Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod
|UnitPort RVE Addon||Post Reply|
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|Jul 5 2013, 10:11pm Anchor|
Frankly,it's not very functional for it's role,and suffers from the same problem as the Soopriser.
However,to avoid it being a copy of the Cybran Soul Ripper,i suggest the following changes in accordance to distinct it based on it's model.
A.Buff it's firing rate and projectile speed.
Somewhat like this in role.
(Actually,in that vein, i also want to give it the ability to be like the King Star Extreme or Giant Transport to be able to transport units over.The Aeon are too forced to use the Space Temple XP for transporting land troops.)
What i am suggesting here, is based on it's model and shape,i would make the Galaxy a somewhat Air to Air XP that can chase down faster air units to an extent,or fly into a defended base for a dropoff landing,yet flexible enough to still do Air to Ground,however,compared to their true super dedicated counterparts in the long term,they won't be as good,nevertheless,they are still quite useful to have in the air force as a good general all rounder when it comes to super late game fights....
(So no,it won't replace the need for fighters or gunships necessarily in the long term.You can spam them for effect,but you could have gotten the same/similar/better result with units more dedicated for the the respective roles. )
(It's slow Turn Rate,which would be it's weakness,means the player has to micromanage it quite a bit should he want to keep it alive.)
I will conduct more tests later and come back with the results.
Edited by: Rtys8
|Jul 6 2013, 2:19pm Anchor|
|Jul 7 2013, 12:59am Anchor|
Well since balancing is boring, can you use the same balance as RVE 1.1 in your Add-on??? It pains me to see Universal Colossus so weak... :'(
|Jul 7 2013, 3:45am Anchor|
Well,the reason why iam supporting this mod over RVE atm,is because of how many models you intend to put,(which is to say alot).
My intention is to try make the Mid Game stages more essentially active,namely, T3-4.
It just so happens most of the models/unit you pumped out so far seem very good T3-4 Mid game material.I look forward to working out the dynamic in each of em.
I have a few ideas how to fix these two frankly, but i want the whole extent of how many Land XPs we are going to get before i draft the dynamics out......
Well,i hope you can give the Illuminate a counterpart for the T5 Siege Land Major XPs Jackhammer/Monkeylord/
Somewhat like this,since both the Monkeylord and Jackhammer are slow,i was thinking they should get a really fast moving rapid firing siege XP unit.
Edited by: Rtys8
|Jul 7 2013, 8:59am Anchor|
The illuminate have some interesting models from Total Mayhem, but, as Burnie likes humanoid experimentals (and is very good at them...) almost all of the illuminate XPs in SC1 are mechs. (Of course, there is the Paladin XP missile bot thing. That's probably my favorite illuminate XP)
My personal opinion on the monkeylord (which probably doesn't make much sense balance-wise, if any sense at all, but it's still my opinion) is that it needs lower health. I always thought of the monkeylord as the cybran sort of assault bot, and assault bots are SUPPOSED to have high damage and low health (or, so says the SC2 loading tips...). The monkeylord definitely has the high damage, but doesn't exactly qualify for "low health".
I find it sort of funny how in SC1, the Monkeylord was really the worst experimental for the cybrans...
On another note, I found some bugs myself. I'll put them here so they won't be repeated:
|Jul 7 2013, 9:12am Anchor|
I think you should try finding other sources of models,though just in case.
But then, if ML II is coming,i would really want to push for it to be squishy as it was back in FA.Stealthy Glass Cannon.
|Jul 7 2013, 10:13am Anchor|
Haha! Balance success! Sort of.
A couple of mechs come to mind when you say major land XPs. Unfortunately, none of them really fit the "siege" part:
I'm thinking about sending a PM to OrangeKnight about using models from blackops. That's my other favorite SC1 mod. And it has the inquisitor......which is a siege bot.
|Jul 7 2013, 10:23am Anchor|
Actually,thinking about it........remembering the times in FA,not everyone was necessarily "equal".
But the point is, i think to fix the Illuminate XPs,i think we first need to revise how they really played.
Now, i am aware this is for a T5 Major,so it's firepower would be around that range.
Over time,this XP would be able to wear down bases,or fight off armies,but yet still not truly a real front-line XP like the Colossi.
