Problem with repairing and advertising buildings.
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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.
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Is that more likely the case since no one has come across it yet?
It's a good suggestion, then.
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@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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MODS? MODS?! THIS MAN JUST ABANDONDED A GAME WITHOUT A PROPER REASON!
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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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@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.
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Renovation or repair is also complicated, but usually no more expensive than building a new house.
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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 ^^
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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) -
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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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 -
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
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