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Been away for a bit.....
As the guy who is the organiser assistant in Unitport......my two cents on T6s was that you build it,they die.(Horribly)
Needing exp to achieve that sort of basic functionality isnt very game ending and creates a potential "gap" between functional and non functional for their role.
Speaking from experience at making our T6s in Unitport,we often get this case.
Sure,the scaling may be more "reasonable" now and we are still inexperienced,but i still dont think it's a great idea even in concept.
At "base",it must be still powerful enough to end most normal games.
Now,as for games taking too long.....that one,i frankly feel the old and tried way is still the best.If you let your enemy build one,you deserve to get stomped.
What is this exactly?
At this point,i say i have also reached my wit's end on UP,pretty much,i think i am beginning to understand the end goal of it,where previously we had no idea.
That said,i dont know if we will ever finish it,unlike RVE.
Well,there's also the thought that RVE 2.0 is really what everyone wanted after all as the Mod for SC2 and..... Unitport more or less has served it's purpose here. *shrugs*
That said,i have somewhat of a new plan to reorganize everything if we were to continue.In fact,actually,the initial versions did give me some good tests....
.....It will be a while before the next release,at least.But i think we will do one release before the big overhaul....gotta let AL test whatever he has done first.
Looking for people to play with on Steam.....
Except isnt this a God Xp?
So....where's a preview of us getting to see it in full model on that site? Studio.verold.com?
One of the old big maps in SC2,hope RVE comes out when it is here so we all can wreck on that.
Well,i think this is quite what everyone is waiting for all these years...So Congrats when it's out?
Btw,are you guys going to try and fix the Mod Manager? It doesn't work for me and some others.
Yeah,I might want to test it out,lest it doesn't work because of my pc is windows 8......
Well,if you get the stealth pun,this was the intended effect.
We wanted to try and "expand/escalate" the conflict found even back in FA by one more tier,thus the huge amount of new units,especially XPs.
When it gets to the point where you and your opponent can spam gantry Experimentals at each other........Experimental Wars,the name of one of our donors.
Well,if you are playing Unitport with it,i apologise for that,that might be a mistake made of my foolish sense of balance back then.
It will be a slow start,but it will be a GOOD start.
So....with that out of the way,I am actually quite relieved you guys have made it this far,surprisingly,despite waiting 4 years for it.
Well,the idea of Unitport working with yours as a base works out for us,Unlike RVE,it's mainly meant to be like for fun mod and not to be taken seriously for multi-player pvp.
Yeah, it was meant to be that mayhemish mod you used to play against insanely difficult AI for fun to escalate things to crazy levels.
Just take the idea of more than one T6 we had for example,which RVE would only have one of each God tier unit in a game.Man,it was literally Total Mayhem,where people could build several types of end gamers to wreck the entire map.Good times...
Well,i originally envisioned that Unitport was to be literally what it is named,the porting of units from FA mods.
With RVE adjusting the meta to be closer to FA,it would theoretically work better to this vision.
The reason I didn't want to get involved in the mod anymore was that I didn't have what it takes to adjust it to that context,so it's better to let Overated finish RVE 2.0,then let Albino port in the units with the stats they have in their original mods,thus saving us the balancing work.
As one of the guys who once helped albino on Unitport,it was pretty much a stopgap mod for us to stay interested while we waited.
That said,at this point,I am more or less accepting of what we actually manage to have.
But.....before I give due praise,Overated.....you need to fix the seriously underpowered or non functional Pre-existing SC2 aeon units,the whole faction as a whole,is not very competitive.
What if the game is just that incomplete a state,that no amount of external testing would have helped? Just give them time to finish what they need.
Well,on the subject,i'll be very specific.Now,as it is,it's still good,but it can be improved.
The reason why the Covenant Seraph works at being alien is because imagining and seeing it in action actually would be very unusual.In their case? A "teardrop" fighter!
2.More Alien patterns/Sophistication/"Mysteriousness"
If i remember right, Seraphim units were full of Alien lines and patterns.
For inspirations etc.
....I'm not sure whether to take that as a confirmation you never liked them from the start and thus will always be biased against them,be in making them or playing the game....
Well,that might explain why you guys never really followed up on the same premium model treatment as you did on the other factions.
Aeon Anti Bias!
Ok,we LOVE it.Happy now?
So how's things so far? Its quite the busy season at this time of the year,give it some time for people to notice.I myself have been busy at work.
And oh yes, i remember the original concept a while back looked like a manta ray,you guys might wanna try something like this.
Well,i'm back and......Here's what i have to say:
1.This shape is a bit too much like the Soul Ripper II with the middle there.Change that middle "incisor" to be something else instead,it looks too insect like.
2.When we mean Seraphim,we mean something abstract,something unusual in the shapes/designs.
Look at those thrusters of that gunship for an example....
(Never imagined this came in handy for suggestion for once..)
Right now,it looks like it is using UEF thrusters.
Kinda wish you could make a cluster nuke launcher....
I'm saying,we need more stuff that would actually work.
It a skill faction,I'm aware.When played right,they are can be just as deadly as the rest.
But in light of the more backwards changes in SC 2,there's just not so much room for their flexibility,smaller maps,clunky pathing,downscaling in general.
They need some "Seraphim" in them,is what I'm saying.
Why not let the idea be like this?
The Black hole/Shield idea 2 in 1 can still work.
This Black hole,would be like how anti missile flares work.To get the most usage out of it,one must shoot the black hole at the right moment,like say an bunch of T3 strategic bombers bomb rushing your defenses,which would absorb the projectiles in the area,but leave the structure itself on cooldown for a period of time.
Oh,the XP Nuke is gonna be fun though.
Umm....I'll come out and just say it bluntly then,it will be rude,but as this was long overdue.....I feel this is the only way i can really accurately convey what the fans feel.....And to get this off my chest,i never really figure what i really wanted with the mod until now....
One of the top problems with SC 2 was the Aeon being underpowered by their stuff not being good at anything at all,they had to win by one trick ponies and situational gimmicks.
And tbh,even the latest creations for the Aeon so far.....They just don't seem very inspiring for anyone to play them over the UEF or the Cybran,aesthetic or gameplay wise.
Their concepts are just too fringely questionable in practical application.
We don't want a repeat of that.
They need to be FUNCTIONAL,out of all.
Lastly,as a integral part of the Supreme Commander franchise,i think it's really finally time to give them the spotlight they deserve.
Lets face it,RVE is never going to be balanced and finished without them.