Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod

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RSS feed Report content 1.05 VS 1.2a Movement Speeds
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Rtys8
Rtys8

It's actually called traverse speeds,not turn rates.

But why is everything..........slower?

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OverRated Author
OverRated

Actually I'm going by Blueprint Specs which is TurnRate, These are the new speeds in 1.2a which have been reduced where 1.05 where left at default.

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Rtys8
Rtys8

Uh,then doesn't that mean the bigger units would turn REAL slow?

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OverRated Author
OverRated

Have you used the balance mod before? XP speeds will be tweaked a bit but wont but much different than in the balance mod.

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supcomrocks
supcomrocks

does the balance mod double slow them to account for the reduced speed of standard units? or will they remain the same as the previous incarnation of the balance mod?

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OverRated Author
OverRated

There slowed by 60%

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drillz007
drillz007

ooohhh mmmyyy gggoooddd ttthhhaaattt iiisss slow!
no beifit right their but why do the teir 1 eng move slow than a teir 3 tank?

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gijt5
gijt5

i don't know about this one. when you play long battles against the ai the game always slows down. with these new speeds and turn rates watching your army march on at unbearable speeds could be, frustrating to say the least

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OverRated Author
OverRated

Yer I understand that that's where the research tree come into play with speed buffs but the turn rates will remain the same.

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The-Light
The-Light

I usually have the game slowing down issue on SupCom 1 and FA(due to using just one CPU core), can't remember to have had it that notably on SupCom 2 (my CPU = dual core AMD 1.9-2.5 ghz)

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OverRated Author
OverRated

The sim can only run on one core that's why the slow downs happen the higher your CPU is clocked the better, but the improvement to the SC2 engine was that things like sounds and other game elements were able to run using multi core technology also because AMD CPU are weaker than Intel i would recommend ether a I5 or I7 CPU for the best performance.

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IPS
IPS

hm, the old speeds where a little fast, but the new ones are to slow
I would say something inbetween would be perfect (at least for smaller units and commanders, the exp seems about right)

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Avitus12 Creator
Avitus12

nope slower is better

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Igncom1
Igncom1

Everything feels a lot heavier and stronger.

That's good!

Was the speed meant to promote using transports?

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Avitus12 Creator
Avitus12

exactly there will be a good insensitive to use transports now :)

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leosake
leosake

Accidental downvote :S
Damn mouse! :P

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Avitus12 Creator
Avitus12

HAHA
I will remember this -_-

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OverRated Author
OverRated

Fixed haha

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RaidenSgn
RaidenSgn

Hope the units are buffed and those Prototype Defense Stations are nerfed a bit. Those things shredded through XP's even if i had like 5 with 1 shield...making games usually last a couple hours. The AI also seem to make a TON of shields with those Prototypes so I literally have to rush every game..

By The Way...What XP Units Are In The Alpha?

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OverRated Author
OverRated

Just forgot about 1.05 nothing from it applys to 1.2, a unit list will be up soonish.

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HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT

Yes! Now the units actually perform like they are made of many tonnes of armour.

I was not entirely sure from the other thread if you also intend to implement changes to projectile speeds (muzzlevelocity)?

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OverRated Author
OverRated

Yep Projectile speeds will be changed also, We will be doing this along with the balancing, We plan to work in different speeds for each unit like most T1 units will have a higher firing rate than T2 or T3 units but will do less damage, Like you said balancing the amount of unit is going to be hard but we have heaps of time to do reversions, Also we dont mind other modders making there own balance mods for RVE once we are done.

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Description

I thought i would post this to clear a few things up about 1.2a movement speeds and turn rates.

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