Cybran has radar stealth, give UEF T3 scouts jamming, give the Seraphim scouts a temporary vision bubble where they crash, give Aeon scout a larger Omni radius.
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Politics is a poison to anything it touches.
Idea. Change the Aeon absolver to have a similar fire rate to the Serenity, instead of 1 shot every 2 seconds make it more like 1 shot every 10 seconds and increase the damage it does to shields accordingly so it has the same DPS.
Theoretical Cybran absolver (Dissolver?), have the 1 shot every 2 seconds of the original Aeon absolver as the high fire rate keeps in line with Cybran trends. No hover, possibly amphibious like a Wagner or Engineer.
Theories of how this could play out?
Seraphim sniper bots mixed in with navy and shields.
I always thought of the UEF as good defenders, Seraphim as good attackers, Cybran as the stealth team, and the Aeon as the specialists. I know it's not 100% true across the board, but I'd say generally speaking it is.
Without over-explaining, I'd rather the Mercy do less damage and have more HP.
I'll give Asylums to a Cybran player all day to increase their horror potential, Or if someone wants Ravagers I'll likely just give an Engineer because I might not want to put the mass in for that. I don't mind engineer swaps personally, because there's still logistics and additional cost involved in doing it. Air transports, movement time, what if the transport is shot down or the engineer dies, then once the engineer is transferred over its up to that person to fund any project they want.
@maudlin27 I like the torpedo damage/Sub HP idea the most. I can think of some faction-specific pros and cons, but a sweeping benefit would be torpedo turrets for all factions would be more interesting.
I think that fuel is a mechanic that the game should put more light on. Not only does the speed of the aircraft come into play when responding to a threat, but its ability to sustain a pattern for long periods could shift balance and play. It may be worth it to bomb enemy air fields if fuel had a bigger impact.
Every game I played would have Nomads, until recently. The bugs are too much as of late. Games don't finish even if every unit is destroyed, ACU orbital bombardment 2 is just broken shield towers being destroyed but still exist, nothing is getting fixed. I love the idea, the faction is extremely interesting and I can deal with poor polish, but the bugs that prevent proper gameplay is depressing.
Latest posts made by TankenAbard
This makes me wonder, what values about a unit could an aura change? We can see that it can change Max HP and HP regeneration, but can it do other base values like movement speed? Fire recycle time? Muzzle velocity? I imagine any kind of aura skill would be limited to the values it's able to change.
If auras in general are out, there are other options. With the Aeon, the heavy shield pack could help tank damage similar to a GC so that harbingers could do work. Seraphim is fine with Light Overcharge, if personal shields are out then maybe Nano1 and Nano2 like the commander?, UEF is good with the heavy shield dome, Cybran getting a light microwave laser would be interesting as a body slot, leaving them with less HP but high damage output.
I like how SACUs generally function now, but their cost and other balances need to be rebalanced.
Also, when I go to spawn in Cybran SACU, before it is placed it has a jetpack. What's up with that?
UEF changes seem fine, would have to see it play out. The Aeon SACU Chrono idea is going to be like walking a tightrope, it could be overpowered or bad. The Cybran changes are kinda odd, damage aura? The Seraphim could be very interesting, if the regen aura gives more total HP as well, it could be amazing for army escorts but the loss of shield makes them less competent lone actors.
I like the idea of using SACUs as single actors or small strike teams, but is the purpose of the changes to make SACUs become support units to be mixed into armies, or escorts for experimentals? If so, I'd say remove sensors on the UEF SACU and replace it with mobile tac defense. A stealth field generator for Cybran. I'd love to see/know what the values are on the Aeon sensors and Seraphim regen aura.
I'd be in favor of a damage boost to the Othuum in general. Seraphim are all about making things dead, so it fits.
@dddx I like the idea of a mod simply disabling the units for the players. I don't want to tie it to a map, so it can be used on any map.
I'm absolutely new to any kind of modding. Is there anywhere you or anyone can point me to get started? I see a lot of old information, but I'm not sure how much applies.
I posted this elsewhere, but is this possible? The goal is to allow an AI of a select faction to use new units from another mod, while disabling the players from using those same units. Is this possible?
As the title implies, is there a way to allow the AI to use specific units while disallowing the human players from using those units? Or, is this more of a Mod thing?
I've used Nano before, but I've never directly compared performance of the first personal shield upgrade to Nano. Nano was good for raiding, as long as you can yoyo the SACU in and out of combat, but by the time SACUs hit the field there are also T3s. It reminds me of the Nano/T2-T3 upgrades for the UEF commander, how they have their uses.
The only times I can think of were myself or friends have used a Salem on land was to transfer them from one pond to another, impromptu point defense, or early siege tactics with some kind of backup. Direct assaults with these have never been good. Perhaps if the torpedo launcher doubled as a short range rocket on land, but that's just getting weird.
Vs players, the range is annoying but it's mostly fine. Vs AI, it can be an absolute terror. Face an M28 Cybran AI, you'll see. That thing will kite you across the planet.