• Default ACU diversity rework

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    ZeldafanboyZ

    Necroing this to say that I'm shocked that in vanilla Supcom Cybran did 120 damage per shot. The ladder junkie Cybran only side of my brain is salivating, but 100 dps on a stock ACU is super integral to the T1 land balance of the game. It's a nice round number that makes calculations easy and provides a decent but not overwhelming offensive armament.

    I would be very interested in some other minor tweak aside from HP between ACUs. But all I can think of is speed and we probably shouldn't touch that. Maybe Cybran ACU can have a faster turret (upper body) rotation? While UEF has the slowest?

  • Suggestion: Show mass reclaimed by engineers

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    Dragun101D

    @jip said in Suggestion: Show mass reclaimed by engineers:

    This requires passing information from the sim to the UI - it can't be a UI mod therefore. I have no idea how to keep track how much an engineer is reclaiming 🙂 , maybe via two unit callbacks (StartReclaim and StopsReclaim) and keep track of the time it was reclaiming?

    What it properlt requires is adding “Update Consumption” function after “Issue Reclaim” issued I can do some testinf after I get home

  • The reason why Cybran is weak on land.

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    E

    You stop it by not getting into that position in the first place. What you’re saying is a line of thinking myself and most other people fall into, not just in FAF but in general. You’re in a situation and it feels bad because you can’t counter or deal with that situation well. You think “well if this is happening, how do I counter it?” Your mistake happened before that situation started. What you should be asking is “how can I not get into this situation in the first place.” That’s not helpful for when you’re already in that position, but it’s helpful for not getting in that position in the first place in the future.

    So how do you avoid another faction doing a gun com or pd creep into your base as Cybran? Well PD creep has an easy and direct counter, especially as Cybran. Make MML. Cybran MMLs are hard to counter for any faction other than Aeon because the missiles split after being hit once.

    The gun com one is more interesting because it goes back to my previous point about avoiding the situation in the first place. If you’re constantly raiding and destabilizing your opponent it’s going to be much harder for them to amass a large enough force for them to feel comfortable pushing you hard. You can constantly hold the threat of Corsair snipe over them keeping them from wanting to push in too far with their com. Force them to leave their com more exposed with stealth raids using a mobile stealth field, a rhino or two, and a couple Medusas. They have to move either their com or some units to intercept or you can do a lot of dmg if you handle those raiding groups well. Either way it slows them down and keeps them on the defensive, which is fundamentally what you want as any faction, but especially as Cybran. As Cybran you also have the best tools to do that with. Stealth, fast t1 tanks, and good anti unit t1 arty is a nice combo for raiding at virtually all stages of the game.

  • FAF Suffers From Balance Issues

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    DeribusD

    Thread locked. Please review the pinned guidelines.

  • Naval Balance Survey

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    ValkiV

    If anything, this and similar topics have taught me that there is a lot to know about which navals suck.

    For example, I have been reluctant, a few years ago, to build Aeon Destroyers because I never felt destroyers were very good when I played a lot of UEF.

    New or low-ranked players might complain less about navies when we know not to build 10 Aeon cruisers or 10 UEF destroyers.

    I feel all this could somehow be communicated better to players, maybe with tooltips - just a wall of text players will find in the client could help.

  • Sacu rebalance ?

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    DeribusD

    Thread locked, please use the existing SACU rebalance thread for questions on this topic.

  • Mobile missile Rework

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    DeribusD

    Thread locked. There hasn't been a description of the issue, and it has been discussed before. Thus far this has been nothing but a retread of old ground.

  • This game seems to have too many pointless weapons

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    veteranasheV

    A uef strat running away from a small group of inties (irc 3-4) can beat them down, perhaps 1 broadsword should be able to kill 1 intie per pass

  • Fire beetle balance suggestion

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    ValkiV

    @archsimkat just realized, the widow mine cloak is disabled when recharging in SC2.

    You can ditch the stealth entirely reminding low ranked players to build scouts, and if you want you can pair them with deceivers.

  • Monkey Lord - roleless T4 that needs a Buff

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    Chenbro101C

    How about increasing the damage to it's secondary weapons? Make it a walking sam launcher and/or increasing the bolter's to 500 dps?

  • Reworking the AA role of cruisers

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    TheWeakieT

    Cruisers doing aoe removes possible micro potential from torps where you try to dive in to snipe 1/2 key units and get out because torps alwqys stack onto eachother

  • Is mercy too strong in team games? What you think?

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    MechM

    Well tbh this doesnt sound like a bad idea, but making them a tml projectile doesnt realy make any difference when you want to snipe a pushing acu (they wont have tmd).
    When it comes to sniping somebody sitting in a base i think this would be a massive buff to mercys since nobody really has more than 2 tmds sitting in one place to defend vs 15 tml rockets and 1 or 2 aa wouldnt be able to to kill a mojority of the mercys, sice they have way more hp now.

