The first release of my mod. This Version should be bug free to install simply put in the side folder within gamedata or in the server side folder (dedicated servers)
Universal changes and fixes
Dtg/Shot delay cancelled removed on arccasters (dark trooper) emp launchers (jet trooper) and mortar launchers (imperial officer, wookie, magna guard). Shot delay time has to be over before being able to reload (those weapons now overheat instead of having a normal shot delay)
Pull lenght decreased to 20 (force choke range) and energy cost increased by 20. SInce Pull works similair to choke but has better range it got reduced to the same range as well as making it more energy draining giving it some risk when using)
Changes to normal classes and weapons
Rifleman damage increased by roughly times 1.4 (needed the buff for Regular Troopers)
Pistol (including commando pistol) damage increased by roughly times 1.4 (Rocketeers Riflemen and units with commando pistols mainly benefit from this buff)
Sonic Blaster (imperial officer pistol) danage got increased times 1.5
Imperial officer buff damage increased and timer (the empire is affected the most by not being able to cancel shot delay anymore, this buff tries to make up for that, might need more playtesting?)
Remote droid and Sniper droid damage is set to 100 (can now 2 shot most units with a headshot or 4 shot without any)
Bothan invisibility increased
Bothan damage doubled
Bothan buff timer increased and health regeneration increased a lot
Republic commander health increased to make up for being slow (550 the same as a rocketeer)
Republic commander chaingun damage doubled (does not hit very often and is still often worse then just using the pistol)
Magnaguard poison damage increased a lot (to make up for the CIS having only one viable specialist class in most cases unlike the republic with the Republic commander buff)
Droideka Sprint cost reduced to 10 from 30 (makes the droideka a lot more mobile)
Droideka Health 800 (having 800 Health and not being able to be headshoted makes for a decent flag carrier class in some niche Situations or as a class to switch to as it fully recovers your Hp when switched to)
Droideaka Damage doubled (that way you are actually able to defeat players with the droideka)
Hero changes
Aalya Deflect reduced to 60 (the same as most villians for example Maul) and dash deflect angle reduced to 110. Aalya was without a doubt the best hero in the game nerfing pull as well as her blocking removes the annoying aspects of the character, she is still viable because of her one shot aerial anddash attack potential as well as having one of the best 3 hit combos in the game
Yoda energy gain greatly increased, makes up for him having a very weak offensive options as well as fitting the character
Leia invuilnaribility buff increased to 25, makes her viable as well as make here stand out more being the only pure support hero in the game. Can even be used to get a flag or capture a command post when playing conquest or ctf with heroes (might be too good?)
Han defense buff timer increased to 35, makes him a hybrid between support as well as having a decent gun+ detpacks
Count Dooku deflect angle set to 110 (the "hero" deflect angle), Dooku needed a buff but he wasnt completely useless and fills the role of a tanky choker with lightning
Grievous sprint changed to vaders sprint, grievous had problems with mobility and instead of just changim him into a generic Jedi giving him vaders sprint with a slightly higher base speed gives him acces to the best and most ramps in the game, which gives the character a s^kill ceiling he previosly didnt have. Most of his attacks now combo slightly better into each other allowing for better and more consistent true combos that can lead into his 3rd strike. Sprint deflect angle increased to better match the animation.
Did i see bothan damage increase? May i ask why? To me that was always the most OP class across all the factions, being able to completely melt while being invisible.
Well for one once you start firing you can't stop it's a one shot pistol that fires one shot and is then useless for the next 5 seconds I feel like the damage increase is there to compensate for the lack of secondary weapon and long reload time I've had a lot of situations where I was playing the bothan spy and I was killed because my gun had run out of ammo and there were no gink droids or engineers in the vicinity to replenish my ammo so I'm guessing he increased the damage to allow players to make the most out of the gun and maybe to give it a chance against hero characters like just getting real here the bothan spy is useless against heroes because you physically cannot kill them with the incinerator you'll be chopped to prices or blasted away during the reload so yeah there's all of my guesses on why he did that Renember these are all just guesses and they may be wrong have a nice day good bye