Pros:
- Better balance
- Probably more cybran players around
Cons:
- Everyone has to download the mod
- New metagame
Gamereplays.org poll: http://www.gamereplays.org/community/Community_Balance_Project_Tournament_Poll-t736926.html
Any feedback would be appreciated.|||Yes|||I think this would be very fun. :)|||It might also be a good demonstration of how gameplay can be altered by simple changes for eric's benefit, without him having to release changes to the general public.
I sense that the majority of the GPG staff are noobs (no offense) (quick, build a 3pd thick wall!), so it must be hard to test properly.|||spuddyt|||If you want the tourney to provide valuable feedback, you will have to have a mod version and give players a month in advance to prepare for the tourney after it is announced in which you are not changing the mod.
Adding a cash prize would definitely improve the value of the data by increasing the incentive for preparation.
Once I see what your tourney mod version looks like I will tell you if I am interested. At the very least all balance changes, bugs and issues should be made public if you are going to host one with these tourneys.
Have you fixed the Command Class AA?
Have you fixed the UEF (AA) Dominicans upgrade?|||Quote:|||I dont expect anybody to practice hardcore, as nobody practices supcom2 1v1 a lot anyways. Still, IF people are interested, we can still talk about the details. Of course I will give people at least 2 weeks to prepare.
Bast: I believe I fixed the Command Class AA as much as needed. And what UEF upgrade are you talking about? If you mean mex/RS AA, then no. I cant fix it until I have a CLUE on what made it happen in the first place.|||Absolutely YES|||your mod is good, but it sucks without official mod support (like a mod manager)
you could make a auto switcher program that runs supcom and switches mods before you run it, such as TAM (TA mutation). Kind of like that. Although im not sure if you can run programs outside of steam, but it would only require switching a few files in the program, so easy to do otherwise. MABY|||This can be done in a batch script as well. I posted one in mod dev support that works 100% for non-Win7 OSes, but needs a re-write for Win7 that I haven't gotten around to yet. If someone else wants to take a crack at rewriting it to work with parentheses in paths, go right ahead.|||If ANYONE can provide me with a working and foolproof program, by any means give it to me...|||I may someday, but not anytime soon, maybe someone else. I know programming, but its limited to math doing right now, no file editing.|||I have some of a supcom 2 mod loader written, I'll fling a copy your way Neph when it's in a useful state.|||CerusVI|||I'd like to see another changelog now that it's come along someway from its previous incarnation, and there should probably a dicussion regarding the changes with the changelog as the OP, so people can weigh in their thoughts and opinions regarding how badly you've skullfucked everything you don't like.|||Ive been posting changelogs regularly in the CBP thread. I dont know if you think thats insufficient or just couldnt be arsed to look, but just because I love you so much, heres the changelog for my newest version. The newest downloadable version is up in the CBP thread.
Balancemod v0.6
General changes:
- Teleport time 1 > 4 secs, Teleport cooldown 20 > 30 secs (used for teleport ability, space temple and transports)
- Fighter/bomber/fighterbomber shield recharge 10 > 20 secs
- Gunship speed 6 > 7, range 13 > 17
- Gantries no longer gain veterancy
- Assault bot speed 4 > 4.2
Cybran
Land
- Loyalist range 17 > 18
- Cobra range 50 > 55
- Adaptor AA range 32 > 34
- Megalith speed 3 > 2.8
- Cicada cloak range 50 > 35
- C-rex cost 1525|4900 > 1400|4300, build time 190 > 175, “Sparkly faggot vampire” bombs damage 85 > 250
