WD #3 - Ridiculous Balance Ideas
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Serious Balance: The Pillar tank was mildy nerfed a year or so back. I feel it really took the 'punch' out of the mid game UEF, especially it's ability to simply punch through any fire-bases (opposed to other factions methods of bypassing, harassing, or outraging them). It also makes the UEF inherently more turtl-ey and less 'on the offensive' (spend less time on T2, rush T3, etc). This makes it in many situations the weakest faction to field as it becomes inherently reactive and not maintaining a presence through the push. FAF really wakes up at T2, no reason to incentive-ize the T3 rush any further.
Fun Change: Cybran ACU, Right Arm 3rd Option - Speed increase, say 0.1 or 0.25 increase in walking speeds. Cybran ACU often lacks fighting or staying power, and is set up to be a little troll or gremlin. While Stealth and Gun or T2 can make it sneaky at plopping down turrets, or cloaking with the Laser, a fun mid-game solution would be the Gun or T2 suite + Stealth + Speed increase. Let the ACE quickly move around / sneak around taking potshots or building things, giving it a high-risk high reward set for mid-game to complement the high-risk high reward nature of the late game laser upgrade.
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Give the fatboy a billy nuke and 500 buildpower.
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- Make MMLs lead moving targets.
- Give missile cruisers and nuke subs tracking missiles (this was actually in vanilla supcom).
- Allow Hoplites to fire at gunships and transports again (another vanilla supcom feature removed for FA).
- Give UEF the missile launcher Titan from the supcom beta.
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Portal: the structure that make portal to any point of map - allow to teleport some mass (t1-t3 units) and return it. Cybrans can make hidden portals.
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Give mexes 5x adjacency bonus; just mexes, not fabs, pgens, storages etc.
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Give Aeon ACU Nano-Repair on the right arm, and Double Chrono upgrade.
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What if you add unit upgrades to its respective HQ? For exsample UEF land HQ could have an upgrade pressureproof shields, that would allow for Titans to walk underwater. Could spice up naval maps with it.
Or some upgrade that will allow idle transports to be able to build stuff like flying engies. Things along that line that give you more strategic options and flexibility with your units, so you can be creative how you play. They should be quite pricey if you want to invest in it, but same goes for your Commander upgrades.
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Move Cybran ACU T2 Suite to Back, and Resource Allocation to Right Arm
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RAS SCU's cant move, shoot or build while producing mass / energy (some kind of button to toggle)
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The Brick is solid armor. 2x HP slower 1/2 DPS. I mean, it makes sense for a brick.
Frigates can carry troops in amphibious assaults. (Beach invasions) Makes an entirely new use of submarines and the oceans. Cybran frigate may be able to hide the units inside from radar (muahah).
T2 Railed artillery that can move on a rail. It makes the game more immersive.
Other factions get landmines because Cybran has the bomb beetle. All factions could have naval mines too.
Some units can have turrets that are gyroscopic meaning the turret isnt moving with the body so you can micro better. It's a lot like having an aurora on top of a striker. This would help this big heavy units a lot such as an army of percivals or a monkeylord.
A game option called, "Support Acu AI" . Once your support commander arrives it will have a separate economy. It will try to help you and you can give or take from it or even give each one a small property. The AIs will be very generous and compliant following your strategic moves and giving you gifts of resources or building positive income mass fabrication farms. They can poke at the enemies for you or save you if you are getting close to death by offering a t2 air transporter. -
- Remove Mass Storage from the game & add small amounts of storage to most units like mass extractors & factories.
- Make Hover Units move slower on land and make them faster on water.
- Make T3 Artillery more Tactical so it's not the absolute strategy on 20x20 Late Game
- Make Shared Army the standard for every game, 1 Commander everyone else is support commanders
- Remove Reclaim
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Not really balance, just weird ideas.
Cybran shields block other players' vision of shielded area unless other player has unit within shielded area.
UEF T3 "hypersonic" tac missile. 2x range, 2x speed, requires two hits from TMD to defeat.
Aeon ACU advanced sensor upgrade gives mini eye of Rhianne style quantum optics.
Seraphim sniper bots can target air units.
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Revive mode. Quantum gateway can rebuild a defeated teammate's ACU.
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Make very unit able to shoot to ground/air from Transports (Percival Ghettos incoming)
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T1 ACU can build T1 radar.
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Give T2/T3 Navy the ability to transport/build engies.
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Or Navy transports, like someone else suggested in the Suggestion thread.
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Rename the wailer to whaler. It gets harpoons to drag off sub's to your factory for reclaim.
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Chrono can stun air units again