Revolution 1.3 Beta Updates

I’ve been experimenting and tweaking things with Revolution 1.3, for stability and for some new features.

Experiments

RWR Sounds

I have long wanted the HUD to make the RWR beep. But getting scripted sounds to play in the aircraft seat is.. difficult. I managed to make it work for myself, but with the same mod changes others report that the sounds are barely audible.

I got it _working_ but am not happy with the inconsistent audio quality and levels, so for now it’s just a fun experiment until I find a way to make it clearer.

Strategic bombing

Professionals talk about logistics.. In CC2, logistics is an important part of medium and long games, especially in PvP. The active options open to you are to sink barges or capture key islands.

I thought it would be an extra twist to have another (more natural) way to attack your opponent’s logistics. So I’ve made it so that you can bomb enemy command centres to temporarily halt production.

I have this working quite well, but have not fully play-tested it for fun/balance yet. So while I’m happy with the code it needs more testing to be enabled fully.

I think I will enable this fully fairly soon, it just needs some trials.

Balance Changes

I’ve talked in previous posts about the over-powered “manta rush” tactic that has evolved. At GRNO HQ we’ve thrown around ideas to make this less of a “map randomness decides the winner” scenario.

The manta goes back too 4 hardpoints (stock no-mod manta is 4) but with some tweaks.

The wings can carry all the usual weapons, missiles, bombs, guns, torps etc.

The centre pylon can take bombs, torpedo and fuel tanks, but not missiles. (See Revolution 1.3 Goals for more details on what we aim to fix)

The internal gun, can take a gun.

The manta’s performance makes this the most survivable option for bombing and air combat without it being over-powered from the initial game stock state in “full loadout” mode.

With these changes we expect to see more air combat and more uses of ALB as attack aircraft.

Bug Fixes

There are a few bugs that have been fixed sine 1.2

  • AI controlled needlefish no longer give fake “nails” signals at 10km
  • Radar circles are only shown for fully scanned hostile ships/aircraft

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