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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Problem with repairing and advertising buildings.

    Scheduled Pinned Locked Moved Balance Discussion
    10 Posts 6 Posters 250 Views 1 Watching
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    • xxx_LenKing_xxxX Offline
      xxx_LenKing_xxx
      last edited by

      WHY do the same number of engineers advertise a building FASTER than they repair it? Balance issues. And yet, the enemy spends NOTHING to dismantle it, while I spend resources trying to repair the factory, not 25 percent, like in normal strategy games, but 75 percent of the construction cost. CRAP. Make the advertising time longer, and repairs faster or cheaper. Again, it's utter nonsense that everyone is still happy with this, or that no one is doing anything about it.

      1 Reply Last reply Reply Quote 0
      • SaverS Offline
        Saver
        last edited by

        Is that more likely the case since no one has come across it yet?

        It's a good suggestion, then.

        auch mal fünf gerade sein lassen

        xxx_LenKing_xxxX 1 Reply Last reply Reply Quote 0
        • xxx_LenKing_xxxX Offline
          xxx_LenKing_xxx @Saver
          last edited by

          @Saver it hapens to often when transport drop engies on ur naval fac and just reclaim it, and i have 4v4 engies dont even close to repair it , he just take it for free https://youtu.be/q8etQDtrVug?t=4779 LOOK

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          • E33144211332424E Offline
            E33144211332424
            last edited by E33144211332424

            MODS? MODS?! THIS MAN JUST ABANDONDED A GAME WITHOUT A PROPER REASON!

            1 Reply Last reply Reply Quote -1
            • E33144211332424E Offline
              E33144211332424
              last edited by

              On a more serious note, is this even that bad balance wise? Promotes more aggressive approach to engie drops than PD spamming/proxy fac building.

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              • SaverS Offline
                Saver
                last edited by

                @lenkin Thank you for your video. I really did misunderstand your post.

                From my perspective, however, this is by no means a mistake or a balance issue.
                To give you a comparison, let's consider building a house.

                • A new build is very expensive and takes time.

                • Renovation or repair is also complicated, but usually no more expensive than building a new house.

                • Demolition, on the other hand, is quick and easy.

                Especially in your case, it's a risk for both players.

                Your opponent threw a transporter with engineers into the mix.

                So,

                • T1 Transport - 120M + 4 T1 Engineers - 52M = 328 mass

                against

                • T1 Naval Factory = 300 mass

                Viewed from that perspective, it seems fair.

                Although the naval factory had an advantage that unfortunately wasn't recognized in the heat of the moment.

                The M28 also uses this function as an attack via engineers against other enemies ^^

                auch mal fünf gerade sein lassen

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                • N Online
                  Nuggets FAF Association Board
                  last edited by

                  In the video the factory could have also been captured btw. Not to mention the 4 engies could have gone towards the enemy engies to counter-reclaim.
                  Buffing repair or nerfing "advertising" would just make static things better, which makes aggression worse and often not viable anymore (generally speaking)

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                  • FtXCommandoF Offline
                    FtXCommando
                    last edited by

                    This is because reclaim is total energy/bt and repair is based on buildtime instead. If the building is super low in energy, then the bp of an engie is more efficient at reclaiming than it is at building it. The inverse would also be true.

                    No this can’t be changed, it’s engine behavior.

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                    • N Offline
                      Nomander Balance Team
                      last edited by Nomander

                      Reclaim costs/time can be adjusted in lua: https://github.com/FAForever/fa/blob/8434c72a3199f4d91da8635e07076e03b8b76022/lua/sim/Unit.lua#L4009
                      Repair cost too: https://github.com/FAForever/fa/blob/8434c72a3199f4d91da8635e07076e03b8b76022/lua/sim/Unit.lua#L1199

                      1 Reply Last reply Reply Quote 2
                      • FtXCommandoF Offline
                        FtXCommando
                        last edited by

                        https://forum.faforever.com/topic/3506/why-does-reclaiming-a-building-not-use-the-same-logic-as-building-a-building/5

                        I based it on this old thread. Well if it could then I don’t really see why it wouldn’t be adjusted, makes no sense for reclaim to work differently than building

                        1 Reply Last reply Reply Quote 1

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