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    Real shard buff: Hover Ship

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    • TheVVheelboyT Offline
      TheVVheelboy
      last edited by TheVVheelboy

      https://faforever.github.io/spooky-db/#/UAS0102,UAL0104
      Compare this and think why is it bad idea, even more so why is it a bad idea in case of aeon land forces.
      Also compare bomb drop of points and other stuff. You might then realize why is it such a bad idea.

      ValkiV 1 Reply Last reply Reply Quote 0
      • ValkiV Offline
        Valki @TheVVheelboy
        last edited by

        @randomwheelchair what is the problem?

        • land speed would need to be balanced I said, let's make it equal so I can ignore it for now
        • Shards have 6.6 hp per mass vs 4.4 hp per mass thistle
        • Thistle has 0.44 dps per mass, shard has 0.25 dps per mass
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        • TheVVheelboyT Offline
          TheVVheelboy
          last edited by

          Great.
          Now what is the range and how many bombers do you need to one pass single MAA and how many to one pass single Shard?
          Also what is the relation between high range units and killing low HP targets?

          DeribusD 1 Reply Last reply Reply Quote 0
          • DeribusD Offline
            Deribus Global Moderator @TheVVheelboy
            last edited by Deribus

            @randomwheelchair said in Real shard buff: Hover Ship:

            Great.
            Now what is the range and how many bombers do you need to one pass single MAA and how many to one pass single Shard?
            Also what is the relation between high range units and killing low HP targets?

            You forgot one: https://faforever.github.io/spooky-db/#/UAL0104,UAB2104,UAS0102

            Compared to T1 static AA shards are 20% cheaper, get 4 more range (whoop de doo) and have the same HP, but have less than half the DPS.

            As long as Shards are slow as balls over land (like Salems) then I don't think it'd be a problem.

            It's an interesting idea, but I'm hesitant because it gives Aeon all of the following:

            • Torpedo immune AA at T1 navy
            • A T1.5 MAA for land
            • A T1.5 land scout with 32 vision range (Aurora firing range is 26)
            • AA that is able to escort Auroras across water at T1
            • Probably some other shenanigans

            Some of these are pretty major. The more things a single change affects the harder it is to balance.

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            • KaletheQuickK Offline
              KaletheQuick
              last edited by

              I'm all for trying new things on navy. Perhaps we can make some test mods and try these things out. I won 2nd place in the unit design competition last year, my beautiful Shaman mk 1 losing to a CLEARLY INFERIOR cybran "yet another attack bot" and I'm not salty at all... Because made it in 24 hours. Anyway, I can modify the ships easily and have been studying naval history and theory to hopefully make my own naval RTS games.
              https://forum.faforever.com/topic/367/unit-creation-tourney-1-october-of-2020/48?_=1631845412867

              Amyway, presuming we are only altering the one unit I would say the shard should stay at sea. The Aeon theory is kinda laser focus on one aspect or strength, requiring further thought into platoon composition and balance, or something like that, IDK.

              In my mind, a unit that performs well enough to be a viable AA component into T2 or maybe even 3, would be ideal. My pet idea to make this so is changing their weapon to an instant travel laser, with a bit of flak. Instant travel means it can. Hit all tiers of units, a bit of flak means it's a bit more useful for a bit longer. That might make it too good though, depending on the numbers. I do think that this could make it a suitable supplement to cruisers as well.

              Though in my mind if I were redoing the whole thing the thing called "Attack Boat" (The shard), would be some sort of viable attack unit. Low HP attacker or something. With the frigate having the AA, and a 4th new ship filling the role of a "Monitor" with a shore bombardment role in T1, which I presume is what the 2 extra range on the Aeon frigate was meant for.

              Anyway, I love the naval part of the game. Hate to see a 3d model and whole unit go underused.

              You must deceive the enemy, sometimes your allies, but you must always deceive yourself!

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              • FtXCommandoF Offline
                FtXCommando
                last edited by

                Not really about the design more the notion of having a giant 800 hp block that doesnt die to t1 bombers easily and also can have auroras hide behind it.

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                • ValkiV Offline
                  Valki
                  last edited by Valki

                  Aeon more often relies on interceptors than MAA. The question is if this would change signify on maps with somr water.

                  I don't worry about real naval maps. Having a real amphibious option compensates for a weak frigate. But is it a problem on land maps with a few pools?

                  Lowering their overland speed below thistle and aurora speed could provide a fair trade off.

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                  • K Offline
                    keyser
                    last edited by

                    gotta love the speed ❤
                    https://faforever.github.io/spooky-db/#/UAL0106,UAS0102,UAA0103

                    ValkiV 1 Reply Last reply Reply Quote 0
                    • ValkiV Offline
                      Valki @keyser
                      last edited by

                      @keyser the speed seems a bit unrealistic, unless it hovers and is basically a low flying aeroplane 😇

                      You did catch the part where the overland speed should be reduced?

                      1 Reply Last reply Reply Quote 0
                      • K Offline
                        keyser
                        last edited by keyser

                        Not sure about the not so subtle change of speed that it would require though

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