Is there a reason to actually link both steam and GOG?
Or could that be disabled? So you could only link one of those to your FAF account.
Best posts made by Nex
Also creating unit illusions isn't that far away from the game, as it's just what jamming does, just that it affects vision and is countered by radar not the other way around.
It's like Jamming -> See fake units when you have radar, but no vision
and illusions -> see fake units when you have vision but no radar
Just because that particular ability was not in the original game, doesn't mean it's a complete departure.
Showing the radar range of your team instead of only your own radar would also be quite helpful
Wouldn't cloak be the logical fourth faction mechanic as stealth/jamming and cloak/fake units seems like the obvious counterparts for radar to vision counter-intel.
To make it possible to “fight” against the only thing I could think of was that the units wouldn’t show radar signatures if in the fog of war. I wasn’t sure if it was actually possible to have an icon show up in visual range but no gray dot show up in the fog of war, but that would be a great solution and would make you curious if maybe you just missed the units before your scout went over them.
Also having them always show blips when in vision would make them uncounterable, so the blips would need to disappear once you have them on radar.
@scout_more_often Well cybran ACU might also have cloak, which also hides from vision. stealth is only against radar, so if the ACU only has stealth, you can see it normally and with omni. If it has stealth and cloak, then you need omni.
But there's also a glitch, that lets units appear far later than they should, but not sure if this could make a real difference with slow units like ACUs and GCs.
@e33144211332424 i know that one, but even setting the target priority to engi doesn't prevent your tank from targeting the mex.
And once your tank sees a mex it will shoot at it, till it dies. even if 1 sec later the engi behind it gets into range.
So basically smaller raid parties, that don't expect drawn out fights will, ignore whatever target priority you set and simply shoot whatever is in range first.
You can modify the mod, to create exclusive priorities tho, which will prevent your tank from ever targeting anything that's not an engi. But that has it's own obvious drawbacks.
tl;dr: The mod only works if at the time anything is in range, the preferred target is also in range. If not the setting is irrelevant.
You could make them miss some of the time (is that what firing randomness does??), so they still go brrrt and just miss 20% of their shots or something. Looks cool + balanced.
Brings back some of the old unpredictability, but in an intentional way
i think cloak could be much cooler on non-cybran units (as the combination with stealth is pretty strong).
So you would have something that's pretty strong (a unit that can't be targeted), but also easily countered by a radar.
This would create more of an intel fight by destroying enemy radars/scouts to keep cloak units hidden.
@spikeynoob aren't T1 units often more dps/mass than T2 Units?
frigs out dps destroyers (0.257 vs 0.147 incl. torps) and have more health/mass (7.6 vs 2.69).
Tanks(Mantis for cybran) also have more dps/mass (0.476 vs 0.345) on T1 than on T2(best dps/mass on heavy tank) and only have less health/mass than heavy tanks (4.821 vs 6.551), but these are significantly slower.
So in raw damage stats T1 outshines T2, but T2 brings more utility (range and stuff).
The Jesters dps/mass is still slightly better than its T2 counterpart (0.294 vs 0.222) which is 132% more for the Jester, 138% for the Mantis and 175% for the frig.
on health/mass the jester stands at 2.06 vs 3.08 which is less than the T2 gunship.
So the jester is stat wise worse than its T2 version compared to other (cybran) units.
@veteranashe That's not the heart of the problem.
And making the whole factory pathable would look weird and I'm not sure what other things will be affected by this (can it be hit, when it's pathable?).
the true problem is, that the roll off point (where ships go after they're build) is in a spot outside the build skirt, so there is no guarantee that there is enough space at the roll off point.
So the problem is not only naval factories being in the way, but also all other water buildings and terrain.
I think comparing single units from different factions, which do similar things, is not the right way to approach balance.
It's better to have one factions mobile shield to be (considerably) worse than those of other factions, if it has other means to compensate. Otherwise every factions would just have the same units.
And just having slightly different stats, but having each unit balanced to it's counterparts, is boring balance.
So an unit that is used and does it's job for the faction (and the faction is not just worse than the others) should not be buffed.
And if a faction is worse than others, buffing their strengths instead of fixing weaknesses would be a more fun way to go.