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    Scouts and labs should not break tree groups

    Scheduled Pinned Locked Moved Balance Discussion
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    • SkratS Offline
      Skrat
      last edited by

      I don't think that's needed. Using these units specifically to destroy groups of trees is relevant only on 1 map. In other cases, take into account that labs and scouts in factions are very different (aeon and seraphim for example). Player 1 (aeon) builds labs and does not break the forest on his half of the map. Player 2 (seraphim) builds tanks and breaks the forest on his side.

      Sorry for my English. I use translator

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      • B Offline
        Blade_Walker
        last edited by Blade_Walker

        I think for Setons reducing the on-water speed of the spirit would go a long way to allowing time for the other team to destroy it before it gets into all the forestry.

        Any non-sera can put a lab in a transport to do so.

        Otherwise you can get situation like above where player spamming flares keeps their tree groups intact and the player making tanks breaks theirs.

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        • CheeseBerryC Offline
          CheeseBerry
          last edited by

          Arguing about the balance of units/mechanics on only a single map is pretty irrelevant imo.

          Still, breaking trees in the early game is just an unintuitive feel bad mechanic all around, so why keep it?

          1 Reply Last reply Reply Quote 2
          • U Offline
            Unknow
            last edited by

            Well it is a thing in the game maybe it is bad but if it is removed is make the game more linear less interesting

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

              @unknow

              It’s just an aesthetic thing honestly. Maybe breaking tree groups should still happen but allow the engineer to still suck up the whole group at once, fallen trees and all

              put the xbox units in the game pls u_u

              U 1 Reply Last reply Reply Quote 0
              • U Offline
                Unknow @Zeldafanboy
                last edited by

                @zeldafanboy Def not only aesthetic when u see that on all maps with trees and +1800 players they all try to break opponennts trees (last setons tourney, watch nexus vs petric on LOTS https://www.youtube.com/watch?v=GjX79ZgVd0Y)

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                • S Offline
                  StormLantern Team Lead
                  last edited by

                  Recently there has been a suggestion to perhaps make the center of tree groups visible when you are in reclaim mode (CTRL-Shift). A problem with this is, that it will make the trajectory of unscouted enemy labs visible to the player. See this discussion in Discord: https://discord.com/channels/197033481883222026/1190144799588745277

                  A possible solution is to make treegroups impervious to labs. It might even make sense considering the labs have "legs". But I'm not sure. What do others think?

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                  • ThomasHiattT Offline
                    ThomasHiatt
                    last edited by

                    Tree groups need to be visible on the reclaim overlay since they are important to reclaim on many maps. A more generalized solution that shows energy contents on the reclaim overlay instead of just mass would be preferable to showing some arbitrary dots. Though currently tree's are pretty much the only prop containing energy.

                    You can already determine the trajectory of units by noticing the trees falling over, or if the tree groups have enough mass they appear/disappear on the overlay already. You also already get free intel by seeing what bits of mass your opponent has reclaimed. 99.9% of people probably don't utilize this information, but weirdos like me and ZLO sometimes look at the falling trees to know there are labs coming, or to know precisely where to raid engineers that are reclaiming.

                    Having labs not break tree groups makes sense to me since they are tiny units and I don't think the deliberate breaking of tree groups is an important game mechanic anyway.

                    S 1 Reply Last reply Reply Quote 4
                    • S Offline
                      Sainse @ThomasHiatt
                      last edited by

                      @thomashiatt They are not tiny, selen is the same height as a tree, it's impossible for such a vehicle to not break trees on passage.

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                      • ZeldafanboyZ Offline
                        Zeldafanboy
                        last edited by

                        What if it’s made of a super advanced light material

                        put the xbox units in the game pls u_u

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                        • N Offline
                          Nuggets @Robustness
                          last edited by

                          @robustness said in Scouts and labs should not break tree groups:

                          [...] there is no such problem on the gap [...]

                          What more needs to be said?!
                          Jokes aside i think it will be a massive improvement if there was (1) for example a small yellow dot in the middle of tree groups (basically something you only see if you are looking for it) and if (2) tree groups do not get broken by small, fast, raiding units (labs, scouts)

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                          • S Offline
                            StormLantern Team Lead
                            last edited by

                            Alright, seems like there are relatively few objections to this. I've notified the people who might work on this to pay attention to this feedback.

                            1 Reply Last reply Reply Quote 1
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