like a dropship. And also shoot other gunships.
Thats cool! I shall overlook the lack of "Did you know?" for that one.
My biggest gripe with it is how sluggish it moves. The speed is fine, but it changes direction slower than a t2 gunship. I made a proposal a while back to increase its acceleration for better micro since, you know, its supposed to be small and nimble.
Wanted to start a thread about unexpected or little known interactions involving units in supcom faf.
Did you know: Torp defence doesn't work against torp bombers?
When I say ground fire, I mean the fire mode, not the action. There are 3 modes. Return fire, ground fire and hold fire.
Hi.
I personally find it is almost never worth building Jesters instead of bombers. I know they are getting some small buffs in the next patch, and hopefully this will be enough to consider using them more.
What I would like to suggest is an increase in the acceleration and deceleration of the unit so that dodging t1 aa becomes more viable. It would also kinda fit the namesake of the unit, that being a slippery and agile little gunship.
Bombers have their place and the effectiveness can increase with micro. Jesters are a larger investment and I feel spending time on microing them could only add to the depth of the game.
Holy smokes that's a lot of cool weirdness right there! Do facs get the adjacency bonus from pgens built like this?
I am kind of new to modding but would like to play around with some ideas. I know how to mod a unit so that it does not lead a target. How can I set LeadTarget when the unit has ground fire mode selected? I couldn't find the commands I need in the LUA documentation so is it even possible to do it this way?
Sorry for necroing this, but if these ideas are too much or if there are no plans on adding another upgrade, would it not be at least viable to swap upgrade positions on laser and torp with t2/t3? The extra regen, health and utility would help.
What is the balance team's thoughts on that?
Latest posts made by Chenbro101
My biggest gripe with it is how sluggish it moves. The speed is fine, but it changes direction slower than a t2 gunship. I made a proposal a while back to increase its acceleration for better micro since, you know, its supposed to be small and nimble.
How about an anti sensor field. Any buildings and units with radar get view range and/or radar reduced by x% when in this field.
Or a scramble field that returns scouted units to just being blips on radar.
By the way, if you wanted to buff jamming, adding this functionality to it could be the way to do it.
Give cybran acu the sacu stungun upgrade.
Even if gun costs half the mass of a t3 mex or t3 hq, the problem is the energy, not the mass. How do you get the t3 pgen if you did not invest in t3 in the first place? It may be viable to abuse during t3 transition, but you would need considerable results to justify the investment. It takes time, and energy at a crucial point in a match.
I think this upgrade is heavily tied to advanced nano because of the threat of air snipes. So while the cost itself is fine, getting advanced nano is a must to survive air snipes. Thus the upgrade gets made too late on its own or takes a gamble by investing in adv nano. Your opponent is either dominating air or is going for t3 air or both. It makes more sense to invest the energy to contest/keep air control. This is for 1v1 btw.
Land unit can be dropped on the sirens air staging platform and attack from it.
Soulripper can pick up units and experimentals like a dropship. And also shoot other gunships.
Always thought the exp chicken should get egg laying instead of the megalith. So...
Ilshavoh become ythotha on vetting up.
Ythotha can lay eggs like a megalith that spawns ilshavoh.
I don't know if this was always the case, but I noticed the experimental gunship does not use its main guns against other gunships. This is strange as gunships can attack the bug. Was this always the case?
Hi. Don't know if this bug has to do with this patch but my first game on the new patch had an instance where bricks didn't fire at t1 units in range because there were some pillars just outside their range.
https://replay.faforever.com/16864415 at about 25:30 to 25:55
Try using a cruiser for vision. It has 60 water vision radius so stealth wont be as useful. Cruisers and torp bombers are a strange but good combo I think.