A tough one. I'd like to buff its HP, but without a modification to the speed of air I'm not sure that's enough. So do I then buff its air speed? Possibly. To be honest I haven't given a lot of thought to it. It feels like a unit which can be pretty powerful in the right circumstances, so I'm treating it with kid gloves. I'm also tempted to restore the ability of the Pelican to carry the Commander. It was removed to prevent comm rushes, but the Ubercannon has been nerfed against structures since then.
What tempers that temptation is it allows the age old strategy of planet patrolling your Commander bearing transport in multi-planet games to prevent sniping. Theoretically I suppose the Phoenix is the counter, but you have warning of their arrival and time to unload, and can start over once they're gone. I'm not keen on allowing that tedious tactic back into the game.
One thing i know for sure that on single planet maps people will be transporting there com to secure lage metal deposits. Donno if that will improve the game play
Version 0.4 - 2018-02-08 GENERAL Display name and version number in lobby to avoid surprising other players AIR Units sometimes leave 70% of their worth as wreckage just like land units Hornet Restored cost to 1500 Icarus Increased speed from 30 to 60 Marked as a gunship for the purposes of AI usage and AA targeting Wyrm Increased speed from 20 to 25 LAND Bluehawk Increased range from 180 to 220 GIL-E Restored damage to 350 from 400 Reduced range from 220 to 180 Changed weapon from a projectile to hitscan Storm Increased splash damage from 30 to 60 Allowed turret to pitch SEA Units sometimes leave 70% of their worth as wreckage just like land units
Version 0.4.1 - 2018-02-08 Correct mod name to remove reference to development Correct lobby version number
Version 0.5 - 2018-02-10 AIR Icarus Restore health from 175 to 40 LAND Grenadier Decreased yaw rate from 120 to 45 Rate of fire restored from 0.4 to 0.5 Leveler Reduced cost from 800 to 600 Spark Reduced health from 130 to 120
hmmm not sure with changing the gil-e weapon from projectile to hitscan ... usaly i see such weapons hit ground or clipp ... will have to test tommorow if i can ...
That's probably the most experimental change. The fallback will likely be reversion to 220 range as a projectile with 400 damage.
welp tried 3 games today ... all crashed before i could use the wyrm and gil- e ... guess i have to disable pewpew and legion next time
All I can say is that there's nothing in the mod that should cause that, but if you find a reproducible error please let me know. I believe Cover the Line and Ubermap are associated with certain crashes, so if you use those be aware.
i will see tomorow ... also gonna look if it's eventualy caused by air/seawreckage otherwise gonna upload crashfile
Version 0.6 - 2018-02-12 LAND GIL-E Revert to a projectile weapon Increased damage from 350 to 400 Grenadier Reduced rate of fire from 0.5 to 0.4 Spark Restored range from 75 to 65 SEA Typhoon Increased ammo demand from 20 to 30 Increased range from 250 to 350 Increased Squall health regen from -3 to -2 Removed ability to issue orders to Squalls
Version 0.6.1 - 2018-02-15 GLOBAL Allowed fabbers to reclaim underwater wreckage This should fix Barnacles not obeying area reclaim commands
Version 0.7 - 2018-02-19 GLOBAL Modifies the Queller AI's Uber difficulty to accommodate the mod's changes LAND Vanguard Increased radar range from 150 to 200