FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade)

    Scheduled Pinned Locked Moved Balance Discussion
    119 Posts 32 Posters 14.3k Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • Sylph_S
      Sylph_ @veteranashe
      last edited by

      @veteranashe As I understand it, defending turtle strategies was the reason FaF nerfed mobile shields so heavily.

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

        No, mobile shields were nerfed because they make a push impossible to break.

        ComradeStrykerC Sylph_S 2 Replies Last reply Reply Quote 0
        • ComradeStrykerC
          ComradeStryker @FtXCommando
          last edited by ComradeStryker

          Speaking of shields; And since this is the Billy thread...

          What if a Billy projectile was able to go through shields without collision?
          A counterbalance could be that it'll lose 1HP per shield that it goes through or deal less damage, but this way, Mobile 3 or 4 shields do not completely absorb the blast.

          Reimplement the 'Return to sender' for Loyalists since they don't have mobile shields.

          Still, it would be risky to throw a Billy at armies that are heavily shielded,
          But would give more wiggle room to be able to use the upgrade.


          ~ Stryker

          ( ͡° ͜ʖ ͡°)

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

            more exceptions = bad game design

            also just not needed because billy isn't bad so why would it get a buff

            1 Reply Last reply Reply Quote 0
            • Sylph_S
              Sylph_ @FtXCommando
              last edited by

              @ftxcommando Oh, wow!
              So the reason for the changes to shields all that time ago was that AGGRESSION was too strong back then?
              (And, thus, the FaF nerf to shields was designed to help defensive / turtling play become strong? yes?)

              That's a massive lesson for me... I thought it was the exact opposite!

              Ok, so do people generally, currently, feel that attacking is currently (July 2023) too strong?
              I got the impression that people felt that turtling was too strong at the moment.

              Because it seems that, if attacking is too strong, the FaF 50% penalty to overlapping mobile shields is a great thing.
              But if defense is too strong, then the FaF 50% penalty to overlapping shields should be reduced.
              (I honestly aren't skilled enough to venture a guess either way)

              I'm sorry for asking for this clarification, @FtXCommando : (I have read old threads as much as I can, I promise...) -
              Is attacking currently considered better than turtling?
              Or is turtling considered better?
              Or is it considered balanced (outside of aforementioned UEF problems with artillery bases and Cybran needing absolvers to beat shields)

              Sladow-NoobS 1 Reply Last reply Reply Quote 0
              • FtXCommandoF
                FtXCommando
                last edited by

                It's not about attacks being too strong, it's about a specific type of attack being too strong. It's cancerous to, for example, have to deal with 3 UEF battlecruisers under 25 bulwarks that you will never be able to touch or deal with. The gameplay isn't fun for anybody. You just keep stacking infinite HP in 1 spot, no micro, no consideration about unit mix, no interaction.

                1 Reply Last reply Reply Quote 0
                • Sladow-NoobS
                  Sladow-Noob @Sylph_
                  last edited by Sladow-Noob

                  @sylph_ said in The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade):

                  Is attacking currently considered better than turtling?
                  Or is turtling considered better?
                  Or is it considered balanced (outside of aforementioned UEF problems with artillery bases and Cybran needing absolvers to beat shields)

                  I'm honest, I didn't read anything you wrote before and just stumbled across this take randomly. So if it's in a larger context, feel free to just ignore my message. If It's a general question, then I want to give at least my PoV to that topic.

                  The question is pretty much yes and no.
                  You have do differentiate first what gamemode you're referring to. 1v1? 3v3? 7v7?
                  I want to take Illshis (T2 Sera bots) as an example. They're expensive but strong. They rape most other units and can deal brutal damage. However since they cost so much, they have one problem such as every other expensive unit. An ACU fucks them because one Overcharge kills them easily.
                  And here it's important what we are talking about. In 1v1 they're strong. Because they just run around the ACU and fight other units, being worth the so called "T 2.5 unit" they are. However if we talk about a 6v6, then you can't run around an ACU. Cuz what happens? You stumble in another ACU. That's the reason you will literally only see 1-3 illshis in a large teamgame on the field. In total. And because of these type of things it's hard to say it in general.

                  Play a lot of teamgames and defensive, eco-heavy play is going to be more rewarding.
                  Play 1v1-3v3 and you'll find yourself spamming intis til minute 20 while not even thinking about upgrading a mex to T3.

