@FtXCommando Please for the love of FAF, include mapgen
Aeon sucks. Here's why:
Now onto other tiers:
6) The T2 transport sucks. Lowest carrying capacity of all T2 transports. Can only carry two T3 units.
7) The T3 bomber sucks. Trades enormous AOE nerf for minuscule damage buff. As a result, it's no better against structures than Cybran T3 bomber but far, far worse against units and ACUs. Also, Aeon T3 bomber lacks a secondary weapon.
The T2 shield generator sucks. Expensive but with a tiny area of effect. Can barely cover a T2 pgen next to it. Very hard to cover nearby mex with it. Can't be upgraded, either.
Okay here's how we can fix it:
Originally in Supcom, T1 transport could carry ACUs. This was only removed because it was too easy to draw somebody by comm bombing them. (This was way back when ACU death nukes did a full 70k damage against all targets, including other ACUs.)
Given that the nuke problem has otherwise been avoided, we should undo this pointless change. Simplify transport logic and let T1 transports carry ACUs.
Certainly I, for one, appreciate all the effort that's gone into faf so far (and I am excited for TMM!)
Lokie is a good map.
@FemtoZetta I've used it so long I forgot it wasn't an official mod XD
I should see if I Can fix it
These are troll videos. The spider guy intentionally walks the spider into the middle of the horde. The Megalith guy doesnt shoot the tightly groups clusters of engineers. If either were microed competently, the XPs would win by a long shot.
Other more technical reasons why T1 is not OP take longer to explain and I won't cast pearls before swine.
These are neat but what about the balance changes?
I like your new video series. Make one about artillery and another about nukes!
Canis is a classic turtle map (4v4 and higher versions) because all same team spawns are close together but opposite teams are far apart.
@FtXCommando Good call on keeping rules consistent. Isis is a classic but I think it works better without reclaim in the middle. Ideally, turtle maps should be mostly excludes. (Turtle map is when ally spawns are close together, enemy spawns are far apart, most mex are in the bases, and each player need only manage one "lane". Isis is a turtle map.)
@callcifer I would pay money for a GC with a crushed loyalist on one of it's arms
These look fantastic. How did you make them? What printer did you use? What is your cost per unit? Could you make more? Are you willing to sell them?
Can be maybe get different icons for same faction units with the same icons? Like Hunter and Mantis, Blaze and Obsideon, that sort of thing. (No, I dont have a good for a better blaze icon yet.)
I'm signing up because I lost the last two!
FtX makes a good point. The most I play with full share, the more it seems like a better way to play. The meta simply needs time to develop with full share on to really get people out of the share-until-death mindset.
Something to consider is that mobile units can die to ACU death nuke, but structures cannot. Therefore, in a structure-only share condition, structures (mex uprades and pgens) are a safer investment than mobile units: Mobile units can die to enemy or ally death nukes and will not transfer upon death. However structures of all kinds will not die in death nukes and will transfer upon death. Therefore, the structure-only full share incentivizes turtling.
I think instead of changing how share works, why not just make ACU death nukes do equal damage to units and structures with the mod, but defining the right damage number will be tricky to not incentivize comm bombing as a strategy.
Selen still has by-far worst DPS. Also ghettos arn't often used in high or low level play. It's too easy to shoot them down and they are very expensive.
Not directly. You can make 40x40 map and set the playable area to 30x30. This will accomplish the same effect.