@maudlin27 said in THE PROBLEMS WITH THE UEF - Part 8 (The Fatboy):
- 70 range on the riot guns feels over the top - they look similar to T1 PD type turrets, so I'd rather they got a bit more of a DPS boost than a range boost as 70 range sounds like it'd visually be a bit strange
It is difficult to see the changes until they are in-game. I did my best to see if we could match them to better represent what you're looking at. Just for reference, the Fatty can shoot up to 100 range units away. 70 may be a little far, yes, but it is still a significant (30 range units) distance away from its max range.
- A nerf to the fatboy's shield makes it less effective long term, since the damage to the health is permanent whereas the damage to the shield can be recovered if using the fatboy in an attritional style (which its long range favours). It also makes it weaker against air where the opponent isn't going to 1-shot it with air, since it's more likely the air attack will damage its health before you can retreat it far enough behind an AA escort.
You share a good point. In hindsight, perhaps the Regen rate of the Fatty could also be increased? But, I believe that the way the new shield works, it would be far more beneficial, as when it fails, it would be back up in a very short timeframe. Sure, the HP of the shield would still be low, but it would make sense for it as it is basically a very expensive sniper bot. Long range and kiting is its strength, the shield is just that.. a shield.. the Base unit should have more HP - It's a Factory, not an energy storage.
On top of that, I'm certain that the increase to it's base HP would make it far more versatile, even if the shield is down. With the increase to the HP, the veterancy would be far more useful.
- Anti-arti shells sounds complicated and unintuitive, and would be a significant deviation from the original FA (increasing the barrier of entry for new players)
From what I hear, Arty shells already have 1 HP. These 'TMD' would just be told to target Arty shells... the game won't see much a difference between a shell and / or a missile - so, I don't believe it would be too dificult to add into the game. Then again, I'm not a developer, but @Jip did make it sound quite easy to implement. Time consuming, maybe, but easy...?
As for deviation from the original FA game, well... there's already a LOT of that.
We're looking at drastic changes. The HQ system, new units (T3 MAA), rebalances and reworks, even fundamental things like how the game processes everything was changed. Sure, that's all under the hood, and the average player wont see it, but, I feel like the game needs to evolve - preferances change, and if we don't change too, then the game may as well be dead.
That's the whole point of FAF - an evolution to a game we all loved! The community, the developers have kept this game alive - because the game evolved with us, too.
- Agree with most of the option 2 continued options (torpedo boost; AA boost - although again I'd prefer DPS over range since the AA looks similar to a T1 AA turret; building on the move)
Thanks for agreeing with me here. The Defenses are quite lackluster and may as well not be there. Range may not be the main issue, but damage certainly is.
But, as I said - keeping up with the theme of the Fatty - the closer you get (and you will, considering the Fatboy's slow speed makes every other unit catch up to it.) the more damage is dealt as more weapons open up.