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www.gcvets.net - View topic - GC 1.1.0.1 update mod


GC 1.1.0.1 update mod

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GC 1.1.0.1 update mod

Postby stAtrill » 25 Apr 2014 05:51



---------------------------------------------------------------------------------------


After an alpha and beta testing session (thanks Ajan, Swift, Ghat, Nox, Mind, Shpooky, and any others that I am forgetting), the final version has been released! This mod is built with everything that we have learned so far, and is designed to be acceptable by all of the current Vets. For being given such a pretentious name, it really is quite simple:

1) Cray vehicle equipment has been reworked
2) At the consensual request of the testing crew, drones' target tracking has been reverted to GCBalanceMod settings (drones are more accurate and 'curve' slightly less).
3) Also at the consensual request of the testing crew, OND Artillery longrange shot has had range increased from 1000 meters to 1300 meters.

The download is here: http://www.mediafire.com/download/kwnw1 ... /Data2.SDF

Installation is simply copying to your GC/data folder, then select 'Copy and Replace' when windows asks you to overwrite. You will know if you have successfully installed the update if the version shown in the bottom right of the main menu is 1.1.0.1 (build one of minor revision one of version one) rather than 1.0.1.1 (build eleven of version one).

The Cray equipment rework will be explained in the next post.

Thanks to everyone who contributed to this build! See you guys on the ground,
-Stat
Last edited by stAtrill on 17 Jun 2014 04:16, edited 2 times in total.


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Re: GC 1.1.0.1 update mod

Postby stAtrill » 25 Apr 2014 06:11

Okay, this post is supplemental information:

The cray equipment rework:

1) Cray Vehicle healthpacks now heal damage over time. Just like all healthpacks, they can only be activated after damage is taken, and they will recharge a unit for 30 seconds. When activated (and combined with 'defensive' loadout), this can make a unit very tanky.

2) Advanced telemetry system: This is a permanent accuracy boost combined with a permanent vision boost (equivalent to one artemis and one vision enhancer). Activate upon landing for best effect. Especially useful on Cray arty (which benefits from the accuracy boost) and Cray meds (which have a weapon range larger than their vision range).

3) Advanced powerplant: This is a permanent mobility boost, combined with a permanent icon to distinguish users from normal tanks. Significantly increases turning speed and acceleration. This causes cray units to become much more nimble; less pathfinding errors, less navigation errors, and allows Cray meds to actually hold their own in a skirmish. Also enabled for support units, though less useful on supports.

Finally, should anyone need to rollback, the original Data2.sdf file is here: http://www.mediafire.com/download/iz9vvcqqr5cjkzd/Data2ORIG.sdf
Copy to GC/data, rename it to 'Data2.sdf', and hit yes to confirm the overwrite. You will see version number 1.0.1.1 in the bottom right of the main menu upon successful rollback.

See you on the ground guys!
-Stat


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Re: GC 1.1.0.1 update mod

Postby mind-pt- » 25 Apr 2014 12:02

I think it's important be clear that the "Advanced Powerplant" isn't exactly like a booster on OND, nevertheless I think you still should specify here how much % was the speed improvement on this spec - (10%? 15%?).

I think the designation of advanced powerplant isn't so clear for what it does, what I think it does is make those Crayven meds more tactical effective, like a flat map specialization.

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Re: GC 1.1.0.1 update mod

Postby Sarvik » 25 Apr 2014 14:41

1. As mind said, actual numerical changes, either in percentage form or simply "old value"->"new value" form, would be useful to understand what terms like "Significantly increase" mean.
2. Could you give quick breakdown of new cray equipment for units that have anything different. Its sort of unclear what exactly changed where. Did Cray heavies get that Artemis+Vision thing? Did anything change for cray scouts? Etc.

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Re: GC 1.1.0.1 update mod

Postby mind-pt- » 25 Apr 2014 14:49


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Re: GC 1.1.0.1 update mod

Postby _nOx_ » 25 Apr 2014 18:16

I need to try it more but it's quite interesting. I think that repair thing will need to be checked and weakened a little somehow. Something must be able to blow up a unit or you'll have in practical terms a 30 seconds immortal squad... as I said. I need to try it further.
Now we are touching things I suggest to downgrade OND heavy boosters a bit too or make them unable to stack to avoid disappearing units and ghost fire. I specially like that improvement for principals. (no idea how it's called).

Anyway. good work. Take care.

[_nOx_]

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Re: GC 1.1.0.1 update mod

Postby DarixIta » 25 Apr 2014 18:25

cray scouts\lights definitely need a new spec, at least comparable to the OND counterpart, cuz right now they're pretty useless.
Also why not making deployable turrets a bit more durable, enough to make them at least a concern :D
As for the improvements\repair, those should be tested ingame, only way to see how they affect gameplay


P.S. this looks like the old gc balance mod, just saying :mrgreen:

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Re: GC 1.1.0.1 update mod

Postby stAtrill » 25 Apr 2014 18:39



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Re: GC 1.1.0.1 update mod

Postby stAtrill » 25 Apr 2014 19:18



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Re: GC 1.1.0.1 update mod

Postby XFunc_CaRteR » 25 Apr 2014 23:06

Okay... To be fair... There are some intriguing changes.

Generally you want to introduce one change at a time and then test it a lot.

Since ideas are being thrown around, why not give Mains AMS? I know some say that might be drastic... but that would sure make Crayven more relevant.

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