Some more questions: 1) Why praetorian has a same metal cost with colonel but 20% more HP? 2) Starcannon really should have ability build Praetorian?
1) testing showed that hp was necessary to have the praetorian equally matched with the colonel. You can try in sandbox yourself with equal hp and +2000 2) yes, why not?
I tested Praetorian vs Colonel and first one usually win with 2-4% HP. So Colonel has a little more DPS? I don't see difference in database.
v0.15.0 - 2016/06/20 General Miniman projectiles now show a trail Scorpion hit FX changed to better show AoE Improved Stoke textures Firebird now uses the same laser effect as the Scythe to improve performance Remove numerous redundant files Optimise Legion uber cannon sim performance Changed Firebird description to mention it's interplanetary Enforcer now displays FX on death Balance Full unit stats - https://palobby.com/legion-expansion/units Tyr buff: Can now target underwater and seafloor units Scorpion buff: Increased lifetime of shots from 1.5 to 3 Firebird nerf: Only damages air units Comet nerf: Health reduced from 2500 to 1900 Planetary arrival cooldown increased from 3 to 8 Rig buff: Health increased from 600 to 3600 Energy income increased from 1080 to 10800 Centurion buff: Increased rate of fire from 2.5 to 4 Air Foundry buff: Metal cost decreased from 720 to 600 Advanced Air Foundry buff: Energy usage reduced from 3000 to 1650 Metal usage increased from 48 to 50 Ship Foundry buff: Energy usage increased from 675 to 800 Metal usage increased from 15 to 20 Advanced Ship Foundry buff: Energy usage decreased from 2025 to 1750 Guardian nerf: No longer amphibious Shredder buff: Check for target tick rate changed from 3 to 2 Does not spread its damage output across multiple targets Iron Dome buff: Missile initial and max velocity increased from 500 to 1500 Energy usage decreased from 9000 to 4000 Metal usage increased from 45 to 60 Peacekeeper buff: Vision radius increased from 100 to 105 Fabrication Walker buff: Energy usage decreased from 675 to 650 Advanced Armour Fabricator buff: Metal cost decreased from 2400 to 2250 Supernova buff: Damage to orbital units decreased from 100% to 33% Energy usage decreased from 18000 to 6000 Metal usage decreased from 120 to 90 Fabrication Vessel nerf: Energy usage increased from 800 to 850 Advanced Fabrication Vessel buff: Health increased from 450 to 675 Advanced Ship Foundry change: Energy usage increased from 1750 to 1900 Metal usage increased from 60 to 65 Tola nerf: Metal cost increased from 900 to 1000 Health increased from 900 to 1000 Miniman buff: Disabled friendly fire Fixes Rampart textures now show when it's built on the water Fixed bone structure of the Stoke Marauder muzzle flash now displayed Fixed animation errors generated by Black Knight All instances of armour now spelled the same Praetorian can now use teleporters Clots now correctly block all hover and large amphibious units Centurion plays sound when it fires Removed Tsunami duplicate weapon Tsunami plays sound when it fires Scorpion weapon charging FX now correctly align with firing sequence Investigator radar FX better aligned to model Lancer firing FX better aligned to model Miniman bomb explosions don't end prematurely
It seems you don't get a notification when the enemy builds halley, seen it in 3 legion games, is this a bug or is it intentionally. Server mods installed: Hodgepodge LeGion Queller AI Rdy up for Titans AI mod patch Weapons tracking
The Legion mod disables some effect mods, such as the More Pew Pew. Is it possible to enable the effect only on MLA units with enabled Legion mod?
I want to propose a name change: Holocene --> Hypernova Let me explain my reasoning behind this: The small little suicide plane, called the nova, does a good amount of damage and does a small explosion. Next up, you have the nuke, called the Supernova. This does a lot of damage and a big explosion. The Holocene, on the other hand, makes an absolutely MASSIVE explosion, thus it should be the next "tier" up in explosion naming.
Definitely not intended. I'll poke someone in the team about it. I'm regards to fx mod stuff yeah we've had a lot of problems on that end. Not intended to disable fx mods like they are now. Can't guarantee that a fix will come soon but it is something that we are looking into regardless.
