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FAF has become insanely slow, turtly and boring.

Scheduled Pinned Locked Moved Balance Discussion
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  • F Offline
    FtXCommando
    last edited by 18 Oct 2020, 22:28

    canis hilly open maps nice meme

    game has never been healthier, both in player metrics and in balance

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    • P Offline
      Po3try
      last edited by 19 Oct 2020, 01:28

      Maybe you can give me a real reply FtXCommando?

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      • F Offline
        FtXCommando
        last edited by FtXCommando 19 Oct 2020, 03:28

        your post is a bunch of whinging saying the game is dying because t3 is no longer broken and you cant hide shit eco management by dumping 600 mass per second into t4 with 8 t3 engies; im telling you it had no impact on high level games or faf playerbase in general

        next

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        • F Offline
          FunkOff
          last edited by 23 Oct 2020, 23:20

          Canis is a classic turtle map (4v4 and higher versions) because all same team spawns are close together but opposite teams are far apart.

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          • M Offline
            moses_the_red
            last edited by moses_the_red 24 Oct 2020, 02:00

            I think you'll enjoy this post: https://forum.faforever.com/topic/171/i-think-the-relationship-between-t3-land-and-experimentals-should-be-re-examined/5

            Which says a lot of the same things you're saying.

            T3 land is suffering against assault experimental unless you're UEF. Experimental units are no longer surprise assault units. For many factions there's little reason to invest heavily in late game T3 production when you can just go T4.

            Anyway, they're working on SCU changes that might go a long way towards fixing the problem...

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            • P Offline
              Psions Banned
              last edited by Psions 26 Nov 2020, 02:57

              If you want more offensive gameplay, then ACU need a buff. The nerf hit them hard and turned them into a turtle mess.

              You also need to increase the power consumption of all t2 shields, and then decrease the build time for t2 fac and t3 fac.

              SCU changes wont solve jack. Ras SACU are not problematic. They hare a 600 second pay back time as it is, which is 10 minutes. 10 Ras sacu, is the same as 2 T3 arty in mass equivalency accumulation to payback. The optimal income to build a para is 400.

              Tele sacu should be made significantly cheaper, and other non-game ender expendable strategies should be made cheaper. As it stands the infrastructure required to counter Para or other game ender is very expensive, almost as much so as building the game ender itself, which leads such strategies to an inherent disadvantage as they have a risk to them, while building a para does not.

              Sams should also be made more expensive. 1200 mass cost should suffice.

              Increase strat hp by 1-2k. And you're golden.

              Also you won't get anything intelligible from Ftx when it comes to balance discussions he is not interested. He has his own incorrect view. His job is to listen to the community and then provide feedback based on what we say, but instead he just foists his own beliefs in a very dogmatic way. Its a waste of time. I've tried before.

              A 1 Reply Last reply 27 Nov 2020, 15:12 Reply Quote 1
              • T Offline
                The_Janitor
                last edited by 26 Nov 2020, 12:24

                If I can chime in for a bit...
                Can you show me the replays where game plays out in that manner?

                From my point of view being a turtle is a uphill battle in a 1 Vs 1 game and even harder in team games if we are not talking about maps such as astro crater.

                Main focus as I see it is to not have a boring game.

                Secure the kill and send it off.

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                • A Offline
                  Azraaa @Psions
                  last edited by Azraaa 27 Nov 2020, 15:12

                  @Psions said in FAF has become insanely slow, turtly and boring.:

                  If you want more offensive gameplay, then ACU need a buff. The nerf hit them hard and turned them into a turtle mess.

                  You also need to increase the power consumption of all t2 shields, and then decrease the build time for t2 fac and t3 fac.

                  SCU changes wont solve jack. Ras SACU are not problematic. They hare a 600 second pay back time as it is, which is 10 minutes. 10 Ras sacu, is the same as 2 T3 arty in mass equivalency accumulation to payback. The optimal income to build a para is 400.

                  Tele sacu should be made significantly cheaper, and other non-game ender expendable strategies should be made cheaper. As it stands the infrastructure required to counter Para or other game ender is very expensive, almost as much so as building the game ender itself, which leads such strategies to an inherent disadvantage as they have a risk to them, while building a para does not.

                  Sams should also be made more expensive. 1200 mass cost should suffice.

                  Increase strat hp by 1-2k. And you're golden.

                  Also you won't get anything intelligible from Ftx when it comes to balance discussions he is not interested. He has his own incorrect view. His job is to listen to the community and then provide feedback based on what we say, but instead he just foists his own beliefs in a very dogmatic way. Its a waste of time. I've tried before.

                  your first sentence makes this entire post dumb. ACU already makes t2 and t1 gameplay fucking garbage on Teamgames, there so many ACUs... so much Overcharge and gun upgrades. your basically forced to eco lol. RAS late game is a problem especially rambos with the same amount of BP as Engineer Preset same with RAS preset same BP as Engineer Preset.

                  Making SAMs more expensive just makes Air... Which is already the most unbalanced part of the game even more unbalanced. Better to just fix the meta of rushing t3 air on every team map into something actually playable considering the fact you might as well not even have T1 and T2 air.
                  Strat HP is just a random change not sure where that really came from

                  Also FTX might be an asshole but your post is just kinda dumb.

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                  P 1 Reply Last reply 27 Nov 2020, 17:18 Reply Quote 1
                  • P Offline
                    Psions Banned @Azraaa
                    last edited by 27 Nov 2020, 17:18

                    @Azraeel

                    Its a paradox in a sense. Strong ACU means weak T1 stage, but its easier to breach turtle bases.

                    Weak ACU makes turtle bases very hard to breach, but T1 Stronger.

                    Even pre-nerf acu struggled with mass T2 spam, so I don't think that's the problem. You can grind pre-nerf acu with t1 spam, after it runs out of vets.

                    Turtle applies whether you are making ras coms or fabricators. You can always turtle with neither as well and just rely on getting t3 eco faster.

                    Making Sams more expensive doesn't make air more imbalanced. SAMS are overpowered in stopping enemy strats for the mass cost. The alternative is to increase all air unit speed significantly, but that would truly make air imbalanced.

                    Strat HP is so sams don't basically 1/2 shot them, and so they survive better. As it stands building spam strats to kill enemy coms late game is very high risk as opposed to spending that mass on game enders.

                    I didn't mention Ftx at all in my post?

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                    • G Offline
                      Gorton Global Moderator
                      last edited by 27 Nov 2020, 17:41

                      To cut off what is absolutely sure to cause a little argument right now.. you kinda did mention Ftx, @Psions.

                      And to reiterate my colleague from a different thread, please keep the discussion to balance and hows and whys, not assertions or irrelevant ad hominem etc.

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