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    WD #3 - Ridiculous Balance Ideas

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    • TheWeakieT Offline
      TheWeakie
      last edited by

      A realistic scenario

      ZeldafanboyZ 1 Reply Last reply Reply Quote 0
      • FtXCommandoF Offline
        FtXCommando
        last edited by

        Isn’t the whole point to just make snipes more difficult? I’d argue it’s already closer to being too hard to recover from a lost position than it is to do damage from it in FAF so I fail to see what would even be gained by implementing it.

        1 Reply Last reply Reply Quote 0
        • ComradeStrykerC Offline
          ComradeStryker
          last edited by ComradeStryker

          Make it a back upgrade...

          Reduce the effectiveness of it to -25% damage reduction.

          Add an energy cost requirement (say about -300 E) to run and bam, there you go.

          If you E stall, you're just kneeling down but still taking all 100% of damage... so don't stall.

          Make it so it takes time to kneel down and get up and a cool down so the ability can't be spammed as soon as you stand up...

          Balance!


          ~ Stryker

          ( ͡° ͜ʖ ͡°)

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          • ZeldafanboyZ Offline
            Zeldafanboy @TheWeakie
            last edited by

            @thewheelie

            If it doesn’t explicitly replace some of the late game upgrades that give huge HP pools like cloak and double Sera nano then I can easily see it happening, although I guess nukes tend to target the bases further back which are less likely to have combat upgrades for commanders

            put the xbox units in the game pls u_u

            ComradeStrykerC 1 Reply Last reply Reply Quote 0
            • ComradeStrykerC Offline
              ComradeStryker @Zeldafanboy
              last edited by

              @zeldafanboy said in WD #3 - Ridiculous Balance Ideas:

              If it doesn’t explicitly replace some of the late-game upgrades that give huge HP pools like cloak and double Sera nano then I can easily see it happening, although I guess nukes tend to target the bases further back which are less likely to have combat upgrades for commanders

              The ability could also be replacing a different upgrade slot...left or right arms perhaps?
              Or... better yet, (in my opinion)... could be granted to the Commander at gate-in.
              Though its activation would be limited by an energy storage cap, similar to Overcharge - needing 20K? 25? 30K? power in storage to be activated. And a heavy energy cost to keep running.

              There are multiple ways to add an ability into a game and keep it balanced.

              • Stats
              • Resource Costs
              • Maintenance Costs
              • Tradeoffs
              • etc.

              Though adding it would alter gameplay a tad. Perhaps you get a winning fight and you have an enemy commander on the run with no backup. They're guaranteed to die... until they hunker buying themselves time for their backup forces to arrive, etc.

              Though, either way, I'm up for new stuff.

              This ability would alter ACU combat a bit in the sense of showcasing that the ACU is and should be one of the most powerful units on the battlefield.


              ~ Stryker

              ( ͡° ͜ʖ ͡°)

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              • FtXCommandoF Offline
                FtXCommando
                last edited by FtXCommando

                Time for ur backup force to arrive so you sit and do nothing and let enemy surround ur ACU? The only way this works the way u want it to work is by removing sniping as a reality in the game. Instead how it will actually be used is to abuse it with OC micro by getting enemy units to clump and then u get out to instantly kill something like a group of ilshies. Don’t see the point in making defense even better in the game.

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                • JipJ Offline
                  Jip
                  last edited by

                  I'm not going to make this for the base game. I just stated it was possible. I also don't think it will add any real value for the majority of the situations.

                  A work of art is never finished, merely abandoned

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                  • nine2N Offline
                    nine2 @Defiant
                    last edited by

                    This post is deleted!
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                    • nine2N Offline
                      nine2 @Defiant
                      last edited by

                      @defiant said in WD #3 - Ridiculous Balance Ideas:

                      ACUs can be upgraded arms from dead ACUs.

                      That's pretty cool

                      S 1 Reply Last reply Reply Quote 1
                      • S Offline
                        STlNG @nine2
                        last edited by

                        @nine2 said in WD #3 - Ridiculous Balance Ideas:

                        @defiant said in WD #3 - Ridiculous Balance Ideas:

                        ACUs can be upgraded arms from dead ACUs.

                        That's pretty cool

                        Is this like a UEF com kills an Aeon com and then has access to the Aeon arm upgrades? Because that would be interesting.

                        1 Reply Last reply Reply Quote 1
                        • ThomasHiattT Offline
                          ThomasHiatt
                          last edited by

                          Make T1 mobile artillery not lead its target, so it will no longer be as effective against mobile units and would be primarily used against structures, as it should be.

                          JipJ Chenbro101C 2 Replies Last reply Reply Quote 0
                          • S Offline
                            STlNG
                            last edited by

                            I might have said this before. Subs can build underwater mexes and hydros.

                            1 Reply Last reply Reply Quote 0
                            • JipJ Offline
                              Jip @ThomasHiatt
                              last edited by

                              @thomashiatt said in WD #3 - Ridiculous Balance Ideas:

                              Make T1 mobile artillery not lead its target, so it will no longer be as effective against mobile units and would be primarily used against structures, as it should be.

                              Would also fix issues with them not firing in some occasions 🙂 , but got rejected by the balance team.

                              A work of art is never finished, merely abandoned

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                              • T Offline
                                Tagada Balance Team
                                last edited by

                                Will discuss it again in the next meeting

                                1 Reply Last reply Reply Quote 0
                                • arma473A Offline
                                  arma473
                                  last edited by

                                  Please don't force us to manually target ground fire for light arty to make them effective against units. Light artillery is not supposed to automatically miss anything moving.

                                  Select 6 light arty, give ground fire order, press shift-g to split attack, then click and drag the 6 targets to spread them out . . . and keep moving them around as the fight is happening -- no thanks!

                                  1 Reply Last reply Reply Quote 1
                                  • ZeldafanboyZ Offline
                                    Zeldafanboy
                                    last edited by

                                    Might as well delete Medusa from the game if T1 arty can't hit units

                                    put the xbox units in the game pls u_u

                                    1 Reply Last reply Reply Quote 2
                                    • FtXCommandoF Offline
                                      FtXCommando
                                      last edited by

                                      How is that possibly up for discussion lol, might as well as remove groundfire so you don’t get pds abusing range, strats abusing aoe, or battleships abusing aoe.

                                      Not using units the way they should be, or figuring out ways to make that work, is a decent bit of the fun in the game.

                                      1 Reply Last reply Reply Quote 0
                                      • TheVVheelboyT Online
                                        TheVVheelboy
                                        last edited by

                                        Another buff to the aeon faction and disastrous blow to cybran ( `_ゝ´)

                                        1 Reply Last reply Reply Quote 0
                                        • S Offline
                                          STlNG
                                          last edited by

                                          Monkeylord gets egg drop as well. But instead of stopping to build a unit of choice, it automatically drops a Fire Beetle every
                                          7.7 seconds if there is an enemy unit within maser range. The Fire Beetle is assigned the same target as the ML by default.

                                          1 Reply Last reply Reply Quote 2
                                          • CaliberC Offline
                                            Caliber
                                            last edited by

                                            ASF also have air to ground fire.

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