Talking about the Fatty
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Yes.
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an opinion can only be correct if it fits in a single sentence
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+1
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I concur with the idea of buffing the shell speed and allowing it to move while building units. Personally also like the idea of giving it a personal shield and buffing its general HP but those might be too much. Maybe ever so slightly buff its movement speed as well?
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I suggested that the Shield HP and the Base Unit's HP be swapped - It would still have the same HP as it does right now, but it'll
work slightly differently over time.
~ Stryker
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Makes me think how much more useful the czar is after dropping the HP and adding a sheild
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I want fatty to be able to toss it's shield like a giant curling stone.
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If you want to explore the 'experimental' side of things as Jip was mentioning, maybe give the Fatboy 10 or so 'slots' where he can 'transport' (equip) units, which could still work when 'mounted'. Say it can equip 2 Parashields, 4 Mercies and 4 Cougars - then it becomes a mobile fortress equipped with additional shields, fire-power and very strong anti-air.
Or give it staggered fire, higher arc, larger scatter and larger damage radius - effectively, a small-scale Scathis. The better scatter + damage radius will make it harder to dodge, though you might want to nudge it's alpha then so it doesn't just wipe non-experimentals from existence.
Or just turn it into a MAA experimental, and have it's main guns able to fire at air targets lol.
Actually you could give it like, in addition to being able to produce T3 land, the ability to produce up to T2 air as well. If paired with I hope soon coming fix to the mobile factories working even when on move, you could churn out some bombers or gunships to help it against incoming direct-fire experimentals.
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If you want to explore the 'experimental' side of things as Jip was mentioning, maybe give the Fatboy 10 or so 'slots' where he can 'transport' (equip) units, which could still work when 'mounted'. Say it can equip 2 Parashields, 4 Mercies and 4 Cougars - then it becomes a mobile fortress equipped with additional shields, fire-power and very strong anti-air.
I love this idea
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@fichom said in Talking about the Fatty:
If you want to explore the 'experimental' side of things as Jip was mentioning, maybe give the Fatboy 10 or so 'slots' where he can 'transport' (equip) units, which could still work when 'mounted'. Say it can equip 2 Parashields, 4 Mercies and 4 Cougars - then it becomes a mobile fortress equipped with additional shields, fire-power and very strong anti-air.
I also love this idea B) I guess you'd maybe add a little bit of range to the units being transported or something so that it makes sense to use them to augment the fatboy. Sounds like a lot of fun to pimp ur fatboy with different setups
- t3 maa and shields vs strat snipes
- t3 mobile arty for even more bombardment
- percies for direct fire engagements
- stealth field!
- spearheads? shield disruptors?
- sniper bots
Honestly if that was implemented I'd also like to see it become much cheaper (with reduced stats to compensate). T3 armies are kinda trash atm, so being able to load them into fatboys to become semi experimentals would make uef work better aggressively in exp stage.
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I agree with t3 land being "kinda trash atm" (compared to t4), and think this whole Fatboy discussion is merely a symptom of this.
Things were a little better before the GC
bufffix. Back then percies only had to be afraid of Chickens. Now they also need to be afraid of GCs. So against 2/4 factions, t3 land will just brutally lose against t4. Cybran can at least somewhat compete with their monkey/mega, but the fatty just can't.Changing the T3 vs T4 land dynamic to the point where percies can at least somewhat hold the line might be better than changing the fatty.
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@xayo said in Talking about the Fatty:
Things were a little better before the GC buff fix. Back then percies only had to be afraid of Chickens. Now they also need to be afraid of GCs. So against 2/4 factions, t3 land will just brutally lose against t4. Cybran can at least somewhat compete with their monkey/mega, but the fatty just can't.
Well to make the GC not as overwhelming vs T3, you could mark some units to be 'heavy' a.k.a. not-tractorable. Say to all 'heavy' T3 land units of each faction - Percy, Brick, Othuum and Harbs.
But that's for another thread, this one should focus on the Fatboy
@blodir said in Talking about the Fatty:
I also love this idea B) I guess you'd maybe add a little bit of range to the units being transported or something so that it makes sense to use them to augment the fatboy.
I'd actually not augment the carried units (if this ever came to fruition). Just leave them as is. You already pointed one pretty busted thing, it having stealth, but don't forget that in multi-team games you could have it quite busted. Using Sera Athanah T3 mobile shield instead of para, a Sparky to get jamming/Deceiver for stealth, bunch of firepower. Like adding 10 Percies would already make it very strong. Or a combo of Percies and Titans, to help with clearing spam.
What's more, I'd give it like 2 slots in the front, and 3 on each side. That way you don't get the benefits of all the units at once, unless they are support units (like shield or AA).
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Why not reduce its overall stats by about 10-15%?
This would include the Resource Costs, Shield HP, Base Unit HP, DPS, Build Times, and more.Granted, this won't directly fix its issue being that it doesn't quite have a firm role... but...
It could help ease it into a slightly better spot.
~ Stryker
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@fichom said in Talking about the Fatty:
If you want to explore the 'experimental' side of things as Jip was mentioning, maybe give the Fatboy 10 or so 'slots' where he can 'transport' (equip) units, which could still work when 'mounted'. Say it can equip 2 Parashields, 4 Mercies and 4 Cougars - then it becomes a mobile fortress equipped with additional shields, fire-power and very strong anti-air.
Allow static structures to be built on hardpoints, so you can build static flak, TML, T2 arty, T2 PD, or even Ravagers for the Fatboy
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@zeldafanboy said in Talking about the Fatty:
@fichom said in Talking about the Fatty:
If you want to explore the 'experimental' side of things as Jip was mentioning, maybe give the Fatboy 10 or so 'slots' where he can 'transport' (equip) units, which could still work when 'mounted'. Say it can equip 2 Parashields, 4 Mercies and 4 Cougars - then it becomes a mobile fortress equipped with additional shields, fire-power and very strong anti-air.
Allow static structures to be built on hardpoints, so you can build static flak, TML, T2 arty, T2 PD, or even Ravagers for the Fatboy
This was considered before fa came out, and the consensus was that it lowered the HP to kill the unit since you can take out hard points first to lower it's effectiveness.
I do like making the fatty a transport that units can fire from. Make it that the units can go underwater with them for an amphibious attack.
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@veteranashe said in Talking about the Fatty:
This was considered before fa came out, and the consensus was that it lowered the HP to kill the unit since you can take out hard points first to lower it's effectiveness.
Then give the fatboy one hardpoint that can accept one equivalent structure via an upgrade, meaning it wont have its own hp pool
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@fichom said in Talking about the Fatty:
What's more, I'd give it like 2 slots in the front, and 3 on each side. That way you don't get the benefits of all the units at once, unless they are support units (like shield or AA).
Ofc, I messed up my math, 2 + 3 + 3 = 10 in my brain somehow. I meant 4 front, 3 on each side, duh!
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Hello everyone I think the topic is great because I love Fatboy. The point about the slots sounds very interesting. Since I am unfortunately not a good player myself, I created a mod for the Fatboy, which received TMD and other weapon modes. If I have time again I would try to implement the suggestion to see how it works. However, the balance part is and remains very demanding. I wish the balance team every success sy for my bad english