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    Topics

    • ComradeStrykerC

      The Fatboy

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      ComradeStrykerC
      @Caliber The Shield recharge time does play a big factor in how the unit plays. This is one reason why Titans were -and still are- incredible at raiding. The only time it can remotely be on the offensive is when the shield is up. Take it out, and the unit practically is out of action for 2 minutes. But 30 seconds does seem a little short. Unless you made another counterbalance; Perhaps a lower max shield HP? ~ Stryker
    • ComradeStrykerC

      The Problems With The UEF - Part 9 (The Atlantis)

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      @indexlibrorum u are totally right, that went over my head
    • ComradeStrykerC

      Suggestions & Recommendations

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      ComradeStrykerC
      @jip said in Suggestions & Recommendations: We can look into it again when we find the time for it. @Jip Any update specifically with the Radar Range rings? If it can't be done with the game engine as you mentioned, perhaps there is another way? ~ Stryker
    • ComradeStrykerC

      The Problems With The UEF - Part 8 (The Fatboy)

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      I like the idea of letting the Fattie be able to build structures, build units on the move, and a slight bump to HP and speed.
    • ComradeStrykerC

      Vetting Engineers

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      BrannouB
      Give increase build power or reclaim range to vetted engi so that even late game T1 engi can at least reclaim wrecks and wreck fields really fast
    • ComradeStrykerC

      The Problems With The UEF - Part 7 (The Ravager)

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      ComradeStrykerC
      @caliber The TMD effect... now that's something I didn't think about. It does look cool, I'll give it that. My only concern with that is the impact effects. Those have a blueish hue to them, as the original fire effect is blue. Did you adjust those as well? ~ Stryker
    • ComradeStrykerC

      The Problems With The UEF - Part 6 (The Kennel & Drones)

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      So currently you have to pay 10.4 mass for 1 point of BP if you use engis. The Hive has a mass/BP ratio of 14, which means BP-wise it is 74% efficient compared to building engis (no other decision factors included like pathfinding etc). The Kennel: Mass/BP-ratio 22 and 47% after the patch 17,6 and 59%. Conclusion for me: Kennel is shit and will be shit if used purely for build power. The patch will be a placebo buff (elevation and rebuild are actually nice) but shit will be shit no matter what. If the use changes towards flying reclaim this may be fine to give kennels a real use and identity. But this requires that their BP is not further degraded, because kennels are already a noob trap or a despair move BP-wise. Building them is mostly not beneficial for you. So you should either buff their mass per BP ratio towards the hive or bless their application with a real feature.
    • ComradeStrykerC

      The Problems With The UEF - Part 5 (The Bulwark)

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      TurinturambarT
      I definetly agree with the idea of making game visuals more intuitive, as long as it doesn't affect balance. Just out of my head I see 2 possible effects your way of changing the shield bubble could have. Overspill: if I remember correctly how overspill works, and understand your idea correctly, the resulting shield would be smaller, therefore also reducing the area other shieldbats would take overspill damage in. This might be an issue due to the stranght of shieldboats. Interactions with air. From how I understand your idea, you move the centr of the shield upwards while reducing the shield radius. This might move the top of the shield higher (or lower the the reduction in the sheld radius is sufficiently large), which can change the interactions of shieldboats with air, making it easier/more difficicult to move an airunit inside the shield bubble to snipe the shieldboat. Therefore such a change might need some testing and adjustments.
    • ComradeStrykerC

      The Problems With The UEF - Part 4 (The Ambassador & Blackbird)

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      FtXCommandoF
      Jamming on scouts and strats should just be a given tbh
    • ComradeStrykerC

      The Problems With The UEF - Part 3 (The Parashield)

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      FtXCommandoF
      It was tackled. It’s called the pinned guidelines.
    • ComradeStrykerC

      The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade)

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      TheWeakieT
      @melanol said in The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade): @comradestryker One launch costs 600k energy and drains 11k per tick, countered by small amounts of TMDs or shield. What is the point of the cooldown? Because every t3 land unit now becomes irrelevant with a single acu upgrade
    • ComradeStrykerC

      The Problems With The UEF - Part 1 (ACU Bubble Shield Upgrade)

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      ComradeStrykerC
      @spikeynoob Its current iteration has 36K which is really effective - at sitting in the back of your base. Jokes aside - considering it should be used as a front-line upgrade, I'm thinking a bit more than the current personal shield upgrade (19K SHP)- probably around the 25-30K SHP mark. I would say more than the Aeon heavy personal shield which has (25K), but marginally more expensive than both of its upgrades combined. Again, though. It's hard to say without actually seeing how it would work in-game.