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  • 4 Votes
    17 Posts
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    T
    @nex I support the drones re spawning for no cost. They're slow, easily destroyed, and go out of style pretty fast. The drones having the full T1 build suite sounds great, maybe not passing that ability to the ACU as well though.
  • Jamming ability should reset when vision of unit is lost

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    ComradeStrykerC
    @siwaonadaphnewen I completely agree with your statement: The only time jamming is useful is when the main unit isn't scouted. Otherwise, the main unit would take priority over a radar blip meaning that if a unit that has jamming is scouted and is in PD range or unit range - the unit or PD will shoot the main unit rather than the radar blips. Making the unit itself activate stealth for a split-second would cause the main unit's blip to be reset into an unknown unit's blip - which would be awesome! That would be a great buff to Jamming! Though, honestly, Jamming could use a rework entirely. here are some of my suggestions: Perhaps the unit's radar blip/icon should jump from place to place; hiding the main unit from radar & sonar for a brief time; but not from vision - obviously. Perhaps the radar blips are instead toggled off for a second? Kind of like stealth? Perhaps the radar blips act the same as the Seraphim Jamming Crystals that actually produce moving radar blips. Sera crystals do produce actual icons even when you have visual on that fake blip, which could be a little OP but that could be toned down to just moving radar blips that disappear once they are visually scouted. Yes, I know some of these suggestions are out of wack and/or without base - but, honestly, at this point, I'd take any small buffs for jamming. I love the UEF faction! I have played over 1,000 games with UEF solely. So that either makes me one of the more experienced players to say this (or it makes me superly biased): but to say that UEF Jamming sucks, that's an understatement.
  • Give the T2 Cybran transport 'Dragonfly' a personal stealth toggle.

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    B
    @zeldafanboy said in Give the T2 Cybran transport 'Dragonfly' a personal stealth toggle.: I think the fact that you need a deceiver is a good thing for balance reasons Cybran intentionally has the worst transports You still need a deceiver for any unit drops, stealth on the transport won't prevent any of the units onboard without it still showing up on radar as a clumped up 'drop' signature @ftxcommando said in Give the T2 Cybran transport 'Dragonfly' a personal stealth toggle.: You can ctrl+k the transport after the stealth drop. You can, although this still runs the risk of someone on the opposing team noticing a chunk of reclaim suddenly appear through the fog where there previously was none
  • Let's talking about HARMS

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    H-masterH
    @jip said in Let's talking about HARMS: In my opinion the only proper solution is that sufficiently submerged units (aka, subs when dived, harms when completed) should not take damage from surface damage. And with that notion, the HARMS should be rebalanced to take that into account. 100% agreed
  • Make Jesters Cost Less Mass

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    T
    Will look into that
  • Buff Harbinger sight range 22 -> 26

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    B
    DPS numbers from the client or DB sometimes display broken, the long range is 400 x 0.25 = 100, short range 2 x 75 x 2 = 300. that said, i thought the short range was only 22 range for some reason... still, the othuum is arguably better for drops with its superior hp and dps, was looking to restore the harbinger to some of its former glory Yeah equivalent was the wrong word to use
  • Proposal: Cybran ACU upgrades

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    C
    Second upgrade on the gun for emp/shield disrupter would be a welcomed improvement for cybran acu These upgrades wont be op as the other acus all have health upgrades like shield and regen so the cybran acu will still be very vulnerable at the front with such low health.
  • Weird targeting behavior

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    JipJ
    To try and comply to the feedback I hear in bits and pieces we are reverting the majority of the changes, allowing all direct fire weapons to recheck their targets as usual. That is essentially any weapon with a low arc. See also: https://github.com/FAForever/fa/pull/3989 With that, this topic can be closed.
  • CounterIntel

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    ZeldafanboyZ
    @nex I agree, cloak is underused but we have to carefully balance this. I think Seraphim getting this would be interesting for faction flavor but they're pretty strong as is...
  • Should the ACU stomp T1 units?

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    N
    Well i think balance wise it's better to have units block the ACU, as this gives you more tactical options. Also these units aren't so tiny, they are almost the size of his leg. Some of them a commander could basically stand on. So stepping on them would carry a significant risk of falling over for the ACU, which would mean your dead, as it's pretty impossible to stand up the way it's build. So also from a logic perspective it makes sense, that an ACU would not want to step on those units.
  • ACU Bubble Shield

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    B
    what would be really cool, is if the ACU 'shield field' upgrade did just that, and added a small, personal shield to units in the area around the ACU (not sure if it is possible to code this tho...) this would work a bit like the Sera regen field, but would stack with mobile shields and bubble sACU.
  • FAF Berserk Penalties

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    arma473A
    Perhaps the time limit would not be set in stone but would be random. That way, it's not as simple as "always turtle." If you know the match will never go past 20 minutes, it's pretty obvious when (as the lower-rated player) you should shift everything into turtling and you don't care if you lose 80% of the map by 19:30 On the other hand, if there's a 20% chance the game ends at minute 20, and a 20% chance it ends at minute 24, and a 20% chance it ends at 28, and a 20% chance it ends at 32, and it definitely ends by minute 36, and the players don't know which it is (20/24/28/32/36) until the game ends, the defensive player has to work harder to balance being defensive vs playing the long game. While still giving them a "free" win if they can hold out.
  • Cybran Strats should get slowed while stealthed

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    MadMaxM
    when will the cybran oppression end
  • Cybran T2 PD - Balance review please

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    ZeldafanboyZ
    @bangernoob The way I see it, land balance has 4 major aspects: units, ACU, structures, (and later on experimentals) Even though Cybran has weaker mid game structures and ACU it has strong units and experimentals. Furthermore because getting map control is usually more important, its better to have strong units that can both defend and move to attack than just strong structures that can only defend
  • Give ASF Turrets

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    DeribusD
    Yeah basically what ThomasHiatt said
  • Pro Faction Usage

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    bananiB
    Since when we call dual gap dudes pro? Also i believe faction distribution has nothing to do with balance but with peoples mindset and preferences.
  • Naval adjacency

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    D
    Adjacency to underwater mexes and hyrdo is reasonable. But as jcv said, isn't the meta more to spam engineers to increase build rate. Sames as on land, the adjacency improvement only boosts the organic build power in the factory, not the external build power.
  • Stronger ASF

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    JipJ
    @arma473 said in Stronger ASF: I would love to see a proper mod or (if that's not possible, modifications on the dev branch) that takes away fuel and vet from ASFs to see if that reduces slowdown. It won't do so - the issue is with target checking. See also this other discussion: https://forum.faforever.com/topic/3808/weapon-target-check-intervals
  • Make reclaiming more intuitive

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    FtXCommandoF
    Hard to say if reclaim is working fine, one of the more hotly contested things is messing with the reclaim value for higher tier units to stop high level games from devolving into who does the first bad t3 attack that donates 10k mass. Or rather who makes a t3 army that gets immediately washered and becomes a 10k mass donation. Offtopic for this thread tho
  • Aeon: effort vs. reward (average-ish player?)

    Moved
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    veteranasheV
    The mercy is broken with more hp. I need to mess with it more but I'd maybe like to see 10hp and 6-8 range