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    Recent Best Controversial
    • RE: Wars of Glory (WoG): A (currently unfinished) rebalance mod with a fresh perspective on SupCom core gameplay.

      apologies if it was unclear with the engy suggestions, it was meant to be a case of "any one of these will work but this is what we came up with, all of them at once, or likely even two of them would be nuts

      I'd love to try and send you some replays, but after searching the FAF client it seems any replays newer than about 8 months ago from our games do not exist.
      https://discord.gg/V66mg6am
      I can however invite you to our discord, not 100% sure if our schedules overlap for games but we can probably manage to at least talk in voice/ the text chats over there

      or the simplest would be to just make the t1 engineers all use 4 BP as a starting point, Aeon and Seraphim maintain a signifigant edge in the case of starting up bases and small-scale builds such as single or double mass plots, but lose out once engy stations get involved in bigger bases/ triple and quad mass plots

      "begin quote" Remember that Aeon/Seraphim engineers also cost much more. Aeon also get higher tier engineers to counteract engi stations, and Seraphim engineers' buildrates increase substantially with each ACU upgrade. "end quote"

      that is in part what I was referring too, the idea that past t1, Aeon and seraphim have good options for getting larger initial BP sums to complete smaller outposts and projects very rapidly, where-as Cybran and UEF end up with larger BP for "the big stuff"
      That said, your judgement is of course the end decision, just clarifying in case I was misunderstood.

      posted in Modding & Tools
      T
      TacticalFox27
    • RE: Wars of Glory (WoG): A (currently unfinished) rebalance mod with a fresh perspective on SupCom core gameplay.

      Further testing info
      -- ??exploit found?? combat reclaim is insanely fast, to the point that massing engy's would be better than land units at t1, possibly t2, engineering stations (the hive incredibly so) can easily devour swarms of units if you give the orders

      --Uef cruiser dps is something around half the output of the seraphim one, across fewer projectiles, 15 dps for a purely anti-static weapon is really bad if your opponent can get a shield or two up even without anti-missile, seraphiim one is valid at anti-structure still , so more a Uef problem of not being able to actually break things before a shield and a half dozen TMD get put up to stop your missiles

      Cybran and UEF have really bad expansion and ability to reach t2, it's really effective to speed an acu teching up with Aeon or Seraphim, but due to linear decline of build-power as you add engineers UEF and Cybran fall really far behind in terms of buildpower on any kind of large project in tier 1, or when they need to build things outside the range of already built engy stations
      basicly Aeon and Seraphim get to add 4+4+2+1+0.5 etc.... to build timers, where UEF and Cybran are stuck with 2+2+1+0.5+0.25 etc....., add in some hiccups with extra build time per each individual unit coming off of a factory (about 1-2 seconds average)
      one of the most impactful things in this regard is Seraphim and Aeon split-push bases
      in about 2-3 minutes a single t2 transport of engineers can get 6+ factories to start producing tier 1 units

      it takes about 4 minutes for UEF or Cybran to get an un-upgraded engy station and a further 2-4 minutes to get factories up to match, expansion both eco and military wise suffers due to the discrepancy

      it gets worse when factoring that the superior building capability is also backed by double-tiered RAS, a massive boost to early t-2/ late t-1 economy

      ---our possible fixes if it helps were if possible,

      eliminating declining Build power to make the numbers line up so that "swarm" engineers aren't left in the dust as soon as multiple stack on a build,

      reducing the build time of engineering stations so that UEF and Cybran can get to building quicker and expand in the mid game, reductions to the BP of build stations might be needed later if this is done, but it would require testing to be sure

      or the simplest would be to just make the t1 engineers all use 4 BP as a starting point, Aeon and Seraphim maintain a signifigant edge in the case of starting up bases and small-scale builds such as single or double mass plots, but lose out once engy stations get involved in bigger bases/ triple and quad mass plots

      --ishlovoahs using less transport space than other t3's has also been ridiculously dangerous, dropping a single transport with 8 loaded upp ontop of a section of eco is basicly impossible to stop without t3 AA, due to a combination of really high HP on the bots (flak won't deal meaningful AOE damage to them unlike how it shreds most t1 and 2 units in transports) and the transport itself being able to tank t1 AA/flak AA, or interceptors more than long enough to go where it wants and drop off its payload

      ---final issue is t1 arty in larger numbers can rush past armies without bothering to actually fight them pretty often and just focus on nuking your economy buildings, maybe just lower the HP so that you can be encouraged to use them as artillery instead of using them as swarmy building nukers?


      Positive notes

      Cruisers no longer wipe whole land armies on their own

      and submarines are able to do their job rather well without threat of cruise missiles swatting them

      -as always making an effort to say that while we found a bunch of issues the mod is really interesting and we had a ton of fun with it, just kind of hard to make points about positives without basicly repeating your description of the mod back to you

      posted in Modding & Tools
      T
      TacticalFox27
    • RE: Wars of Glory (WoG): A (currently unfinished) rebalance mod with a fresh perspective on SupCom core gameplay.

      Again with the cruisers, seems the naval tac missiles are fast enough to hit targets that are in motion that subs and land units actually have a good bit of trouble dodging them, turns them into a bit of a "strong against all" unit, countered t1 subs, t2 naval balls and hover land, torp bombers work up until about 4-5 cruisers get together at which point tens of them die at a time (against seraphim).
      main issue seems to be that the missiles travel too fast relative to movement speeds after the slow-down.

      posted in Modding & Tools
      T
      TacticalFox27
    • RE: Wars of Glory (WoG): A (currently unfinished) rebalance mod with a fresh perspective on SupCom core gameplay.

      @vanifica you were right, I was mistaken about the one-shotting, good to know UEF having next to no range on missile cruisers wasn't intended.

      On a related topic my buddys and I have ben having a great time with the mod so far. it's tons of fun even if a little bit raw at the edges. Looking forward to how it develops over time.

      posted in Modding & Tools
      T
      TacticalFox27
    • RE: Wars of Glory (WoG): A (currently unfinished) rebalance mod with a fresh perspective on SupCom core gameplay.

      Is it intentional that the UEF cruiser has a 70- max range on it's Tac missiles, yet the Seraphim can shoot at 150? I ask mainly because in terms of shore bombardment outranging the t2 static artillery is a Huge deal, given that the artillery can kill a ship with one shot now.

      posted in Modding & Tools
      T
      TacticalFox27