- Land Movement speed 4RP > 3RP
ACU
- Nanobot weapon range 32 > 27
- Overcharge AoE 5 > 3.5
Air
- Air Agility 5% > 10%,
- Renegade 3RP > 2RP
- Intellitron 5RP > 3RP
- Damage upgrade has Air Agility as prerequisite now
- Build time now branches off Health tech, so Nanoshields have Health as prerequisite
Naval
- Salem speed 5 > 4.2, gun AoE 1 > 2, torpedo damage 100 > 150, muzzle velocity 18 > 35, cannon range 60 > 50
- Command class has an AA weapon instead of direct fire. Damage 200, range 40, build cost modifier 0.66 > 0.5, removed sonar and watervision, radar 64 > 120
- Executioner speed 5 > 3.5, damage 225 > 270, AoE 2 > 2.5, energy cost 1500 > 2000, build time 55 > 75, minimum range 20 added, torpedo Damage 50 > 100
- Kraken surface/AA range 32 > 50, torpedo range 32>40, torpedo damage 200 > 400, turn speed/acceleration doubled, sonar 60 > 150, watervision 32 > 75, vision 32 > 50
- Kraken 12RP > 9RP
- Naval Range buff 7 RP > 5 RP
Structures
- Sonar range tech 200% > 100%
UEF
Land
- Archanist AA range 32 > 35, shields health 75 > 150, health 750 > 1000
- Pshield has bleedthrough with 0.99 absorb (so it no longer receives splash), shield health 600 > 230
- Land Units Railgun AA upgrade -50% DPS
- Fatboy speed 2.5 > 2.2, range 100 > 80
- Jackhammer health 40k > 25k
- King Kriptor health 50625 > 55000, main gun damage 1125 > 1250, All weapon ranges set to 50, other weapons DPS untouched
- Sharpshooter 3RP > 1RP
- Combat engineer 3RP > 2RP
- Archanist Direct Fire 3RP > 2RP
- Land Build time 5RP > 3RP
- Land veterancy 3RP > 2RP
- Land Build Time decrease: 10% > 20%
ACU
- Overcharge AoE 5 > 3.5
- ACU Health I 3 > 2 RP
- ACU Damage 4 > 3 RP
- ACU Range 4 > 3 RP
- ACU TML 5 > 4 RP
Air
- AC1000 Mass cost 470 > 570, range 40 > 30, redistrubed majority of damage to main gun
- Air fortress build rate 3 > 2, energy cost 3700 > 5000
- Broadsword 5RP > 4RP
- AC1000 5RP > 6RP
Naval
- Tigershark speed 5.25 > 4.5, surface gun AoE 0 > 2, muzzle velocity 17 > 35
- Mastadon AoE 1 > 2, max speed 4.5 > 3.9, Muzzle velocity 18 > 35, removed sonar and watervision
- Battleship Stacked (extra) damage 225 > 105, speed 5 > 3.5, AoE 3 > 2.5, Sonar and watervision removed, minimum range 20 added, energy cost 1500 > 2000, build time 55 > 75, AA DPS 40 > 80
- Atlantis surface gun AoE 0 > 2, sonar 0 > 150, watervision 50 > 75, torpedo damage 50 > 100, torpedo range 32 > 50
- Triton main gun damage 225 > 800 and AoE 5 > 3.5, side cannon damage 150 > 90, AoE 3 > 2.5 (total DPS 2025 > 2280), Speed 5 > 3.5, removed sonar and watervision
Structures
- UEF Factory Shield 6K > 10K
- Shield generator 10K > 12K
Aeon
Land
- Yenzoo torpedo damage 100 > 50, range 32 > 38. Prerequisite for the tech set to Damage 1
- Crahdow range 32 > 35, shields health 75 > 150, health 750 > 1000
- Urchinow speed 2.3 > 2.8, All weapons set at range 50
- Willfindya health 8000 > 12000, turn speed 45 > 70, acceleration 1.5 > 3, range 32 > 40 sonar range 60 > 120, Pod speed drastically increased
- Shotja tech swapped with Sliptack
- Airnomo range 45 > 50, AoE 2 added.
- Willfindya 7 > 6 RP
- Airnomo 7RP > 5RP
ACU
- Range upgrade 50% > 25%
- Overcharge AoE 5 > 3.5
Air
- Weedoboth Scorch AoE 3.5 > 3, Scorch damage 375 > 300, Flares redirect 3 > 1 projectile
- Vulthoo 3RP > 2RP (unlike weedoboths, flares for Vulthoos still untouched)
- Darkenoid Main gun DPS 750 > 1250, main gun can now target subs
- Sooprizor now has Radar Stealth
- Sooprizor 14RP > 13RP
- Air Health II buff 25% > 10%, 5RP > 3RP
Structures
- PD 150 > 127 DPS
- TML 5RP > 6RP
- Antinuke 9RP > 8RP
- Nuke 16RP > 15RP
- Electroshock switched with Nanite Cloud
- PD shields 6 > 3 RP
- Quantum Floating 10 > 5 RP|||Can delete this post.|||Bastilean|||Most spam bots don't use poetry?|||Cygnum
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