Edited by: Rtys8
|Jul 7 2013, 12:52pm Anchor|
Keep in mind that the EMP doesn't "shoot" a projectile like the Buhbledow or the Ahwassa. This bot creates an EMP 'shockwave' around itself every once and a while.
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Ends up I can't use Blackops' models. They like to keep their models within their own mod. And you can't really blame them either. I wouldn't want to give away my models to some random modder who asks if he can use them. At least, not usually.
|Jul 7 2013, 5:30pm Anchor|
Double the range on the pull&smash, double the range (or damage) on the airnomo, raise the hp of the Czar and let the bubbledow have a wider blast radius or longer duration. (with revamp shields, they stay down just long enough for you to sneeze
Aeon for life!
|Jul 7 2013, 5:49pm Anchor|
|Jul 7 2013, 7:40pm Anchor|
Uh this is regarding the Bomb Bouncer, which is relatively a bit OP for it's tier for a T4 Minor.
This means it's actually nearly impossible to fight it with anything.It's way too good.
I suggest a nerf to it's ability cooldowns,ability energy costs and shield regeneration.
I also suggest a huge increase in energy costs needed to build it,along with higher cooldown times needed to activate it's abilities.
Edited by: Rtys8
|Jul 8 2013, 11:49am Anchor|
|Jul 8 2013, 12:15pm Anchor|
Well it's not that i hate the Cybran Nation,but simply,such an atrocity of "I have researched everything in the tech tree,so now i will win regardless whatever you can throw at me."
It is this combination of Boomerang Anti-Nuke + Hard Counter Land Magnetron + Anti Air/(or EVERYTHING even) Bomb Bouncer that gives me such an impression.
You thus have a unukable,unattackable,overpowering faction when it's at Late Game. This is way beyond Luxury Turtling,it's Overpoweringly Immunity!
That leaves only Artillery as a way to finish things.And not every one has a hugeass firepower XP artillery like the Mavor should he have turtled up so hard that he can withstand T3 artillery.And even then,this is the Space Temple situation with the Illuminate again,shoehorned into the "most effective strategy" because that' is the only workable one.
Trust me, even as turtley as the UEF is,they definitely have some weaknesses.
Now,i am trying to draft out a version where the same situation uncounterable situation does not happen like the Bomb Bouncer i just mentioned for the Pullinsmash.
First off,this unit is meant for area denial like the Bomb Bouncer,except from a distance.I am going to work out a suitable revised concept.Stay Tuned.
If even the Wiki says it is trash, it needs a buff pronto.
Airnomo should be relatively easy to fix.
Overall,i say it needs quite a lot of buffs to it's weapons and projectile speed,weapon range and mostly importantly,DAMAGE.
Edited by: Rtys8
|Jul 8 2013, 4:15pm Anchor|
As for the airnomo.....
If I increase projectile speed anymore, it might as well shoot six continuous lasers. So I am going to veto that part of the idea. Sorry....
Weapon range and damage is an easy fix. I could also give it a larger damage radius.
I like the airnomo projectiles....I'd rather keep them as they are. Of course, I do get into grudges, and that's probably what this is
On another note, just created .... er, ported .... an interesting new cybran unit. It's not an experimental (for once). But it is unique....
|Jul 8 2013, 4:53pm Anchor|
can you add FA eco? it takes to long to get enoth mas and energy to build expermentals....allso can you edit so when artilry fires it takes energy like in supcom 1?
|Jul 8 2013, 4:59pm Anchor|
I think adding an FA-style economy is possible (hasn't overrated done it already?), but I don't think I have the skill level yet to do that....
I personally think that experimentals are too easy to get. But that's just me....
Making weapons cost energy should be manageable. I'll have a look into it.
|Jul 8 2013, 7:41pm Anchor|
Actually on that point,i think the economy is fine where it is.Building and using more of T4 Minors may be my intention.
Experimentals with such powerful concepts should be like the way the Mavor/Novax is.So expensively valuable that you have to defend it like a Wonder from Age of Empires.
Also,since it's not a true damaging nuke,but a "disabler", it should be much cheaper per missile and have much shorter cooldowns for easier continuous firing.