                  That's also the reason why ppl saying "turtling is so OP in rating range X-Y" are basically clowns. Cuz the only reason to reward aggression even more in teamgames is to nerf the ACU. Which already happened quite a bit in the past, but you'd need to nerf it way more. Like SupCom2 ACU where you run away from 5 tanks cuz otherwise you're dead.

                  The following is honestly only my opinion:
                  <1000: figure out the basics of the game, usually ends in turtle-battles cuz they suicide a lot of stuff into firebases
                  1000-1500: Monkey spam with no / barely eco = pog OR purely ecoing with basically no units
                  1500-2000: Figure out how to balance spam+eco'ing so you have both units and eco
                  2000+: Learn the details. Perfection about unit micro, usage, eco'ing etc.
                  what I mean is that you also need to include what rating range you're talking about. Tbh.. Now after reading it, this paragraph is a bit out of context, but ig I'll just leave it here regardless?


                  If you want, I can offer you to talk about this sort of thing in VC someday.

                  Inactive.

                  Sylph_S 1 Reply Last reply Reply Quote 1
                  • Sylph_S
                    Sylph_ @Sladow-Noob
                    last edited by

                    @sladow-noob said in The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade):

                    usually ends in turtle-battles cuz they suicide a lot of stuff into firebases

                    I'm totally low rating!
                    I'm enjoying understanding the nuances of the current game a little better, and appreciate these topics.

                    FWIW, I usually play 1v1 games, but I try to get an understanding of team-game balance, ready for when I start daring to inflict myself on others more regularly!

                    1 Reply Last reply Reply Quote 0
                    • waffelzNoobW
                      waffelzNoob @Lunyshko
                      last edited by

                      @lunyshko cyb nano was nerfed, and the +20h/s regen on stealth was removed, so cybran acu seems pretty balanced to me now

                      frick snoops!

                      LunyshkoL 1 Reply Last reply Reply Quote 0
                      • LunyshkoL
                        Lunyshko @waffelzNoob
                        last edited by

                        @waffelznoob doesnt change the point.

                        "Good luck and a safe landing commanders!"

                        1 Reply Last reply Reply Quote 0
                        • waffelzNoobW
                          waffelzNoob
                          last edited by

                          the acu is very much killable now

                          frick snoops!

                          1 Reply Last reply Reply Quote 0
                          • Accidental_AeonA
                            Accidental_Aeon
                            last edited by

                            In my opinion the 1000-1600 rating is where the most aggression occurs and where aggression is the most successful. These players have enough game knowledge and eco skills to preform an impressive rush but do not have the necessary scouting skills to spot and counter a rush.

                            <1000: Learning to get reclaim and acu micro
                            1000-1200: learning and perfecting one specific rush
                            1000-1600: Learning to make air factories early and improving scouting; using target priority mod
                            1300-1600: learning how to click trees and manual reclaim
                            1600+: pausing shields, radars, sonar, etc to avoid power stall; targeting scout planes
                            2000+: Niche micro tactics: strat bomber micro; paragon micro; awassha micro; etc.

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

                              Bro I don't do half of that stuff

                              1 Reply Last reply Reply Quote 0
                              • TheWeakieT
                                TheWeakie
                                last edited by

                                Nice to see my good friend the paragon micro in the same sentence as strat and ahwassa micro

                                1 Reply Last reply Reply Quote 3
                                • Accidental_AeonA
                                  Accidental_Aeon
                                  last edited by

                                  You would be surprised how many 1900s can't spend everything the paragon produces.

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

                                    @accidental_aeon said in The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade):

                                    You would be surprised how many 1900s can't spend everything the paragon produces.

                                    I'd be surprised if it were possible to spend 10,000 mass a second in a normal, average match.

                                    ( ͡° ͜ʖ ͡°)

                                    bakiB 1 Reply Last reply Reply Quote 0
                                    • bakiB
                                      baki @ComradeStryker
                                      last edited by baki

                                      @comradestryker Yes i actually need 10,000 mass a second in every game for my 3333 mantis maker factories.

                                      1 Reply Last reply Reply Quote 0
                                      • veteranasheV
                                        veteranashe
                                        last edited by

                                        10k a tick, 10 ticks a second

                                        1 Reply Last reply Reply Quote 0
                                        • BlackYpsB
                                          BlackYps
                                          last edited by

                                          10k a second. Just because Gyle says mass income per tick every time doesn't make it less wrong

                                          1 Reply Last reply Reply Quote 1
                                          • veteranasheV
                                            veteranashe
                                            last edited by

                                            You sure? If para is 10k a second that means it's only 1k a tick and most players can already manage that easy, they probably have that in evo before starting a para.

                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post