    I think if you remove the homig missile part this would actually make more sense.

  • Opening the balancing Blackbox to the public

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    Well the pattern I see here is that lots of noobs or low level thinkers come in here and shit-post about this or that needing to be changed and everyone seems to get a default approach of trashing any post that comes through (because statistically that is a good guess without even reading the post).

    Then when people actually raise good points the normal crowd does it's hatchet job and theres more counter-argument than there should be so it stalls or appears on a numerical post basis to be unpopular. Gonna take some special kinds of insight to work around that so hopefully you'll see what I'm talking about and act smartly.

  • 2v2 Full Share means: Eco > Snipes, Luck and Unit Skill

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    veteranasheV

    @exselsior said in 2v2 Full Share means: Eco > Snipes, Luck and Unit Skill:

    @veteranashe said in 2v2 Full Share means: Eco > Snipes, Luck and Unit Skill:

    With share until death you only need to kill one acu to win, and it's not very fun when your teammates acu gets killed.

    Correct, this is what I was talking about a bit more since I knew other people would talk more from the vantage of the one doing the sniping.

    With fullshare when your teams acu gets killed your seriously fed for about the next 5 mins and if you hold out and figure everything out then it's just a 2v1 after that.

    You don’t get fed, you lose every single unit in production in your teammates factories. You have to restart all production, redo all engineer orders, redo all movement commands, shore up the hole created from acu explosion, possibly now stop 2 gun coms with one, etc. You don’t magically have more eco than the other two players unless your teammate was quite far ahead. As other people have said, it’s not “just a 2v1.” 2v1s aren’t magically easy.

    Don’t believe me then see if you can find some high rated shared army gameplay to see just how hard it is vs double apm even without the massive handicap of one acu vs two. I feel like I remember watching Yudi going full sweat vs maybe two 1800-2k players using shared armies and losing at the end despite being better than his opponents and having an apm so high I barely keep up just watching. This isn’t exactly the same but it helps show some of why it’s hard to 2v1 unless it’s a very closed off map.

    Hey, little typo, not fed, f'ed, or screwed, James, fucked, etc just like you describe lol

  • Units prioritizing acu

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    K

    if they are unit without the 'SNIPEMOD' cat, they will retarget, as soon as mobile unit come in range.
    what would be interesting to see is if pillar that would keep the target on the acu in that kind of situation without using custom MOBILE, would actually retarget to other unit if you use the custom MOBILE target prio.

  • Increase micro potential of the Jester

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    SpikeyNoobS

    Idk what it would mean for balance but it would def be fun to micro. It seems like jesters have a good amount of hp rn so maybe decreasing health, decreasing cost, and adding what he said above might have a cool result. Like a lab but in air. Just throwing out ideas, i have not looked at the numbers at all.

  • Small Engi health increase proposal

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    AurikoA

    As long as i can load them in a transport, i don't quit care about what you do to aeon lab 🤡

  • FAFBeta Testing Tourney Proposal

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    MoraxM

    I am asking you because I think it would alleviate all the balance update hate in this sub forum. If people got a chance to be part of the evaluation it would be a much more “community approved” action rather balance coming out every so often to declare “okay, these are the updates, don’t care if you like them or not”

  • Frigate spam beats any comp

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    biassB

    don't tell him about t1 tanks

  • Wreck value and health

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    JipJ

    @corvathranoob said in Wreck value and health:

    @sinforosa I think reclaim decay is a pretty creative and interesting idea and you have some good points to support it.

    I'm not sure if there is a way to avoid this effect for wrecks that are initially placed on a map, or if it is a good idea to have them still decay, or what rate of decay would be appropriate. I guess if we can't exclude those initial wrecks a number of maps would just have their design impacted, for better or worse. What rate are you thinking might be appropriate? 10% per minute? 0.5% per second (30% per minute), or more? And maybe so that you don't need to use a lot of bp to reclaim large wrecks quickly, the decay mechanic could be paused if the wreck is currently being reclaimed?

    I agree with you that recycling wrecks encourages creativity and speeds things up, but I also find reclaim to lead to more defenders advantage than I would prefer, so if the decay idea isn't feasible, maybe we could still get the best of both worlds by keeping the same reclaim value for units and structures that are ctrl-k'd, while decreasing it to 50% (or so) for units or structures that are killed? In theory people might be able to somewhat abuse that differential, but I'm guessing it would be pretty difficult to do in practice for anything besides T4s.

    You can make a distinction in behavior for static wrecks (placed by the map maker) and dynamic wrecks (during gameplay). As an example:

    https://gitlab.com/supreme-commander-forged-alliance/mods/mass-adjustment-proof-of-concept

    You could therefore change the decay behavior too.