Final Frontier 1.18 (Website and first FF-map released) - Page 20

Final Frontier 1.18 (Website and first FF-map released)

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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

As sad as this is, the FF of Spring is nothing like the FF of OTA. Its been rebalanced in the spring version to make attacking with anything but 100+ level 2 fighters, 10+ capital ships or a comm rush completely pointless.

I wonder if savant and company have tried the Spring version.
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smoth
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Post by smoth »

*rebalanced*... aka jacked up.
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

I have been annoyed with the state of things since at least 1.08.. and well I dont know what to say I feel somewhat validated..
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Nemo
Spring 1944 Developer
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Post by Nemo »

Well, I tried to bring it back to sane levels with Low Fat FF, but nobody seemed interested, so I let it die >_>

Download if you like, but the modinfo needs updating to depend on FF 1.15, rather than 1.14.
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Zoombie
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Post by Zoombie »

Quadruple all damage and half all health. Then halve all costs and build times and play the game at 10X speed. That should work :wink:
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Optimus Prime
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Post by Optimus Prime »

smoth wrote:yeah, optimus, I played ff OTA for OVER A YEAR. Well before spring.

And NO 90% of the buildings were not on land... MAYBE 50-60%
They were designed for land. I dont mean the floating tag but i mean the models cause i didnt changed them. Just look them fromthe side...

its sad that ppl which i NEVER saw playing ANY good are flaming about the balancing. Its like when you see a SC noob player whining about a berzerker rush -.-
The balancing and the eco works very good in FF and the good ppl know how it works. You are to lazzy to find out how it works, but thats not my problem. I just had yesterday a game whith nearly 40 mins of total war but you will never have one cause you dont know how FF works and you will never find out i bet.
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smoth
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Post by smoth »

I knew how final frontier worked just fine back in the OTA version.

*edit* and the older version of the mod played well but in the later versions it became dull. While I can understand what you are saying about the game play needing to be learned in order to be good at it. What I am saying is not that the mod's balance is off I am saying it is not fun to play anymore. *end edit*

*edit* and don't tell me about patience, I have played 8+ hour long games off OTA FF *end edit*
sazan
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Post by sazan »

Ok you guys are either long time friends or just rude. I along with my friend think FF is a great mod were not pro's yet by any means but we enjoy it the most out of any mod that exists so far. If you dont like it dont be a jerk about it just play something else.
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Optimus Prime
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Post by Optimus Prime »

sazan wrote:Ok you guys are either long time friends or just rude. I along with my friend think FF is a great mod were not pro's yet by any means but we enjoy it the most out of any mod that exists so far. If you dont like it dont be a jerk about it just play something else.
thanks very much. Thats exactly what i think of FF. I would spew if space fights would be like in AA (short and unspectacular) and about the balancing in OTA FF.. there wasnt a real balancing or lets say not a unitspecified one. You didnt had amorclasses means that every unit was good against every other unit. That sucks if you want a mod where every unit has its role.
In OTA FF you could spam only the one ultimative unit and win (a bit drastically said, but in fact it was something like that - i played a lot of OTA FF).

Its the same when ppl think of for example warcraft 2 ten years later. They think it were the best but when they would play it again, they would lough about it (and not only about the grafics).
smokingwreckage
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Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

I liked OTA FF. But am I the only person who remembers how bloody long it took to build anything? It took FOREVER. (I still loved it.)

Spring FF for teh win. You can play this game to a fighter rush real quick, or hit with frigates early, and own- like some pretty decent players did to me not so long ago. I'm not a great player, but my friends won't play me at FF anymore because I rush them and cripple their economy early. And the guys online hit me with frigates. So I'm kinda lost in the no-man's land of unexceptional mediocrity.....

One thing that can be annoying is that if there is a high-value point in a map, everyone will try to get their comm there. But, eh, that's a map design problem.

Is anyone here NOT bitching because they used to be leet and the game is now different? You know, like they do about every OTHER mod?

Optimus, you're doing good, and you're doing it for free. Keep it up.
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Optimus Prime
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Post by Optimus Prime »

I will thanks :)
Be prepared for a new version this day ;)
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Min3mat
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Post by Min3mat »

YES! finally ODS are fixed! :D
with this change it brings FF to a very high level IMHO
(thank god i'm here to stop opty doing silly things ;P)
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Optimus Prime
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Post by Optimus Prime »

Change Log

FINAL FRONTIER "The Next Generation Of War" 1.16
========================================================
- Balance: Reduced Areaofeffect of Flakminigun (mounted on most big ships) to 62 (82)
- Balance: Reduced Damage of lvl 1 ODS done to buildings -25%
- Balance: Reduced Damage of Eclipse weapon done to smaller ships than battleships (- 10%-20%) but increased Damage done to battleships +10%
- Balance: Reduced metal and energy costs of Blaster tower [-3000 metal (17k now) - 10k energy (62k now)] also reduced buildtime a bit
- Balance: Reduced costs of EMP corvettes -500 metal and changed their HP (they had too few HP because of a wrong damage modifier)
- Balance: Reduced damage of Ravager and Mauler done to smaller ships - 10%-30%
- Balance: Reduced costs of lvl 4 ship yard -4k metal -20k energy
- Balance: Some changes with the EMP weapons (damage done to ods increased a lot for lvl1 emp and reduced for lvl2 emp)
- Balance: Increased Areaofeffect of energybombs 146 (126)
- Balance: Increased accuracy of anticommander tower
- Changed: Eclipse is now a destroyer instead of a frigate (it takes much more damage from fighters now)
- Changed: Mexes have an output of 0.0018 (0.00167)
- Changed: Removed Stealth=1 tag from small ODSs
- Changed: Constructors have different flight heights now
- Changed: blue Plasma texture changed and changed hitspheres of all plasmashots (the hitpolygone was at the end but should be at the front)
- Fixed: Typo with the Fusiongun fixed: damage done to ODS was 200 instead of 2000
- Fixed: Added damagemodifier=0.75 to the lvl 1 emp turrets
- Added: When exploding, the bigger units throw around burning parts
Last edited by Optimus Prime on 17 May 2006, 18:29, edited 1 time in total.
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Min3mat
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Post by Min3mat »

how many t1 turret shots to disable a t1 ODS and for how long is that ODS disabled? it should take 4ish shots IMO since t1 anti ODS is very cheap compared to t1 ODS
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Optimus Prime
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Post by Optimus Prime »

ugh.. i dont know exactly but it should be at least 4 or 5 (i think 6) cause the mounted emp weapon needs 3 shots and is much stronger.
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smoth
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Post by smoth »

sazan wrote:Ok you guys are either long time friends or just rude. I along with my friend think FF is a great mod were not pro's yet by any means but we enjoy it the most out of any mod that exists so far. If you dont like it dont be a jerk about it just play something else.
people who are pasionate about things sometimes come across as such.
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Zoombie
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Post by Zoombie »

I've noticed that behaviour.
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mecha
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Post by mecha »

bump*.... (Look, spring can do shields now :-)
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Zoombie
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Post by Zoombie »

Hurra for sheilds! And lasers!
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Post by Noruas »

I think the third race should have shields only, like a special race thing.
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