• The nuke imbalance issue - an analysis and proposed superior solutions

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    MachM

    in my opinion it should be even more in other direction: enemy nukes shouldn't be announced at all unless/when you have intel over them

    it's just another broken thing in intel system, giving you free info, similar to knowing when enemy destroys/upgrades a building you scouted 10 minutes ago even if you didn't have any intel over it at the time, because the icon changed color, it makes no sense

    and if they moved any slower there would be enough time to reclaim the base before the nuke arrives (yes I already do this on expensive buildings sometimes)

    as a counter to no warning given, I suggest nukes should be targettable by anti air fire until they reach space (novax altitude), so air can destroy them until then, once they are in space though, only smd should be able to stop them, even once they start descending to target (hp rebalancing would be needed obviously)

  • Make SAMs weaker vs gunships and strats, but stronger vs ASF

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    Chenbro101C

    Don't think making them weaker vs strats will have the desired effect. You will then rely more on asf to counter/defend against strats.
    I am guessing the reason for this post is to address asf not really caring if they fly over sams.

  • Fix cybran T3 shielding

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    deletethisD

    @zeldafanboy said in Fix cybran T3 shielding:

    Its actually insane that there was no downside to nesting shields into shields in base FAF, that sounds like an unplayable game

    You don't need to go as far as base game, go back a few years in FAF and a double/triple stack of UEF T2 shields would not even break to a GC taking a walk into them.

  • Navy: tech level bump

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    Dragun101D

    That was tbing of og TA. And removed in Supcom (you can see however the remnants of that in Aeon Unit Line Up)

  • Extensive Navy Redesign and Rebalancing suggestions - My vision

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    AzraaaA

    @rezy-noob said in Extensive Navy Redesign and Rebalancing suggestions - My vision:

    is there any need to rebalance navy? no.

    Yes there definitely is but its not what Evildrew is suggesting. I'd prefer like Mach said there be some AoE and less relevance on frigates as the only t1 gameplay and buffer for t2 and t3.

  • Possibly how to make kennels better

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    O

    Pros use kennels to assist fatboy on the frontline to make units.

  • A small rework/ buff to sera t1 sub to rebalance their navy

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    O

    The solution: torp defence on sera sonar.

  • "C-D1 \Rover\" Engineering Drone

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    C

    Alternative: make the drones a standard part of the T2/T3 engineering upgrade. Not targettable or selectable, just extra ACU build power. Basically just fancy visuals, like Cybran engineers' little drone things. (Practically speaking, this is just removing the upgrade but keeping the graphics.)

    Another alternative: as above, but as a separate build-power only upgrade. Possibly T2/T3 engineering could be cheaper with less BP. Affects balance since e.g. TML upgrade is less useful without build power which doesn't work if both are back upgrades (could drones be moved to a 4th non-conflicting category?).

    @FtXCommando's suggestion of radar is interesting, though I wonder if they'd just get killed by inties (making it only useful if very cheap, and making the second drone useless). ACU radar drones which can't be shot by air might work though might be OP. But inties already can't shoot radar buildings so maybe it's fine.

  • When teleport will be fixed?

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    ZeldafanboyZ

    That's just to prevent them from dragging out a lost game by teleporting to random corners of a 20x20 incessantly

  • Cybran t2 mml

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    IndexLibrorumI

    @gabitii Race differences are a thing, so sometimes you'll see units that feel like they're stronger than their other-race equivalents. That's okay, other races have their own strengths.

    Additionally, turtling being punished is fairly healthy for the game, in my opinion.

  • FAF Beta - Feedback

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    DeribusD

    This thread has served its purpose and has gone off topic. If you have feedback on the balance patch that went live yesterday, you may do so here.

    UEF Drone upgrade was not in this balance patch. If you wish to discuss it, we just had a thread made about it, or make your own.

  • Balance Patch 3750 changelog

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  • Is it OK that engi stations can eat experimentals?

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    LunyshkoL

    @melanol ml mega and even fatso do have aa and mega has flack so dont lie to me

  • Allow mobile factories to move while building units

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    ComradeStrykerC

    @waffelznoob said in Allow mobile factories to move while building units:

    would also be nice if deploying units out of a carrier/czar wouldnt cancel the unit in production, nor the build queue as a whole

    Would be nice if deploying units wouldn't stop the unit move order, too.
    But, nevertheless, this is a great first step!

    Looking forward to this being incorporated!

    ~ Stryker

  • Restructure air by delaying tech 3 air

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    waffelzNoobW

    @thecore said in Restructure air by delaying tech 3 air:

    Or maybe the meta needs to change, instead of letting the main air slot get to T3 Air at 9/10 mins mark scout to check if they are going T3 and push them hard with T2 Air.

    yes that is quite literally the counter to t3 air rush meta, it's just that 99% of players are either bad or lazy

  • Give UEF and Aeon t3 scouts sonar

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    Chenbro101C

    At the very least I think giving sonar to these spy planes would be reasonable.

  • A Topic of Dumb Ideas!

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    D

    @deletethis SMD.jpg

  • Mermaid Stealth Dominance

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    FtXCommandoF

    Atlantis is basically the same cost as a summit, it's barely a t4 unit.

  • Bad Teleport Upgrades

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    FichomF

    Just tossing ideas coz I'm bored, but maybe have a com possess a 'flash teleport' instead of the regular? What how why?

    The idea is, when you get a teleport upgrade, you can create a teleport charge (sorta like a TML) - and then, once charged, you can use it with very short delay (say 5 seconds or something) to teleport a very short distance away (like T1 PD range), after which a new charge would start charging. This could be used to evade snipes or cross some rough terrain - or blip into the enemy front-line and start wreaking havoc with your OC and whatnot. I'm not getting into the pricing of this right now, but ofc it wouldn't be so cheap and fast to recharge that you could just hop your way across the map while the enemy is still upgrading to T2 - it'd be a tactical positioning tool which while lacking in range, would compensate in speed of activation and being able to prepare it ahead of time (unlike the conventional teleport, which drains resources as you are teleporting).

    Another could be AOE teleport - seems it could be fitting for Aeon, but it doesn't really matter. The simple idea is, it teleports some units along with the ACU to the designated location. Maybe have it 3 levels, which limit it to transferring T1/T2/T3 units, and with limited amounts (say 5/10/15 unit cap total). Also maybe have it not transport things that would appear too strong, like sACUs (though maybe why not?) and ofc experimentals (though that should be evident from the 'tech limit' of T3). Maybe the range could also increase with level (from a smaller range of say TML, up to global for last upgrade level).

  • The new colossus is a beast

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    maggeM

    Client has change log integrated - Host a game, look bottom right.