@@alphagamer1171 15:50 Heavy Armament Industries also has a helicopter (T1-T5), but since I haven't played this mod yet I can't tell which one is better.
The T6 and T7 air look a bit too small (considering the insane size of the antumbra and eclipse), but more so the T6 and T7 naval seem very underpowered. In normal Mindustry the naval units are super powerful as they are locked to such a specific set of terrain, but here it looks like the T6 and T7 naval units are way weaker than any of the other units, even compared to the T5 naval (though the balance can be different, as the T5 sapping is arguably better than the T5 naval, but honestly the T6 and T7 naval should be the strongest at this tier because of the water lock that I mentioned earlier). Maybe do something like make T6 naval resemble the T4 naval with a lot of weapons (sort of like the current T7 one), and then make the T7 naval unit have some kind of insane long range turret sort of like the T5 naval unit has.
Unlike most people I think blue is actually pretty good. If the range is long enough then it has stuck to the function of the omura. As a long range weapons platform and a base of operations of sorts( and if the single target damage is high enough then it could also act as area denial)
Couple questions and criticisms for you, writing this out as I watch the video. Why are you testing this against defences with no menders and graphite Spectres that run out of ammo? T6/7 units I would expect could handle them. Is it possible to have a health bar when doing these showcases? If not thats fine. Is the Citadels two fire guns just for if a fast unit gets too close to citadel? And how much damage does it actually do compared to the main guns? Other than that it just seems like Reign. Maybe if it could act more like V5s Eradicator when firing to become more unique? Or more dps in general. Empire seems rather busted in the fact the fire just ignores walls completely, destroying your ammo lines and power nodes if you have menders. I mean it killed the cyclone turret before the thorium wall. Unless its slowness is to allow foreshadow to destroy it with no issues. Cygnus seems like a direct downgrade to corvus, im assuming the main gun is like the new T5 naval support where it seeks out power blocks, but compared to Corvus it just does not seem to be worth it. How far does the main cannon go when fired? Sagittarius is actually pretty interesting to watch. What dictates what the projectiles actually land on? In the video it seems like it has to hit the center 1x1 of the block in order to do damage, other that that whats to stop someone from just charging up the attack speed prior to coming into contact with the defences? Maybe have some form of overheat mechanic? Compared to Cygnus it is an absolute tank like oct, except it can actually kill stuff. How many bullets is it shooting at once since they are all stacked on eachother? What is Araneids lifesteal amount if it has any? Likewise what is the stepping damage with its feet? Not much to say otherwise. Bigger Toxopid. Gets close and destroys. Theraphosid has a lot going on, and ill again ask for the lifesteal amounts and the feet damage when stepping, but due to how long its legs are the feet damage is not that important probably. Kinda odd how the guns cant shoot these long legs and only the "core" of the unit, but I know thats just a Mindustry thing. Also W I D E. Is it really a close quarters unit if in order to shoot past its own feet it has to have the range of long weaponry? Occultation looks a LOT faster than it actually is. Big laser thing in the middle also looks a lot more impressive than it appears to be. Expected it to be piercing to an extent. Lightning frag on the bullets is interesting, but overall it looks to be lacking damage like eclipse. Looks to be a siege unit that is not acting like one. Aphelion again looks like its a fast ship that will cut you in half, and then has a tiny thruster in the back. A LOT of lightning frag compared to its predeccessor. At 11:52 it fires the main weapon which gets stuck on a graphite press, but once the arrow goes beyond, you turn the ship and then the beam utterly annihilates all the drills, presses, and belts while the arrow is offscreen. Is this intended where the arrowhead is not its strength? Sedec would be easier to judge with some stats on the healing and its health/armor/shield. Other than that it is an improved Oct with active alongside passive healing. Reminds me of a radar. Does it damage enemy buildings/units? Trigintaduo again would be nice to have some stats with. What is that random gun clicking? Very interesting concept with the charging orb tho might have to nerf its charge time a bit more. How would it work with multiple and the firing of multiple orbs? Fin (but its not the last haha) Its hard to make out what is going on, but I believe it is slowing down the projectile speed of the enemy bullets? If its like some form of point defence ship would it not belong with the green ships? Or is it a destroyer ship like Sei but you are not attacking the wall? At the end of its showcase the small amount of fire on the wall did massive damage. Blue is not red so it sucks. That being said those helicopters it deploys are so damn cute. Love how the blades even spindown when it dies. Seems to be a jack of all trades, but master of none type of ship. Unsure if it is more viable than omura with its range. Either way they are all interesting and hope mod development is going well. Overall the strongest unit seems to be Empire just due to the piercing and dps, while the worst unit is Cygnus. Unless Cygnus one shots foreshadows or something.
