@Nuggets said in Do not call gg BEFORE killing your opponent's ACU:
@TankenAbard this has literally nothing to do with what is discussed here
Correct! Wrong thread. Apologies.
@Nuggets said in Do not call gg BEFORE killing your opponent's ACU:
@TankenAbard this has literally nothing to do with what is discussed here
Correct! Wrong thread. Apologies.
I also think that some people don't know that you can put engineers on shield towers to help keep them propped up. I rarely have issues in my main base against a Novax satellite because of this. For the cost of 5 Novax centers, you could do a lot more worth while things, absolutely.
I don't play UEF too much, but if I do and the opportunity presents itself, I will absolutely build a Novax over a duke 80% of the time. Cutting away at the fringes of a base and seeing what's going on has always been the better gamble more times than not. The cost makes it easier to deploy sooner, It definitely favors maps with spread out mass points too, and larger maps where response times are slower. Being on the receiving end is a drag, being slowly pulled apart until you're resource starved is demoralizing.
I can not take this seriously.
Wow, is that the hitbox, the new one as of late? it's huge! Way bigger than I thought it would be. I still do wonder where this size is decided or modified. Very interesting.
I still haven't managed to make a new projectile, even based on an old one, yet. Anyone have a guide on this, written or video? This should be easy, but something isn't clicking in my brain, I'm waiting for that "ah-ha!" moment.
Relate but unrelated, because of recent changes. A tac missiles hitbox, where is that decided? I'm looking at Blueprints and scripts, but I'm not entirely sure. Is this a model thing? I know that's its own can of worms, importing and exporting to SupCom.
I appreciate the response. The way the Nomads TMD works is absolutely bonkers, so much happens in the script alone, utilizing a beam to do the work. I tried disabling the weapon in the script, because the recycle time in the blueprint is 10/1, and if it is adjusted then the lock-on time would increase. I have since abandoned the original code/method in favor of a traditional projectile, using the UEF Tac defense for now. I want to change the projectile graphic, but I'm not sure how to make a new projectile and have it work correctly, or make a new one that piggybacks off of an existing projectiles logic with minor edits. Big dreams, small brain.
IF I have anyones attention, I don't know how projectiles work. It looks like projectile/weapon info exists in 3-4 places. Anyone have a guide that explains this? Any time I think I understand, comes to find, I don't. ChatGPT superbrain can only help so much, even then it gives ideas more than it actually makes solutions.
If the torp defense is mobile, and most of them have radar stealth, will they re-stealth once they are outside of vision range after some time? That alone could make them interesting, but depending on how fast they move, if they can fire while moving, etc, then why make subs? The range increase would destabilize naval balance for sure. Perhaps with all of the variables that exist in naval play, it shouldn't mimic the way land plays. Subs, amphibious, surface, hover and air can all play a part in the water. There are also no turrets that shoot at the surface that also float on the surface. I've seen mods that have things like that, it throws everything off. Shield towers don't exist on the water either.
Personally, I'd say increase their health, make them stick around for a while longer. No one wants to run up on a bunch of T2 torpedo turrets, shoot them at a distance because it's safe. What if it bought more time?
I think this tells me exactly what I need to do. The issue being, the weapon fire and disable times are done in the .lua of the projectiles.lua and not the .bp of the unit. I think I can fix this by putting a line like unit:SetWeaponEnabled(false), though I'm unsure if that's correct.
Header: I'm trying to fix some of the Nomads code, and I'm confused on how Tac defense works.
I've noticed that with the Zapper, Buzzkill and Ythisatha, if the enemy missiles fly in at the same pattern every time, they are shot down at the same time in the same order. So if the missile order coming in is 1,3,2,5,4, then they are shot down in that same order every time. If this makes sense.
So, with the Nomads, I've noticed that the defense systems seem to shoot the enemy missiles down fast, but after 3-4 tac defenses, some of the defenses will stop tracking properly and let a missile go. So if there's 5 enemy missiles, and 5 defenses, ofen what happens is that 4 defenses fire off and the 5th just kinda sits there and doesn't do anything.
Is there any kind of commandcaps, category, some kind of logic that needs to be hooked to make the defenses work with eachother better?
Aeon T2 shields are great as they are. They're small but they have great HP and they're cheap to run only made better my adjacency bonuses.
I wouldn't say identical, but a lite version of them at least. The traits of a commander that are the most used or prized, or something similar to it. The Seraphim commander can be upgraded to be an absolute monster, a support commander with overcharge is more than a fair compromise in that regard. Light Microwave laser on a Cybran SACU? Does anyone even use the AoE stun gun on the cybran SACU that late in the game?
I can see how balancing or changing SACUs could be next to impossible. If they're too much like an actual commander, then people may not use the commander for some roles and instead use a support commander. If an Aeon SACU had a stun AoE, or if the Seraphim SACU had its own HP regeneration field, you may retire the commander to the back field and not risk the commander in combat. Sure, a SACU would be a late-game addition to any army, but a powerful and more disposable addition. Thinking about this, how would you balance SACUs so they they support an army and not replace the army itself? I can see why there hasn't been any big changed to SACUs, it's a tightrope walk that could break the current balance of basically everything. Likely not saying anything new.
The T1 and T2 submarines have this, but not the T3 Seraphim sub, the Yathsou. Shouldn't it? Or is this a vanilla FA/compatibility thing?
Putting in suggestions because suggestion.
@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.
@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.
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.
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?