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.
Best posts made by TankenAbard
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RE: Give UEF and Aeon t3 scouts sonar
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RE: Why would you have left FAF?
Politics is a poison to anything it touches.
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RE: Absolver
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?
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RE: Weekly Discussion #26 - Armored Assault Bots and their Snipey Bot Frenemies
Seraphim sniper bots mixed in with navy and shields.
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RE: Factions Text for Web Site, need suggestions
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.
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RE: M28AI Devlog (v147)
@maudlin27 The AI Logic button is messing with the Nomads somehow, though I'm not sure it's a priority. It makes all of the commander ability buttons appear, but none of them work anymore, even if you have the upgrade.
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RE: Improve Mercy quality of life - turn radius and fuel
Without over-explaining, I'd rather the Mercy do less damage and have more HP.
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RE: THE ENGIE SYNDROME: "GIVE ENGIE" / "ДАЙ ИНЖА"
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.
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RE: Torp bombers are too strong vs subs
@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.
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RE: What if? Experimentals end ASFs
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.
Latest posts made by TankenAbard
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RE: M28AI Devlog (v147)
@maudlin27 The AI Logic button is messing with the Nomads somehow, though I'm not sure it's a priority. It makes all of the commander ability buttons appear, but none of them work anymore, even if you have the upgrade.
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RE: Seraphim language, unit names.
@deletethis Yes! This is perfect, it answers most of what I wanted to know. Though, it could be added to. Some names of units seems to be old god names from the Cthulhu mythos, but a little different. Examples being Othuum, Arwassa, Ythogtha, Vulthoom.
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Seraphim language, unit names.
Had anyone looked at the unit names for the Seraphim units and "translated" it? I've thought about it now and then, and I see patterns. I can't be the first person to think about it.
For example, Selen is scout, Yth- has something to do with missiles (Tac or strat), Ia- tends to be things that shoot at aircraft. -Ioz seems to be some form of "Denial" and is shared by Strat defence, T3AA, and torpedo bomber.
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RE: SACU Rebalance
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.
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RE: SACU Rebalance
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?
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RE: SACU Rebalance
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.
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RE: T3 Land is kinda unbalanced now
I'd be in favor of a damage boost to the Othuum in general. Seraphim are all about making things dead, so it fits.
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RE: Allow AI to use specific units, disable same units for players.
@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.
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Allow AI to use specific units, disable same units for players.
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?
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Allow AI to use specific units, disable for players.
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?