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

    Scheduled Pinned Locked Moved Balance Discussion
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    • B
      Blodir
      last edited by Blodir

      In order to satisfy moderation:

      Some Sort of Ethos: I've played the game since 2013 and been one of the top rated players ever since. Yay!
      Identify a Problem: SAMs disproportionally strong vs air to ground compared to ASF. SAMs make air outside of exps almost completely useless, but it's difficult to nerf them since they are already so weak vs ASF.
      Showcase the Problem: Pick an abitrary teamgame of length >30min
      Find a Solution: Make SAMs weaker vs gunships and strats, but stronger vs ASF
      Justify the Solution: SAMs can be nerfed now and you can do more stuff with air to ground as a consequence

      E 1 Reply Last reply Reply Quote 1
      • JipJ
        Jip
        last edited by

        How do you propose to communicate it to the user?

        A work of art is never finished, merely abandoned

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        • B
          Blodir @Jip
          last edited by

          @jip said in Make SAMs weaker vs gunships and strats, but stronger vs ASF:

          How do you propose to communicate it to the user?

          I don't mean armor types or anything like that, there are many ways to go about this change. For example make SAM fire individual shots with higher rate of fire so it doesn't kill ASF as much.

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          • B
            Blodir
            last edited by

            It takes some research to figure out the best approach and the best values of course, this is just a direction

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            • JipJ
              Jip
              last edited by

              One idea could be to allow sams (either from t3 sam sites or from say a cruiser) to retarget. That would make them stronger against units with low hit points, such as ASF. It would have less of an effect on strategic bombers or gunships as it requires more salvo's to destroy the unit.

              We experimented with this using submarines:

              • https://github.com/FAForever/fa/pull/4094

              There is sadly no video, but it did make the game feel a lot more coherent. Now torpedoes (or sams) are just destroyed when they lose their target.

              A work of art is never finished, merely abandoned

              1 Reply Last reply Reply Quote 6
              • FtXCommandoF
                FtXCommando
                last edited by

                That sounds like make them better against asf but the same against strats/gunships rather than better against asf and weaker against strats/gunships.

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                • SpikeyNoobS
                  SpikeyNoob Global Moderator
                  last edited by

                  A stat nerf along with it could fix that.

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                  • ZeldafanboyZ
                    Zeldafanboy
                    last edited by

                    Why not just nerf ASF HP slightly too? Do they really need to have such high HP to mass ratios?

                    put the xbox units in the game pls u_u

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                    • DeribusD
                      Deribus Global Moderator
                      last edited by

                      @Blodir Please edit your opening post to abide by the Balance Thread Guidelines

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                      • E
                        Exselsior
                        last edited by

                        Nerf asf hp and damage proportionally so they feel the same in air fights + the sam retarget change accomplishes this and sounds interesting

                        B 1 Reply Last reply Reply Quote 2
                        • B
                          Blodir @Exselsior
                          last edited by

                          @exselsior said in Make SAMs weaker vs gunships and strats, but stronger vs ASF:

                          Nerf asf hp and damage proportionally so they feel the same in air fights + the sam retarget change accomplishes this and sounds interesting

                          I'd also probably look at movement speed. It would be interesting if air players in teamgames had to multitask rather than moving their asf in a big blob, and it would create opportunities for aggression even when it's not clear who is ahead in air.

                          ZeldafanboyZ 1 Reply Last reply Reply Quote 0
                          • ZeldafanboyZ
                            Zeldafanboy @Blodir
                            last edited by

                            @blodir

                            Moving your ASF in a big blob will always be optimal even if their speed was low, this will just make the unit feel worse to use

                            put the xbox units in the game pls u_u

                            B 1 Reply Last reply Reply Quote 0
                            • B
                              Blodir @Zeldafanboy
                              last edited by Blodir

                              @zeldafanboy said in Make SAMs weaker vs gunships and strats, but stronger vs ASF:

                              @blodir

                              Moving your ASF in a big blob will always be optimal even if their speed was low, this will just make the unit feel worse to use

                              Moving any army in a big blob will always be optimal (at least if you ignore unit ranges or collisions). Movement speed is a big thing in forcing players to split their armies since they can't protect every vulnerable location at the same time.

