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Thank you Marth, as always I appreciate the time and effort you and rest of the development team put into this mod. :)
I would like to make a few humble suggestions, which I believe will make this excellent mod slightly better with regards to balance:
1) The Collector assault rifle needs some sort of buff as it is easily the worst assault rifle and will only get worse since the other assault rifles are getting an accuracy buff (which they do need).
2) The Collector particle beam should get increased damage, because currently, the weapon gets to the point of overheating in an effort to kill one person while targeting them in the head, while having a damage award.
3) The Firestorm should also get increased damage, since it kills rather slowly for a weapon that must be used at point blank and is carried by one of the largest and slowest units in the mod.
4) The Missile Launcher should also get a damage increase, as it is the only weapon of the Geth Rocketeer class, and fires rather slowly. Personally, I do not think that it should take more than 2 rockets to kill someone, especially since there is no splash damage.
5) I think that the Hex Barrier should be given to the Geth Machinist, and the Geth Shock Trooper should get a Geth Shield boost ability instead to highlight their more aggressive role on the battlefield.
On a side note, have you guys considered adding DLC units, such as the Collector Trooper and Collector Captain, or are the current factions final? Thank you for your consideration, and sorry for the long post; I wrote it because of my love for this mod. :)
Thank you for the response blahdy. I was also wondering why helicopters need to be rearmed, while all other units reload automatically? If it is for balance, perhaps a short cool-down can be given to abilities, such as launching Hellfires instead.
Thank you for the response, but has the dev. team considered allowing the M270A1 to fire without needing any unit to spot for it (perhaps with decreased accuracy)? Without being able to manually fire, artillery is not very fun to use.
Thank you for the response.
I was overlooking the changelog, and I was concerned of the nerf to the Geth Spitfire and Geth Plasma Shotgun, since they are both weapons of high-tier Geth, and therefore should be pretty powerful. While I do agree that the spread of the Spitfire should be increased a little (with an increase to rate of fire or damage to compensate), the Geth Plasma Shotgun should have higher damage than the Katana Shotgun when fully charged, while being only slightly weaker when uncharged (I am not sure how much you plan to nerf it).
I would like to thank the development team for this excellent mod; I am enjoying version 4.0.2 very much! However, I was wondering if the development would consider allowing the American MLRS to fire without needing infantry to target for it. The problem is that it makes artillery rather pointless when playing with the AI as they do not seem to target things very frequently. Also, what infantry do you even need to allow the MLRS to shoot?
A while ago, you said that you would consider adding a Geth vs. Collector match-up. Have you made a decision one way or another?
Why would you ask this question a day after an update?
Will the Collectors continue to use Super Battle Droids in the new version? :P
Thank you for the response, although it kind of sucked. XD
I was wondering, will we be able to disable the new AI heroes, or will they always be enabled, such as Harbinger currently is (I not sure if it is a bug though)? Anyway, I cannot wait for the next release!
Thank you for your response Lavo, and for your continued time and effort spent in making this excellent mod even better.
If I may make a couple humble requests, would you consider buffing the damage output of the MC90? It seems to be too low for a ship which was built to counter Star Destroyers.
Also, would you consider rebalancing the Lucrehulk? They are larger than most titans, and yet they have the same hull points as a Victory Star Destroyer. In addition, I know that balance comes before canon realism, but why does a Venator have the same number of squadrons as a Lucrehulk? If a Venator has 12 squadrons, then a Lucrehulk should have 42 based on the numbers on “Wookieepedia.”
I can confirm this bug.
Could we perhaps see some images of some more Imperial Remnant ships, such as the Allegiance, World Devastator, and Sovereign? Naturally, if those ships are completed. Thank you.
I understand; thank you for the response.
What you have said is true regarding most people; however, with a larger the group testing the mod, more issues will be discovered and corrected. Most people will recognize that those issues will be present as it is only a beta. As for those who would judge this entire mod negatively due to the state of the beta, then I would say that they are simply ill-informed of what a beta is, and therefore their evaluation of this mod is invalid and not worth considering.
I personally believe that an open beta will result in more finely polished product. Many people will play it just to have fun and they may not provide feedback, but then again, I would image that is in part why the development team made this mod to begin with.
I apologize for this long post; I appreciate the time and effort being invested into this mod and will respect any decision made by the development team regarding its development.
What happened to that patch? :P
Thank you for the response Corey. I was hoping that fans of this mod would get a chance to enjoy it sooner, but I understand the decision the development team made.
Are there any plans for a public beta before the first release?
I believe I did find a bug with buzz droids. In the "BUFF_BUZZDROIDS.entity" core file, the passive weapon effect chance for level 3 becomes decreased to 200,000 while it should be increased by 67,500 to 330,000 (the first level 3 value above "BUFF_BUZZDROIDDAMAGE)".
Great, more ships for me to blow up with Imperial II Star Destroyers.
Thank you guys for your responses regarding the Reapers. I am looking forward to the the release of Defiance nonetheless!
Does anyone know if the Reapers are finished, and will be featured in Defiance?
Okay, thank you for the response Lavo.
I was wondering, some early tech tree research options just say things such as: "Rate of fire increase: 5%" and "Damage increase: 5%" multiple times, but they do not make a reference as to what ships they benefit. Do they benefit everything?
Also, I believe I found a bug with buzz droid ability for the Lucrehulk. You can level it up, but the statistics remain the same.
Ships should be limited by fleet supply, but will there be infinite capital ship crews in this mod?
Of course, thank you for the response.