LkASr
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LkASr
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Apercent wrote:What he meant by "hunt for Jeep" if that infantry wouldn't take enough damage to justify the counterattack jeeps would take
he meant that infantry on environents would hunt jeeps thanks to the nerf
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Apercent
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Apercent
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LkASr wrote:
Apercent wrote:What he meant by "hunt for Jeep" if that infantry wouldn't take enough damage to justify the counterattack jeeps would take
he meant that infantry on environents would hunt jeeps thanks to the nerf
Yea, but they already can do that
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xavi
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xavi
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Here is a list of all the suggested change to the unit VISION:
Stage 1 is scheduled to happen at the end of February.
Stage 2 is scheduled to happen during March when the new user interface is released. This interface will change how the Fog Of War works because vision will be updated AFTER confirming a move and BEFORE attacking. Currently after moving, the vision is not updating as there is no way to confirm it before attacking.
Stage 1
=======
S Tank 4 => 3
S Marauder 6 => 5
S Heli 6 => 5
S Destroyer 7 => 5
T Speeder 6 => 5
K Pinzer 4 => 3
K Garuda 6 => 5
K Leviathan 7 => 4
Stage 2
=======
S Marine 4 => 3
S Mecha II 3 => 4
S Marauder 5 => 4
S Heli 5 => 4
S Destroyer 5 => 4
S Engineer 3 => 5
T Assimilator 3 => 5
T Walker 5 => 4
T Speeder 5 => 4
T Eclipse 4 => 3
T Hydronaut 6 => 4
K Infected marine 4 => 3
K Swarmer 5 => 3
K Garuda 5 => 4
K Leviathan 4 => 3
Existing stats:
This message was edited 2 times. Last update was at Feb 25, 2016 20:37
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LkASr
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LkASr
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xavi wrote:Here is a list of all the suggested change to the unit VISION:
Stage 1 is scheduled to happen at the end of February.
Stage 2 is scheduled to happen during March when the new user interface is released. This interface will change how the Fog Of War works because vision will be updated AFTER confirming a move and BEFORE attacking. Currently after moving, the vision is not updating as there is no way to confirm it before attacking.
Stage 1
=======
S Tank 4 => 3
S Marauder 6 => 5
S Heli 6 => 5
S Destroyer 7 => 5
T Speeder 6 => 5
K Pinzer 4 => 3
K Garuda 6 => 5
K Leviathan 7 => 4
Stage 2
=======
S Marine 4 => 3
S Mecha II 3 => 4
S Marauder 5 => 4
S Heli 5 => 4
S Destroyer 5 => 4
S Engineer 3 => 5
T Assimilator 3 => 5
T Walker 5 => 4
T Speeder 5 => 4
T Eclipse 4 => 3
T Hydronaut 6 => 4
K Infected marine 4 => 3
K Swarmer 5 => 3
K Garuda 5 => 4
K Leviathan 4 => 3
Existing stats:
hmm, I believe vision is still important, and I think you just made everything much blinder on the 2nd stage. I believe they would be a sight nerf on vision or:
Forest (and Mountain) Camouflage clickable link:
http://forum.uniwar.com/posts/list/2269.page
This message was edited 1 time. Last update was at Feb 26, 2016 01:46
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Apercent
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Apercent
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I think it's a good idea. Also the forest idea wil hell greatly vs marines and maruader.
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GOUT
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GOUT
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Changing walker and speeder to vision 4 is a great idea! It will help balance s v t. A walker will need something other than a plasma (vision 3) directly in front of it for full attack range. However, this could be circumvented with an assimilator if that changes to vision 5. So maybe vision 4 is better for assimilator.
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LkASr
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LkASr
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I also made a new idea from the same link, it could compensate for the blindness of the entire unit pool and also, can light ground units gain a little vision boost from mountains? If so, I suggest only have +1 bonus vision.
If the nerf comes in place, we (me, A%, Duaneski, and Amidama so far) better adjust the vision on the race ideas as well.
This message was edited 3 times. Last update was at Feb 26, 2016 03:26
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xavi
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xavi
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The idea of the vision +1 for ground light units on Mountain makes it very interesting. If we reach a consensus on it, It could be implemented in Stage 2.
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LkASr
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LkASr
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xavi wrote:The idea of the vision +1 for ground light units on Mountain makes it very interesting. If we reach a consensus on it, It could be implemented in Stage 2.
the logic is simple to why if ground lights should get +1 vision boost from mountains:
The higher the ground, the better you can scout and that has been a principle for all military forces from the start.
This message was edited 2 times. Last update was at Feb 26, 2016 04:25
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simsverd
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simsverd
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i love the idea of reducing the walker and speeder vision.
I also support the idea of giving extra vision from a mountain if that is doable... with different vision for terrain it would also be natural to consider less vision in forest
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LkASr
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LkASr
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as said, I have an idea on the mobility system, as posted on the same link as "Forest (and Mountain) Camouflage":
This message was edited 1 time. Last update was at Feb 26, 2016 09:02
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LkASr
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LkASr
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simsverd wrote:i love the idea of reducing the walker and speeder vision.
I also support the idea of giving extra vision from a mountain if that is doable... with different vision for terrain it would also be natural to consider less vision in forest
I'd consider that if there's a heavy forest terrain, you can only see the adjacent forest tiles once you enter it, while if you're on a heavy mountain terrain, your vision on other mountain tiles are the same as what you see on ground level (plains, bases, swamps, deserts) once you climb up there.
This message was edited 2 times. Last update was at Feb 26, 2016 09:07
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TheDragon
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TheDragon
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simsverd wrote:i love the idea of reducing the walker and speeder vision.
I also support the idea of giving extra vision from a mountain if that is doable... with different vision for terrain it would also be natural to consider less vision in forest
But while more realistic, from a coding point it gets far more complex
do mountains (and hills) shadow whats behind them (forrests as well)? How to code it (you now need to calculate each units vision based on it's environment) and on some maps that could be lots of units with lots of factors)
A simpler would be GL on mountains get +1, units in forrest get -1 but do they get visual cover as well? (invisable at a units extreme visual range for GH, maybe only visable at range 2 for GL) and even with these simple things there are far more calculations than just X unit sees Y hexes.
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xavi
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xavi
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Here are the suggested changes for the February balance patch:
https://docs.google.com/spreadsheets/d/1_AzE76Q4fiWxL8Ev6g6f49m-Qt4K4vKoys4EWkFKbUc/edit#gid=863076941
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Apercent
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Apercent
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NO to the maruader change. It is fine as it is.
I think that g.l of 8 would work out fine, since the swarmer still has relatively low defense
But other than that, its everything i wanted from the balance updates!
This message was edited 1 time. Last update was at Feb 26, 2016 23:09
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