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    Retributer

    @Retributer

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    Best posts made by Retributer

    • RE: How come you don't play ladder?

      I played a few ladder games many years ago, but competitive RTS just isn't my cup of tea. Too stressful, I can't focus on everything at once and I tend to micro/macro badly. All of these things would be solved with practice but I haven't taken the time to do it yet, so for now I either play against the AI or watch ladder replays, and realise that I don't suck that bad. Not so long ago I saw a 800 guy stalling on mass before he even finished his first mex, started three mexes and a factory at once, and waited like 30 seconds before realising he should send an engie to reclaim the 75+ wrecks by his base, then proceeded to cancel everything but his second factory and stall again.

      So yeah, if I'm going to get this kind of opponent I might just give it a try, but chances are I'd become that very guy if I get too anxious. Over a game, yes.

      posted in General Discussion
      RetributerR
      Retributer
    • RE: AI Wave Survival Mod Information

      I didn't notice crash damage from the mini CZARs, either the shields absorb all of it, or the area is so small it needs to land right on top of a building

      The main threat they pose for defenders' bases is that they'll deplete shield generators quickly by trying to shoot down air units under them, so you need to be careful not to hide your air when your base is already threatened. An option to chose how many of them can spawn at a time, and how often, would be nice. As for the unit itself, it seems balanced to me as it does exactly what it's meant to do. I usually kill them with T4 turrets or T3 ground units, I haven't tried ASFs yet so I can't say, but 28k HP doesn't seem overwhelming.

      I always disable nukes, except for the defensive ones (I like these) ; the ones I get are those built by the AI itself (they usually target roaming T4s though, not my base). I like the idea of having to defend against more and more nukes, but I'm not that good at survival maps in RTS in general so I prefer focusing on ground and air armies. As for T4, I think it's because most of the time they somehow get stuck in the HQ base, but recently the AI seems to remember how to send them. I don't think they're from the survival waves though, it's more likely the ones it builds once it gets enough eco.

      I'm gonna try AI controled waves next, I'm curious to see how it'll behave !

      posted in Modding & Tools
      RetributerR
      Retributer
    • RE: Calling for nine2 to resign as Promotions Councillor

      @nine2 said in Calling for nine2 to resign as Promotions Councillor:

      Hi Turin, I'm not really here to answer your point by point questions to be honest.

      Dodging questions like a real-life politician.

      posted in General Discussion
      RetributerR
      Retributer
    • RE: AI Wave Survival Mod Information

      Yep, they seem to deal a whole lot of damage when they fall (I didn't notice the damage change today because the only one that fell on my base took down a few gens, thus making the splash damage bigger). At least now they can be reclaimed !
      I have a problem with them just staying on top of my base when they don't get any more air units to kill, it makes avoiding the fall damage impossible 😞

      I didn't notice the spawn option, I'll check it next game ! Thanks for the update !

      By the way, do you think it would be possible to make units spawned from the second spawn point the same color as the player on its spot ? This way it'll really feel like we're dealing with two separate armies. Maybe even make it possible to restrict races for each spawn, so you can make one that spawns only UEF and the other Cybran, for instance !

      posted in Modding & Tools
      RetributerR
      Retributer
    • RE: AI Wave Survival Mod Information

      I really like the new options you added for HQ/Secondary defenses
      My bro and I are trying to play shorter games and the HQ not having Slayers and Guardian SMDs helps with that, this way we can focus on defense until the timer runs out and counterattack quickly (I know we could set the objective to "survive x minutes" but destroying the HQ is always satisfying). We're still having lots of fun and no two games are identical, replayability is great !

      Too bad for the secondary color, but I understand, I had no idea how that would work !

      posted in Modding & Tools
      RetributerR
      Retributer
    • RE: AI Wave Survival Mod Information

      My network has been acting up so I couldn't try out these new turrets until earlier today
      Still went with Colossal Oblivions, they're good at what they're made for, it's kind of like a Tempest canon on land, that's nice
      I also built a few Cybran T4s but couldn't get an enemy close enough to see what it did ; I will say however that their size makes it impossible to align them with other buildings, thus using adjacency. Make them half a tile (or one tile?) bigger or smaller, I hope they'll still look good like this. I noticed the same problem with the T4 AA, though I don't need adjacency on these ones, it's purely aesthetic.
      I still can't tell you how balanced they are, though I wouldn't worry too much about that since all the balance is changed with your mod. They don't look overpowered as far as I can tell.
      Gonna look into the other turrets more, they look fun to use!

      posted in Modding & Tools
      RetributerR
      Retributer

    Latest posts made by Retributer

    • RE: AI Wave Survival Mod Information

      They had a personal shield? I never noticed
      That being said, we usually wait until the timer runs out and start building game enders when our bases are less threatened

      We've never been able to destroy the support bases before the endgame so I can't tell if Yolo bosses are a threat ; by the time they pop, we have dozens of Broadswords waiting for them. Maybe instead you could try making an airdrop wave, with a few Dropinentals landing near the players' bases (not in the bases, I feel that'd be unfair, unless you really want to make it difficult). You could have maybe ten of them transporting T3 units, and two or three with T4. Just an example, ofc

      btw, you ever thought about adding vocal messages during the mission? 5iver Survival did it and it was kinda nice
      just need to have HQ or anyone sending relevant voicelines when something important happens, like HQ saying "scratch one of the bases" if you destroy a support base.