Btw,i am thinking of giving them a counterpart to the Novax Satelite,but do you have any building models?
I mean,if it is a grudge,it's out of guilt.I can't bear to just club a baby seal like this all the time,and he can't fight back no matter what he has.
Edited by: Rtys8
|Jul 8 2013, 9:35pm Anchor|
I'm a bit confused when you talk about the buhbledow (I'm pretty sure that's how you spell it). You seem to say that it would be better if it creates an EMP. Then you say that it is a disabler....acknowledging that it causes an EMP....
I don't have any good models for an aeon building. I would have used blackops' artemis satellite, but I can't use their models so.........can anyone model and texture?
Creating a system where there is a slight camera shake when units die at the moment. I don't know about any of you reading this, but I always loved 4th Dimension's explosions mod. (Wish I could copy their code......) One of the things they did was have a slight camera shake when small units died. It made the explosions much more exciting.
|Jul 8 2013, 10:18pm Anchor|
Exactly,it disables buildings and units,via an EMP effect from a Nuke/Ahwassa Bomb.You can't do anything if the said units/buildings are in a Power Manfunction state.
Btw,i forgot to mention,the Darkenoid needed a HP and movement speed buff most of all.Gotta need to be able to spread that dps around effectively..
Hmm what i wasn't thinking about a satellite,the Novax in itself is a niche strategic weapon.
Now,this also means the Cybrans would deserve one too,but given such a luxury of literally winning the Nuke War outright of the Boomerang,i wouldn't give them one.
Edited by: Rtys8
|Jul 8 2013, 10:44pm Anchor|
This has nothing to do with the current conversation.....but I think this next update will be really fun . I'm working on a lot of new explosion and stuff now, so battles will really be cool....even though filming my mod (Ha! Like anyone's ever going to do that!) will be really hard....
Replacement for the Crusader is done. Lots of new projectiles...actually, not all that much. It just seems like a lot to me because it takes to long to port them. And I'm surprised no one has asked about the mystery cybran unit.....
Also, I just read a comment (ahem...THE comment) on the 0.2.1.1 download that reported a crash on corvanna chasm. Has anyone else had this issue? For that matter, has anyone ever had a crash with 0.2.1.1 that has occurred on a map WITHOUT water? (Funny...I'm talking like more than 5 people actually read this forum.)
Now, back to balance....
I think you covered the darkenoid before
I don't really know what else I can give the illuminate in the way of offensive buildings. I could always put in seraphim stuff for them (like revamp did with the ahwassa), but all I can think of with buildings that they have is the Yolona Oss....and I don't think that's what we're looking for.....
Burnie designed this super-awesome seraphim megabot for TM. It is by far my favorite unit in the game. Not that the enforcer doesn't sound fun...but what if this bot was the "basebreaker" thing that we've been talking about? That is, if I can get the textures to look nice....
|Jul 8 2013, 11:27pm Anchor|
Maybe give them seraphim stuff...maybe,but i always was reserved about that option,since should one day someone crack how to put in new factions, we would need to start pulling it out from the Aeon then AND giving them back equivalent stuff.
Still working on the Colossi......
Okay,i think we should buff it to be as effective a defensive XP like the Bomb Bouncer,but has a long cooldown.
Buff it's "projectile/rate" to be so fast that it can suck in anything that comes.
This can save an Illuminate commander from a massive army,but by the time he has access to this unit,you have the option of having a few T4 minors.
Edited by: Rtys8
|Jul 9 2013, 5:14pm Anchor|
|Jul 9 2013, 11:02pm Anchor|
Well then, would it be possible to give them the Yolona Oss,then? If you could get it to work like it did originally,maybe that would just solve their lack of an Late Game strategic offensive structure.
If they manage to have it,i think the case with the Boomerang winning the Nuke War can be dropped.
Although,i feel this time since Nukes are easier to counter here,we have to revise it's concept of a Super Nuke again.
(But remember the Mercy Missile? And End Gamer tactic need not always be big....We can give
I am thinking of actually making the Aeon Tactical Missile Launcher building actually useful.
Edited by: Rtys8
|Jul 10 2013, 11:21am Anchor|
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