The Titan and Loayalist problem


@FtXCommando said in The Titan and Loayalist problem:

Thing is, t3 stage has an answer to brutal mainline tank spam in the form of mobile arty and snipers. This doesn’t really exist at t2 stage so it’s t2 that’s the less dynamic “make tank and walk forward” sort of gameplay.

But snipers and arties fulfil a very different role. They should support the formation from afar, not make the bulk of it


Thats actually a better example: percies and bricks should support titans and loyas the same way sniper bots support othuum and harbs, but instead of doing it form far away, they provide overwhelming firepower up close


If you make titan/percy and loya/brick have that dynamic there is no real discernible difference between how any of the factions play late game.

UEF/Cyb have the advantage early on with quick raiding units that can be difficult to catch

Once the map gets more closed up these units get outdated and Aeon/Sera have the advantage with their tank

Now UEF/Cyb have to regain the advantage through percy/brick

Which causes Sera/Aeon to go maximum sniper

Which ends the arms race of maximum punch direct fire and takes you into:

  1. spamming t1 arty
  2. spamming titan/loya again
  3. spamming indirect fire
  4. getting something like a fatboy, mega, or a firebase up

Your efficiency in these transitions and your ability to parry enemy proactive periods is what determines if you’re better.

If all these factions have the same dynamic, it greatly simplifies the t3 stage dynamic that currently exists.


Thats true, but the fact remains that titans and loyas are much less used tham harbs and othuums. And snipers never really replace harbs and siege tanks, they are still used later because theyre the only massed t3 firepower that Aeon and Sera get, unlike UEF and Cybran. The problem is that titan and loya get replaced fairly quickly, and after that stop being useful, unlike their factional counterparts


It’s a bit of a dilema I guess


You can try checking out how navy balance operates if you’re interested in a unit mix type of gameplay. Land and air both kind of operate with maximizing a singular unit (with air being a more extreme version) while navy has all 3 unit tiers viable throughout the game. Granted that’s only really true because frigates are busted and a lot of navy unit mix is “how can I do free damage/win reclaim but also not die to a flood of frigates”

Applying that to land is a bit more difficult because navy combat is much more slow and methodical.


But why a buff would be needed ?
If you like them, just play maps and gamemods where they are good, and build them. There is nothing stopping you to play them and ignore percies/bricks. And watch replays where they are made, like 1v1 on kusoge or other big and open maps instead of gyle casting 6v6 where people only know to spam 1 unit.

The risk of buffing them is that you might make them absurdly good : you can see in my little replay that they already trade cost efficiently ... if they are made even better people will just ignore brick and percies, complaining we've made titans/loya OP, and then it's going to the other way around.

So if they are cost efficient and you like them, just play them 😄


@Auricocorico said in The Titan and Loayalist problem:

But why a buff would be needed ?
If you like them, just play maps and gamemods where they are good, and build them. There is nothing stopping you to play them and ignore percies/bricks. And watch replays where they are made, like 1v1 on kusoge or other big and open maps instead of gyle casting 6v6 where people only know to spam 1 unit.

Yeah, i guess at the end it boils down to how the comunity plays, and how the game itself was made really. Like Commando said, air and land were built on maximizing use of a single unit instead of using all in unison, and trying to change that would just end up in trouble. And when most people play on maps where their role isnt needed/doesnt perform well, its no wonder you dont see them that often (which is something i never really realized, but i actually explains a lot about FAF really). I just find it a damm shame but a the end i guess i cant do much about it --_-/-. Well, if theyre not weak like i though they were, and they can actually be used in the right maps, i think im going to take your advice and try using them more often and stop playing only Dual Gap and Setons.

But anyway, thanks for clearing up guys! 🙂


@soulgamer31br said in The Titan and Loayalist problem:

Something that i noticed after playing for quite some time(and after watching a ton of gyle casts) is that the Titan and the Loyalist, two of the coollest units in the game, are unfornately both underused and underpowered. From my experience, the only enviroment in which these bot are actually good is when theyre pitted against either t2 or t1 units or other t3 siege assault bots, but against anything else theyre just outmatched, or are the worst option, specifically because of the Heavy Assault Bots(Brick and Percival). The way i see it, the big problem is that the HAB's are just too much better than the SAB's in pretty much every situation, something which is specially true with the Brick and the Loaylist, with the brick being the absolute powerhouse that it is(the Titan is also pretty weak itself, which just aggravates things when you factor how good the Percival is). Now, im not a pro, not even what you'd call a good player(my elo is below 1000), so im in no way qualified to propose balance changes, specially when it comes to specific numbers. However, i do think there are ways of making the SAB's more powerful without messing much beloved HAB's (although i do think the Brick and the Percival have to be nerfed/tweaked in some way to make the other bots more viable), so IMO what could be done to fix them would be:

*Buff the Titan so its more powerful(probably increase its damage, but maybe also making its shield stronger would be good as well)
*Nerf the Percival in a way that it needs the Titan as a escort of sorts (maybe reduce its firerate so its more vulnerable to massed units)
*Buff/change the Loaylist in a way that it remains use in the Brick/experimental phase without just serving as a living EMP bomb(expanding on the Loaylists EMP capabilities is something that goes to mind, maybe make it so it has a weapon that stuns? Implementing some manner of stealth could also be very useful, maybe make it more of a hit and run bot with personal stealth), something that makes it worthwhile to have loaylists escorting your Bricks

In general, i think the SAB's should be ajusted so they can work together with the HAB's in some meaningful way instead of being quickly phased out for or just skipped altogether. They are too cool to be so weak and underused as they are in the current meta. What do you guys think?

I once sugested to bring back the rocket pod on the Titan as seen in the E3 trailer of vanilla SupCom. Would give it a bit more punch.

Check out my maps here:

Madness 1 - 9


I thought about that too, but it would either make it too powerful against bases and stuff or kind of mess up with its behavior if it was firing tac missiles. Although depending on how powerful the rocket is it could make a difference without being too op, I guess