      posted in Modding & Tools
      RetributerR
      Retributer
    • RE: AI Wave Survival Mod Information

      lmao I thought YOLO bosses were a response to the players building a Yolona Oss since it spawned around the time we built one
      Thanks for the fix, I missed the spiderbots! I didn't notice the UEF gunship was missing too

      posted in Modding & Tools
      RetributerR
      Retributer
    • RE: AI Wave Survival Mod Information

      Sounds fun! I also noticed you made some changes to auxiliary gens, I like being able to set where they spawn
      I'm not exactly sure what destroying them does though, I get that it stuns everything for a few seconds, and there's still the energy stall, but what's the resupply about? I haven't done it much since I play very defensively until the timer ends but I remember it's possible to get early reinforcements by destroying the gens before the endgame begins, but the message is displayed with each gen destroyed, even if it doesn't do anything

      I also noticed that the HQ doesn't send Monkeylords anymore, is that supposed to happen? The only ones I get are the ones sent by Dropinentals

      posted in Modding & Tools
      RetributerR
      Retributer
    • RE: AI Wave Survival Mod Information

      10 ASF for every T4 should be fine, not sure tbh since they're gonna spawn with each wave, but that'd force the player to make ASFs of their own
      Also, if I got it right you're making them spawn with a move order, so they just make a beeline towards the players' bases and crash into their defenses. Is it possible to give them a patrol order instead?

      Good call for the T3 turrets, since I'm playing Aeon lately I needed something between the Oblivion and the T4 (we're using the All Faction Quantum Gate mod but I like to stick to one faction most of the time).

      posted in Modding & Tools
      RetributerR
      Retributer
    • RE: AI Wave Survival Mod Information

      Oh, yeah, I noticed the ASF waves and wondered how long they had been there
      5 ASF per T4 seems underwhelming (Awassa and CZAR can easily take that down on their own), otherwise I like it! Dropinentals are nice too, they can be very hard to kill if spawned early (I haven't tried making them drop T4 yet but that sounds very dangerous)

      posted in Modding & Tools
      RetributerR
      Retributer
    • RE: AI Wave Survival Mod Information

      My network has been acting up so I couldn't try out these new turrets until earlier today
      Still went with Colossal Oblivions, they're good at what they're made for, it's kind of like a Tempest canon on land, that's nice
      I also built a few Cybran T4s but couldn't get an enemy close enough to see what it did ; I will say however that their size makes it impossible to align them with other buildings, thus using adjacency. Make them half a tile (or one tile?) bigger or smaller, I hope they'll still look good like this. I noticed the same problem with the T4 AA, though I don't need adjacency on these ones, it's purely aesthetic.
      I still can't tell you how balanced they are, though I wouldn't worry too much about that since all the balance is changed with your mod. They don't look overpowered as far as I can tell.
      Gonna look into the other turrets more, they look fun to use!

      posted in Modding & Tools
      RetributerR
      Retributer
    • RE: AI Wave Survival Mod Information

      I saw the new T4 turrets two days ago, only tested the Oblivion so far, looks good
      I have no idea if it's balanced or not, but looks like for once I'll have to give orders to my defense (I don't want its slow firing rate to be wasted on T3 units). I noticed you also made the CoffeeEnt bigger, which makes sense, stacking them around a mex was insanely powerful !
      Gonna try this out later today and tell you how it went !

      posted in Modding & Tools
      RetributerR
      Retributer
    • RE: AI Wave Survival Mod Information

      No problem ! Maybe give the SACU a move order, as they are enough of a threat to be able to just walk into enemy defenses.
      Speaking of SACUs, do you think you could add them in late-game waves ? Maybe somewhere after the first T4s start spawning, their HP pool could help other units get close to the defenders' bases. Like, give them a small chance to spawn instead of a T3 so there are a few coming with each wave. Maybe even give them better loadouts as tech level increases, so you start with vanilla SACUs and end up with mostly Rambos and Combattants.

      As usual, I can't wait for the next update ! Thanks for your work !

      posted in Modding & Tools
      RetributerR
      Retributer
    • RE: AI Wave Survival Mod Information

      oooh I never thought about making everything spawn at the second base

      ok so we've gone through a game with endless and Doom on, that was really fun! However, there might be an error regarding the number of Dooms per wave ; we set it at initial 1, with +1 each wave and 20% HQ damage, and the waves went 1 > 2 > 5 > 7 > 11 (not sure about the 5, I lost count at some point because there are two Fatboys that I'm not sure I counted when they spawned).
      Also, the sACUs that spawn when Dooms die just stood there, I though at first they were set to attack move the player and ended up reclaiming, but watching the replay I think they received no order at all

      The endgame defensive wave is a good idea. The nukes work fine, but sometimes they hit the HQ, so if the player set its HP to something not too high, it can self-destruct this way.

      posted in Modding & Tools
      RetributerR
      Retributer
    • RE: AI Wave Survival Mod Information

      Nice ! Gonna try this tonight and I'll let you know how it went, that sounds fun !
      We actually disabled endless waves because reaching the HQ with groups of T4 spawning around it was a pain, but I think I'll try turning it back on with the Doom waves.

      posted in Modding & Tools
      RetributerR
      Retributer