                              Technically you can still force splits with several aggressive units in different locations on the map, but there's a combination of multiple variables that makes it very easy to respond with air regardless of positioning:

                              • any air usage that is not a snipe taking a relatively large amount of time to do enough damage to justify its cost
                              • asf killing anything that flies extremely fast
                              • asf movement speed
                              • there are usually not that many vulnerable targets on the map

                              Roughly the first three amount to the following equation for the payoff time of an aggressive play (eg gunships killing mexes)

                              payoff = value/sec * (asf distance * asf movement speed + hp / asf dps) - cost
                              

                              If there's no more than 1 opportunity for positive payoff at the map at any given time, then there are no opportunities for multitasking.

                              ZeldafanboyZ 1 Reply Last reply Reply Quote 1
                              • B
                                Blodir @Deribus
                                last edited by

                                @deribus said in Make SAMs weaker vs gunships and strats, but stronger vs ASF:

                                @Blodir Please edit your opening post to abide by the Balance Thread Guidelines

                                This is really offtopic, but I have to say that enforcing rules like that is a good way to make sure nobody ever makes threads or says anything regardless of how high value it might be simply because of the added mental overhead of constructing a satisfactory thread format.

                                B FtXCommandoF 2 Replies Last reply Reply Quote 5
                                • B
                                  Blodir @Blodir
                                  last edited by

                                  This post is deleted!
                                  1 Reply Last reply Reply Quote 0
                                  • JipJ
                                    Jip
                                    last edited by Jip

                                    Another 'natural' approach to prevent a single large blob is by making it unwieldy by making the formation larger:

                                    • https://github.com/FAForever/fa/pull/3892

                                    At the moment we have u (footprint of 2), but if you turn it to c (footprint of 3) a large cloud of ASFs become very unwieldy. Players that split them up would be in an advantage

                                    0d45a4f9-34bc-4f01-be6d-2050ac60f828-image.png

                                    A work of art is never finished, merely abandoned

                                    B arma473A 2 Replies Last reply Reply Quote 0
                                    • FtXCommandoF
                                      FtXCommando @Blodir
                                      last edited by

                                      @blodir said in Make SAMs weaker vs gunships and strats, but stronger vs ASF:

                                      @deribus said in Make SAMs weaker vs gunships and strats, but stronger vs ASF:

                                      @Blodir Please edit your opening post to abide by the Balance Thread Guidelines

                                      This is really offtopic, but I have to say that enforcing rules like that is a good way to make sure nobody ever makes threads or says anything regardless of how high value it might be simply because of the added mental overhead of constructing a satisfactory thread format.

                                      You basically had all the stuff you would have had in the OP (why do it, some gauge of a change regardless of how theoretical, intended result) in your responses in the thread here.

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                                      • B
                                        Blodir @Jip
                                        last edited by Blodir

                                        @jip said in Make SAMs weaker vs gunships and strats, but stronger vs ASF:

                                        Another 'natural' approach to prevent a single large blob is by making it unwieldy by making the formation larger:

                                        • https://github.com/FAForever/fa/pull/3892

                                        At the moment we have u (footprint of 2), but if you turn it to c (footprint of 3) a large cloud of ASFs become very unwieldy. Players that split them up would be in an advantage

                                        I think most likely expanding the flock area would only reduce the impact of micro rather than discourage blobbing (people would "stop move micro" instead of old fashioned (skillful) micro)

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                                        • TheWeakieT
                                          TheWeakie
                                          last edited by TheWeakie

                                          Some side effects of something like chsnging asf dmg/hp and sam dmg like suggested:

                                          • restorers are now way better vs air
                                          • janus spam will be dominant for longer
                                          • cruisers will be a lot stronger vs air
                                          • way harder to snipe a protected air t4 aftet you lost air
                                          • strat rushes are even stronger than right now

                                          Im not saying these are necessarily bad changes, but try to keep in mind the side effects of changing a single unit where a lot of other units are balanced around.

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                                          • E
                                            Exselsior
                                            last edited by

                                            Yeah I was about to say something to that effect, restorers and czar in particular might need small aa dps nerf here. It makes t2 air a bit more dominant but maybe that's not a bad thing, lots of people don't realize how strong it is now maybe it would highlight that more and allow a bit longer of a t2 air stage. Cruisers being stronger vs asf is probably fine, but not sure. I think nerfing speed as well is too much though, it's too much of a buff to bombers and drops.

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