• UEF T2 Navy & Some Other Changes

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    FtXCommandoF

    You go BC or you die

    There are obviously ways to win beyond sheer navy efficiency, like locking people out of navy early, a snowball from map control early on/great first engagements, torps, riptides, etc. But these either rely on outplaying your opponent through means outside of navy gameplay or using theaters outside of navy.

  • Make repair cheaper

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    FtXCommandoF

    Because then 20 hives with an ml is impenetrable

  • Evensong missile misses too much

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    ComradeStrykerC

    @melanol said in Evensong missile misses too much:

    @comradestryker With lowest DPS.

    Pretty sure it matches the DPS of the UEF MML... 60 DPS, no?
    All MMLs have a similar DPS of around 60.

    One more thing, MMLs are best used against static defenses and structures. Like shields and PD. And in small groups, one miss doesn't really do much.

    ~ Stryker

  • The Problems With The UEF - Part 6 (The Kennel & Drones)

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    So currently you have to pay 10.4 mass for 1 point of BP if you use engis.
    The Hive has a mass/BP ratio of 14, which means BP-wise it is 74% efficient compared to building engis (no other decision factors included like pathfinding etc).
    The Kennel: Mass/BP-ratio 22 and 47% after the patch 17,6 and 59%.
    Conclusion for me: Kennel is shit and will be shit if used purely for build power.
    The patch will be a placebo buff (elevation and rebuild are actually nice) but shit will be shit no matter what.
    If the use changes towards flying reclaim this may be fine to give kennels a real use and identity. But this requires that their BP is not further degraded, because kennels are already a noob trap or a despair move BP-wise. Building them is mostly not beneficial for you. So you should either buff their mass per BP ratio towards the hive or bless their application with a real feature.

  • Correlate hit points of prop with its mass value

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    FtXCommandoF

    99.9% is not true, just look at the old babyrage that came from haven’s reef being in ladder and bombing the trucks.

    Another map this happened all the time was the wonder version with an omni wreck in mid, was meta for every mid slot to send an arty to instantly kill it, or a lab to kill enemy arty followed by an engie.

  • Sparky Rationalization

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    @comradestryker said in Sparky Rationalization:
    It's literally in their name! "Field Engineer"! Their role is to be within the mix of your units, (especially with the Jamming ability). A Sparky is not a backline engineer. Building front-line factories should be an ability it has, rather than leaving that job to standard T1 engies in the back.

    I totally understand your point. We simply load the term field engineer differently. For me, engineers at the front secure reclaim and build intel, possibly a firebase. Therefore it is logical for me that he should build T1 factories because we don't build T2 reclaiming factories that build Sparkies for that.
    Since the most dangerous part is gaining reclaim (when not factory reclaiming), not building the factory. I simply see it as a quality-of-life change, which is good, because currently, the unit sucks.
    For me, he is aggressive, because he can not be used for base/eco building.
    That was my main point towards people who say Sparky is not allowed to be buffed because he may replace T2 engis.

    My point of view is based on the belief that every unit should have a practical purpose and if you guys fear balance issues I would like to add, that if this would we the case, we may buff other factions in their identity or nerf his other stats.
    I favour a buffing balancing approach, especially if we are able to give more features not stats. This way FaF feels cool and fresh and is able to deal with (upcoming) competitors.

    @tankenabard that's true, I'm really happy to see this change 🙂

  • The SCU Rebalance

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    FtXCommandoF

    SACU rebalance is old enough to read by this point

  • FAF Beta Current Changelog

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  • Increase vision & radar ranges of all units by some 10-20%

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    JipJ

    I'm also against adding radar to all units for performance reasons.

  • Roll off time is indeterministic

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    IndexLibrorumI

    @pearl12
    This has been driving me batshit lately. It didn't use to be a problem, or perhaps I simply haven't noticed it, but recently I've seen factories just idle for a good half minute before they decide to go to work.

  • Torp bombers are too strong vs subs

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    X

    @accidental_aeon said in Torp bombers are too strong vs subs:

    I am a 1600 Setons player and Torp bombers seem pretty balanced to me. One potential nerf to Torp bombers is to increase the value of their mass reclaim. As it stands, when a torp bomber dies above water, its mass reclaim is reduced compared to when it dies above land. If we removed this difference then Torp bombers would be a more significant mass donation when used.

    All air-to-ground units are inherently mass donations. By definition, when the air-to-ground unit dies it is above hostile ground forces which could reclaim its wreck. The key downside to torp bombers is that you have to push with navy or hover to get the reclaim from the fight. Otherwise, they are just as much a mass donation as gunships or bombers.

    Due to its very long distance between navy spawns and the complete lack of anything raidable by navy, setons is not a map where the torp vs early game navy (think subs, frigs, a few destros) dynamic exists.

  • Chicken currently blocked by engineers etc?

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    SaverS

    great team 🙂

  • Looking for balance testers

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    TheVVheelboyT

    Give me access to the secret discords and I'm in.

  • Suggestion for hoplites and mongoose.

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    @xayo said in Suggestion for hoplites and mongoose.:

    I am curious to hear what higher-rated players think about this. At my rating (~1800), I find that the unexpected behavior of units & ACU not shooting while turning makes engagements more unpredictable. I do not like this unpredictable element in RTS games. Due to the low tick rate of Faf, it's also not possible to fix the turning-mismicro once it occurs. But maybe some Godgamer will now tell me that's just a skill issue on my part, and I should think about turning times and movement radii before issuing movement orders.

    Yea I'm not a big fan of the behavior either, so I sympathize with the OP. Idk about the proposed numbers though.

  • T1 Subs & T1 Frigs

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    S

    I suppose you could also let them build naval yards.

    That doesn't feel as thematic though.

  • Can we fix harbingers?

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  • Improve Mercy quality of life - turn radius and fuel

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    veteranasheV

    I want to have a aoe and damage anything over time aspect as well as volatility. Think of the damage effect beging similar to a uef t1 bomber and if the mercy gets shot down it still does the damage wherever it lands at. You could still snipe acus but you need more. You could hit t1 armies and even they get shot down in progress it still might do damage. If it's headed to a acu or a t2 pgen and gets shot down it will probably miss.

  • T1 bombers are too good at hunting down expanding engineers

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    veteranasheV

    An aircraft just sitting there would be shot down easily that's probably why it's not standard behavior as a bomber is supposed to drop first and then it gets shot as it passes over while a gunship gets shot at the whole time.

  • Upcoming balance changes

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    D

    Thank you for this craptonn of work. amazing stuff so far

    Wanted to know, is this any way to ask AI to share a unit? Like a T2 engi for Cyb hive or sacu

    Also does it understand map pings?

  • The Problems With The UEF - Part 4 (The Ambassador & Blackbird)

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    FtXCommandoF

    Jamming on scouts and strats should just be a given tbh