Talking about the Fatty
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Why not reduce its overall stats by about 10-15%?
This would include the Resource Costs, Shield HP, Base Unit HP, DPS, Build Times, and more.Granted, this won't directly fix its issue being that it doesn't quite have a firm role... but...
It could help ease it into a slightly better spot.
~ Stryker
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@fichom said in Talking about the Fatty:
If you want to explore the 'experimental' side of things as Jip was mentioning, maybe give the Fatboy 10 or so 'slots' where he can 'transport' (equip) units, which could still work when 'mounted'. Say it can equip 2 Parashields, 4 Mercies and 4 Cougars - then it becomes a mobile fortress equipped with additional shields, fire-power and very strong anti-air.
Allow static structures to be built on hardpoints, so you can build static flak, TML, T2 arty, T2 PD, or even Ravagers for the Fatboy
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@zeldafanboy said in Talking about the Fatty:
@fichom said in Talking about the Fatty:
If you want to explore the 'experimental' side of things as Jip was mentioning, maybe give the Fatboy 10 or so 'slots' where he can 'transport' (equip) units, which could still work when 'mounted'. Say it can equip 2 Parashields, 4 Mercies and 4 Cougars - then it becomes a mobile fortress equipped with additional shields, fire-power and very strong anti-air.
Allow static structures to be built on hardpoints, so you can build static flak, TML, T2 arty, T2 PD, or even Ravagers for the Fatboy
This was considered before fa came out, and the consensus was that it lowered the HP to kill the unit since you can take out hard points first to lower it's effectiveness.
I do like making the fatty a transport that units can fire from. Make it that the units can go underwater with them for an amphibious attack.
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@veteranashe said in Talking about the Fatty:
This was considered before fa came out, and the consensus was that it lowered the HP to kill the unit since you can take out hard points first to lower it's effectiveness.
Then give the fatboy one hardpoint that can accept one equivalent structure via an upgrade, meaning it wont have its own hp pool
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@fichom said in Talking about the Fatty:
What's more, I'd give it like 2 slots in the front, and 3 on each side. That way you don't get the benefits of all the units at once, unless they are support units (like shield or AA).
Ofc, I messed up my math, 2 + 3 + 3 = 10 in my brain somehow. I meant 4 front, 3 on each side, duh!
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Hello everyone I think the topic is great because I love Fatboy. The point about the slots sounds very interesting. Since I am unfortunately not a good player myself, I created a mod for the Fatboy, which received TMD and other weapon modes. If I have time again I would try to implement the suggestion to see how it works. However, the balance part is and remains very demanding. I wish the balance team every success sy for my bad english
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@xayo you forget snipers. Percies arent relevant to 2/4 factions even before T4
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@saver Hi, I have been playing with your mods, specially the new fatboy. I was wondering, would it be possible to give him back the napalm launcher weapon on his back ? Maybe as an enhancement ? As the model looks weird with the missile launcher on top and no missile weapon whatsoever. Thanks.
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@krapougnak Hi, so yes I could. However, I don't want to let the units become too strong. They are not intended to destroy the normal game, but rather to add variety and complement it. I also gave the UEF a mech that can form a good front in combination with the Fatboy.
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OK I understand. But maybe as an enhancement with adequate costs that would give the Fatboy another wepon option. Otherwise just modify the model and get rid of the napalm turret because just now it looks weird, a weapon turret without any weapon on it.
Also, fantastic job on the Atlantis and very nice model for the Enforcer.
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@krapougnak THX