Please continue to provide your feedback here, and through the beta feedback form. Remember, the more detail you provide the more useful your feedback is. v0.16.0 - 2016/06/27 General Added ability to hold fire to Spoiler mines Imperator now launches drones against ground targets Performance improvements to Salamander and its turret Balance Havoc buff Weapon starts fully charged Black Knight buff Speed, acceleration and deceleration increased from 14 to 20 Deathmark buff Rate of fire changed from 7 to 6 Stoke buff Speed increased from 13 to 14 Mass Extractor buff Metal cost decreased from 240 to 220 Imperator change Launches drones against ground targets Orbital to ground damage decreased from 300 to 50 Fixes Starcannon unit pods now always visible Epoch shots blocked by Ramparts Purgers from Necromancers now correctly grouped with Purgers built from factories
What will happen if drones can attack the orbital targets? Will it create new food chain for current orbital units?
Question: How does the Legion player counter the MLA catapult? When I am playing the MLA, I can spam dox and boom bot to absorb the missile. But the units of Legion is quite expensive and slow, even the cheapest unit is about the double price of the dox. Is there any better method than spamming peacekeeper or purger?
The monstrosity costs the same as a catapult and should be able to kill it in one shot. The catapult needs 6 shots to kill just one monstrosity. You might also want to try a necromancer, since it can sit outside the catapult's range and spawn purgers. Remember that purgers are invulnerable while they are jumping, so if you micro correctly you can use their alt-fire to dodge any shots from slower-firing units.
As you mentioned the purgers, I feel that the purgers are very interesting units. I found that the purger is very different to the boom bot. Unlike the boom bot, purger has much higher HP. This makes bots very difficult to kill the purgers before they jump into the targets. I just feel that the peacekeeper, lancer, and dox are all unable to deal with the purger. What is the counter of purger? T1 tanks?
After some tests, I found that the purger is countered by ant. Though its damage is 450, but in fact a single purger can not kill an ant. Another issue of purger vs ant is that the purger may overkill the same target. By the way, where can I see the damage multiplier for the purger? I don't find it in the Legion PADB.
It may be a bug, so I reported here. Steps: Play Legion against AI. Finish the war. Use chrono camera to roll back. Press play from here Then you can see the bug that Legion factories are unable to release the produced unit. Once the unit is constructed, it just disappears rather than goes out the factory.
One question, is this going to get into v1.0 in the forseable future? It seems thing got utterly stale lately. This has been a lot of work on your part guys, sure you got kinda tired of it.
I am having problems with displaying unit icons, and ore spots. Here are pictures of my mods (all of them are disabled except Legion and dependancies) and a planet:
That's a problem with older cards that have a max texture size of 8192. We are looking into a solution.
The limitation to adding orbital drones would be to make sure that the imperator doesn't become more powerful than the Omega (vanilla OB). That would mean decreasing damage of the main guns - which doesn't fit in with the feel of the model having a giant cannon and three large sized guns. Also, you can't have units which move in both air and orbital layer, so it would mean the drones wouldn't be ground attack . Well in defense, the counterpart is the shield - maybe in offense too perhaps. In offense, monstrosity is pretty good as Captainconundrum mentione - or the Gustav. Yep, so the purger essentially does 450 damage to any target it hits dead on, but the damage decreases dramatically the further it lands and explodes from the target. The effect is stationary or slow moving targets are more vulnerable than faster ones. The overkill problem is due to the way the boombot attacks. Think of it as an artillery shell - the game doesn't resolve the target hp untill the artillery shell lands and causes damage. So while the shell is flying, the game will keep firing shells at the unit. Vanilla boombot solves this problem by reducing flight time to 0. In some ways this is problematic for balance, but in other ways it helps put a cap on the effectiveness of mass purgers lawnmowing everything due to their invulnerability during jumping. At the moment it seems to come out as a wash. The slow down is more a result of not much more work needing to be done at this point. Mainly texture and build icon improvements among other things. Balance wise there are only a few units i am keeping an eye on (purger, lancer, mex, imperator, starcannon), though nothing suggests any changes are needed on that front in the near future.