i think the crawler tree’s specialty is the sapping effect, powerful sappers dangerous enough to be feared in close range but unlike toxopid’s lasers it is at the same time can effectively sustain the unit’s hp, while still having the heavy artillery to deal with aoe, a simple long range cannon whose frag splits again is enough and still gives noticeable burst of sapping regen.
I feel like there should be high walls that are the same as normal walls but they cost 2x the resources to build and can do anything their normal variant can do but also block piercing shots and flames Otherwise i dont see a way to stop the frag bullets / flames from the ground units from just completely destroying everything
This is of course good, but is this what we expected? m6 looks absolutely helpless. why the T7 watership uses simple projectiles. Why t6 and t7 look like. Not as a superweapon that radically changes the course of the battle, but as bold versions of their previous shooting tiers. Redesign t6 ground support, t6 ship, t7 ship
The t6 nova uses the t5 of the green boat boi but larger range I might think my laptop won't handle more than that bc I can't load exogenisis without mindustry unresponding and it kinda crashed my computer to
First two really look good! Cygnus is worse than corvus it seems? Sagittarius looks even worse, except that it has more health than T6. Toxo T6 and 7 look perfect T6 and T7 air are ok, I guess. Don't look impressive, but damage is high. Support air is really epic. Healing power go brrr. Naval is oof however.
For the cygnus is basically better velas,short range meltdowns with 1 bug aoe cannons,while the t6 and t7 r based on seis,which basically oofs lower tier units better while their performance agaisnt other t6/t7 are questionable
Well, we can check the stats of the T6 units in Exogenesis and approximate the power of Project Unity's T6 units, and then make a mental scenario where we pit them against each other. ... Exogenesis wins, because in that mod, T6 isn't really taking a step forward, but rather taking MULTIPLE steps in terms of damage to make these units compete with the more powerful units there, while in the Project Unity mod, they look a bit more grounded and less exxagerated, since they are taking just one step forward at a time. (Although T6 naval looks bad ngl)
The naval units are underperforming for their tier and for the first op tier 1 to 5, don't expect the ground support tree great for attacking, as it is a ground SUPPORT
All the units look way to weak Both in their hp pool as seen by their lights and their damage the t7 dagger is the only that seems okay The support air ones all look ok and seem like a real upgrade but from the t6 to t7 the jump in strength should be higher These units should be made with the (EXTREMELY expensive and imense time consuming to make) mentality, i recommend analyzing how big of a power gap the vanilla units have so you can give these t6 and t7 the proper power jump T5 to t6 air support is good but t6 to t7 is way to weak as well as all the other units Don't go with trying to makes these units balanced make them have immense costs and time to make and just that will absolutely balance them, also upgrade the t6 dagger by making him what you saying is the t7 and make a new stronger t7, Keep in mind what each unit type tree purpose is Dagger are guardian units and good to destroy clumps of quick enemies Nova are range lords that are easily sttoped by plastanium walls but can cause immense destruction if green wall is not there Crawler are close range mosters able to destroy everthing close to them Flare are extremely annoying ships that disrupt your power production Mono are units that do everthing to help units( you already got that one) Risso are long range fast units that will make you regret placing anything close to water Retusa are units that will protect anything close to them and ensure their safety Stell are very limited in movement but will roll over anything Small spider are units that have weak offense but are extremely speedy Hover guy are units that can get over any terrain but lack offensive and are frail
Hey unity! I got an idea! What if there is an entire unit tree that could clone themselves, they simply have a factory of the same unit themselves, i just saw unit like those on another mod an i really like that idea
empire is just a big ass scorch and the stuff after toxopid make their legs longer why they need dem legs why not winder da base of the legs so they are stable but not spindly and l o n g