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    WD #3 - Ridiculous Balance Ideas

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    • 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.

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                • 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.

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                    • 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

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                        • 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!

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                          • 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

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                            • 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.

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                              • TheVVheelboyT Offline
                                TheVVheelboy
                                last edited by

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

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                                • 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.

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                                  • CaliberC Offline
                                    Caliber
                                    last edited by

                                    ASF also have air to ground fire.

                                    1 Reply Last reply Reply Quote 1
                                    • Chenbro101C Offline
                                      Chenbro101 @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.

                                      I don't like the idea of its removal, but I would appreciate the option to turn it of for artillery units, especially t3 arty.

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                                      • DeribusD Offline
                                        Deribus Global Moderator
                                        last edited by

                                        So... like ground fire?

                                        ZLOZ Chenbro101C 2 Replies Last reply Reply Quote 0
                                        • ZLOZ Offline
                                          ZLO @Deribus
                                          last edited by

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

                                          So... like ground fire?

                                          like mmls

                                          TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

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                                          • I Offline
                                            itsame_GULMO
                                            last edited by

                                            removing torpedo from uef destro, and increasing aoe of one of the two guns, make it possible to kill subs with ground fire but not with its full dps, like one gun with 250 dps and small area, the other with 50 dps and bigger area. it would be still the worst destroyer vs subs but not hopeless ,and can punish lazy attack moves, if subs get clumped together

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