While the old designs do have some jank stuff happening, I think they serve a purpose in making the HQ silhouette stand out from the support factories. They also seem "grander", like a steady evolution of what you poured all your hard earned mass into.
Best posts made by Chenbro101
Soulripper can pick up units and experimentals like a dropship. And also shoot other gunships.
In regards to naval vs air, I have noticed that for equal cost in either mass or energy, torp bombers seem to win out in most cases against cruisers. This is not really what I want to address in this post, but rather how this difference in cost efficiency increases exponentially and not linearly when more of each unit is added into an engagement.
I know that exponential efficiency differences are basically expected when comparing most unit interactions, so I would like to discuss if this is desired or not in regards to cruisers vs air.
If not, I would like to make some observations and proposals.
The Problem
Depending on the faction, each cruiser is affected by this more or less than the others. Some of the reasons for this happening are different , but the main ones shared by them are different variations of overkill and wasted shots.
Wasted shots happen when a cruiser fires right before the target dies, either because other cruisers had the same target, or the target dies after another volley was fired.
I will break down how this happens for each cruiser below separately.
Seraphim Cruiser
This unit has the least problems in this area and may actually have the reverse happen. The flack projectiles have higher AOE than missiles and don't disappear when a target dies.
The close range gun has high projectile velocity, so they don't tend to be wasted.
Aeon Cruiser
The missiles will overkill targets.
If more than one cruiser fires at the same target, you will end up with a lot of wasted shots since the missiles cant redirect to a new target.
If the target is at max range, they can waste a third volley before the second one connects.
UEF Cruiser
They don't overkill torp bombers by much.
The volleys have a slightly longer reload time so they don't tend to waste volleys.
They do suffer badly when multiple cruisers target the same bomber.
Cybran Cruiser
The missiles overkill's the target.
They will almost always waste their third volley unless the bombers are directly above them.
They can waste a lot of shots when firing at the same bomber, same as with Aeon.
They take longer to start firing when a bomber first enters their range, about one second. This happens with all units that have a laser designator by the way, so I think it is a bug.
I made most of the observations while playing or watching replays.
Here is a replay where I mess around a bit to see what happens: #19276982
Proposed Solution
Depending on what is possible, I would suggest either letting missiles redirect when their target is dead, or have something similar to what was done with TMD.
If this is done, cruisers will no longer waste their shots and the scaling problem should be alleviated somewhat.
Thats cool! I shall overlook the lack of "Did you know?" for that one.
For me, it would help if the client did not fail to log back in after a disconnect. Forced to close client to log back in using the browser and can then not reconnect to a game.
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.
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?
Land unit can be dropped on the sirens air staging platform and attack from it.
Latest posts made by Chenbro101
The cybran frig range is annoying to play with. Mexes other frigates can reach are now out of range.
I see. I thought it would be simply something like changing the layer the unit was on. The unit script for some units has a OnLayerChange function, so I thought that the ui button simply changes the layer or something. How can I find the code that handles ui interactions like submarines submerge button?
The idea with this is to allow land production of the cybran faction to influence navy.
I would like to gauge the response of this idea before committing time to make a demo of this.
The problem.
Certain maps give a large advantage in regards to having the capability to influence navy with land production. Even in high level games there have been examples of hover spam being very effective to support navy, usually by the dedicated land player switching production to hover units.
Proposed solution
Allow wagners to surface like subs. This would also give the unit another purpose besides being a raiding unit.
There are many examples of how amphibious land is useful, e.g. #19469855.
Of course salems being amphibious would be an obvious counterpoint to the proposed changes, so I would like to hear other player's thoughts on that also.
For me, it would help if the client did not fail to log back in after a disconnect. Forced to close client to log back in using the browser and can then not reconnect to a game.
Not bad, but you cant distinguish the HQ from the support facs with just a glance.
While the old designs do have some jank stuff happening, I think they serve a purpose in making the HQ silhouette stand out from the support factories. They also seem "grander", like a steady evolution of what you poured all your hard earned mass into.
Is the objective here to make t2 phase last longer or for it to be more impactful while active? The com dampens the impact t2 can have early on, while quickly upgrading to t3 land can usually be more effective than getting the amount of t2 units required.
If you want the t2 phase to be extended, then t3 is the problem here.
if you want t2 to be more effective, overcharging is the problem.
The gun damage does make a difference but only up to a point. Overcharge has more of an impact on later t2 pushes.
Problem I have with them is you cant dodge them. They get into range, they kill.
Move cybran acu gun upgrade to other arm.
In regards to naval vs air, I have noticed that for equal cost in either mass or energy, torp bombers seem to win out in most cases against cruisers. This is not really what I want to address in this post, but rather how this difference in cost efficiency increases exponentially and not linearly when more of each unit is added into an engagement.
I know that exponential efficiency differences are basically expected when comparing most unit interactions, so I would like to discuss if this is desired or not in regards to cruisers vs air.
If not, I would like to make some observations and proposals.
The Problem
Depending on the faction, each cruiser is affected by this more or less than the others. Some of the reasons for this happening are different , but the main ones shared by them are different variations of overkill and wasted shots.
Wasted shots happen when a cruiser fires right before the target dies, either because other cruisers had the same target, or the target dies after another volley was fired.
I will break down how this happens for each cruiser below separately.
Seraphim Cruiser
This unit has the least problems in this area and may actually have the reverse happen. The flack projectiles have higher AOE than missiles and don't disappear when a target dies.
The close range gun has high projectile velocity, so they don't tend to be wasted.
Aeon Cruiser
The missiles will overkill targets.
If more than one cruiser fires at the same target, you will end up with a lot of wasted shots since the missiles cant redirect to a new target.
If the target is at max range, they can waste a third volley before the second one connects.
UEF Cruiser
They don't overkill torp bombers by much.
The volleys have a slightly longer reload time so they don't tend to waste volleys.
They do suffer badly when multiple cruisers target the same bomber.
Cybran Cruiser
The missiles overkill's the target.
They will almost always waste their third volley unless the bombers are directly above them.
They can waste a lot of shots when firing at the same bomber, same as with Aeon.
They take longer to start firing when a bomber first enters their range, about one second. This happens with all units that have a laser designator by the way, so I think it is a bug.
I made most of the observations while playing or watching replays.
Here is a replay where I mess around a bit to see what happens: #19276982
Proposed Solution
Depending on what is possible, I would suggest either letting missiles redirect when their target is dead, or have something similar to what was done with TMD.
If this is done, cruisers will no longer waste their shots and the scaling problem should be alleviated somewhat.