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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.
And what tier would that shield be? Do the Aeon still get a T3 shield?
On the other hand,if you mean this is a "different" kind of shield like this one unit from C&C RA 3,the Assault destroyer's black hole armor....It could prove interesting.
(Better give it high hp and armor to tank the projectiles,since it's not probably redirecting them.Do beams count as redirected projectiles?)
That's....the problem i feel that could go wrong with this concept.
It's not a real shield generator.
It's a one trick pony that may not end up useful even at what it's doing in the end,like most gimped Aeon stuff we get in SC 2.
Ive seen other "defense structures,i don't really think they can replace a staple needed defense structure,especially at T3.
T2 is just way too weak late game.True,if the enemy does get something like a T5,you should be panicking....
Perhaps using the real damaging singularity effect you desire takes a hell lot more energy to produce and stabilize?
Distortions in space don't normally tear that easy and last that long....
The plan with Unitport I and AL had in mind was fitting the Unitport stuff with in the RVE context.
Basically,Unitport up till now was just an experiment ground for us to see what ported unit would work in the game,with AL getting more skilled since i left,i think it would be much better once RVE 2.0 comes out.
Good for you,i am now currently coping with the wait for this mod,like how Overated said it....by not waiting.If it's finished,it's finished eventually.I'm not gonna waste time waiting and getting hyped for nothing till then.
I'm playing AOE 2:The Forgotten and AOM now till then,and if this never materializes,I'm just gonna bet my hopes on Grey Goo and Meridian: New World or just Starcraft 2 for my RTS itch.
Well, an honest opinion as a fan of the mod.
Just it's creators decided to go easy on it as a hobby,not a task,i feel we as fans,should just do the same.Just,don't expect anything anymore,let them work at their own pace.
I decided for myself that obsessing about this won't do any good to anyone or anything and i decided to detach myself for a long time,perhaps even permanently,because i don't feel anything good would come out of obsessive expectations.
I had said this many times.
I can only respect the units if i know i would be fighting an similarly respectable opponent when playing as or against it.Otherwise....i think it's just no point going wow at something that crushes everything in it's path easy peasy where it stands unopposed literally and your opponent has nothing he can use to fight it on it's terms.
Well,on the other hand,it's awesome,still.
Is it even ready?
The one thing i felt Unitport was best to be was to be a complimentary mod to RVE,in fact, i felt it was good for what it was...s good experimental ground to see what would work and what would'nt.
As a ex helper of the Unitport,i always felt it was best RVE 2.0 came out first due to some technical improvements Overated written into the code....
So AL,i really suggest you concentrate on RVE fully.
I'll say a word in fairness to the RVE Team.
If you all noticed,the "extra" time they took on this mod actually IMPROVED their mod.
Aside from getting unexpected help from Albino,which i was proud to have supported in the past,i honestly think the "renewed" design models are actually much better than the old ones.
PS.AL,i feel great for you to have finally gotten so good at modding SC 2 that you joined SC 2,keep up the good work!
(Don't follow my screwed up balancing sense,listen to the RVE team,they know what's best.)
With that,i will watch your hard work bear fruit from afar.
That's why i feel you should not set a ETA arrival date,ever.
That aside,I kinda liked the subtle design choice to fit the era of tech you guys chose to follow for mechs.
(Technical issues aside,that is....)
The mechs feel advanced,but not so advanced their movements look too fluid like they move like real life organisms.
Only the Epic XPs seem to have anything like that,and i like the subtle difference.
Not really the refutation i was hoping for,but lets look at it this way.
Looking at the tropes in science fiction,and considering the design,i say Mechs are indeed a very viable evolution on the warfare technology path.
Like Avitus said,Mechs have maneuverability. You have to face it,Vehicles are literally "platforms",and thus not really as maneuverable.
True,they would be still used because sometimes a chassis of a vehicle can take things a mech cannot.
And if you mention the "turret advantage",I'll add it's more of a design fault of the mech if it can't just rotate it's weapons in the same way.
Uh......while i understand the idea.....but it's already been done in Command and Conquer.
Sides, a mech tankish hybrid is really neither here nor there...
That game,would be Command and Conquer,not SC.
So yes,you do have a valid point on more mech than vehicle.
Hmm to be precise, its more of "vehicles" than merely tanks.
But when everything is automated,it may not truly matter between mech and vehicle.
Except your logic falls apart when we have hover technology.(AHAHAHAHAHA lol)
What he's saying is to give the factions not just unit diversity in game,but design (looks) diversity.
(Which what i said a long while back.Try having some variety to the designs.)
Anyway,it's time we gathered together our assets into a good direction......
I'll rather we do this first : Organise what we plan to do,then get what we want to port in. We have to clear the firstmost hardest hurdle of techinical issues.
We don't want our plans suddenly not working thanks to bugs.
AA XP wants aside (Hell no,the point of the airnomo would be moot,then)
Yes,i am thinking we should port in units AS THEY WERE IN THE ORIGINAL mods.
(Not as easy as it looks,but we need to fix lots of techical issues first.It matters not how well balanced a unit is, if it's all bugged.There's lots of units not working like the originals.)
Wonderful! I wonder if you read my post when i evaluated it, and decided to change it lol.
That was partly my bad,but anyway,now that i can provide everyone with the weapons they need,i can now rest assured.
Cybran is actually also gimped a bit,i would work the avalanche as soon i am done with my current task.
Umm we taking the next patch to balance out the recent influx of Aeon stuff with new UEF and Cybran units to port....
It's really hard work.For some reason, Aeon stuff needs to be ported in early, because it would turn out to be ether gimped functionally,or underpowered.
I really don't know why,but it's like that.
UEF and Cybran just seem so much easier to fix.
So please understand most of the Aeon units need much more fine tuning then the rest.
(It is anti bias or something? I don't wanna have to keep trying to fix their stuff until it works,there's lots to do.)
AL's not gonna like hearing that lol.
As i expected.....you all still had lots to do,even though our projects are different,but the scales are the similar....
There's just way too much to do.
But uh......what does that date mean exactly?
(It would be convenient if you guys came out faster than us,though,there are some models i want.)
Uh,im posting this here,since i cant bump up the thread........
Sorry to Cybran Fans !
I have just examined the turtling situation in land defences,and its absolutely lacking in some aspects compared to the UEF.
As an apology, i am Buffing up the Hacker to be as functionally efficient as the UEF Aegis.
As for Aeon, i have reexamined the situation,i am going to give them the Fraxinus XP tower.Simply forced into relying on Warpers isnt right!
It will be doing the same thing as the UEF Perses role wise,but it will function differently.
And the Dragon never previously existed before.
Of course,the Wyvren is the bigger version of that......
Nah, Epic XPs are usually something completely new that has not already been done.....
But with the lackluster response on that or the entire faction as a whole..........