THE PROBLEMS WITH THE UEF - Part 8 (The Fatboy)
Hey, everyone!
I originally had a different post about static/base shields ready for today, but in hindsight, I believe my info was flawed and/or biased. Though, I skipped it, it is still ready to post as it was written about 2 & 1/2 months ago. It is quite in-depth, having charts, ratios, and more. So if you wanna read that, lemme know!
Anyway, on to the Fatboy! Funnily enough, there is a similar post that was published not too long ago. I guess we can consider this an expansion of that post by @Sladow-Noob.
-Disclaimer-
These are just some problems I wanted to bring attention to. I am offering my own solutions to these problems, however, I am not a balance team member, nor do I have a large data pool to back up my suggestions; Hence, the balances will likely need some adjustment. There may also be some better ideas to fix these issues, out there - so I encourage you guys to suggest your own ideas as well.
Problem: The Fatboy, detailed version:
The Fatboy - A unit that is out of place, to say the least.
It is difficult to say what could be done with the Fatboy as it is a unit that has a lot of potential but just as many, if not more drawbacks. For example, its low HP, slow speed, huge size, and even larger shield, as well as lack of (close range) defenses - all of this is detrimental to the unit itself.
As stated by Sladow, the Fatboy needs to have a lot of things going for it to allow it to have any effect or even see use on the battlefield. However, I want to focus on its main 2 counters. Air (snipes) -most commonly seen in the form of T2 Fighter/Bombers- as well as T2 Static artillery. There are other counters, such as gunships, and T1 & T3 bombers but these are the most common that I have seen.
Air Counter
First things first - let's look at some stats.
Image shows stats of Nothas & Fatboy.
So, a Fatboy costs 28,000 mass, and has 12,500 Base HP + 20,000 Shield HP for a total of 32,500 HP. A Corsair and Notha cost 420 mass, and both deal around 1,250 damage. That means it would take 30 of these units to one-pass a Fatboy. That's 12,600 Mass. But that's just for one pass, which means you would need 15 to two-pass. That's 6,300 mass to take out 28,000 mass. Ouch.
So, I believe that the problem arises with the HP of the Fatboy. However, it's current HP is in a good area, so instead of altering it too much, I suggest swapping the Shield HP and Base HP.
It is difficult to manage this unit as its range is its main advantage, and its low HP and speed are its downsides, however, by giving the unit more base HP, it would be a little less vulnerable to snipes during powerstalls, and since the shield will be weaker, then it would still balance out to the same HP it currently has. This would make it a little easier to use and not make a disastrous situation when the shield fails.
How it would affect gameplay:
First: Veterancy
Increasing the HP of the base unit would mean, that when it vets, it'll gain even more health up to a maximum of 30,000 - which, if I may remind you, a Monkeylord has 45,000 HP - so it would still be -by far- the most vulnerable land experimental in the game in terms of health - even at full vet.
Second: Wreckage Reclaim
When the Fatboy expires, the HP of the wreckage would be more resilient to damage as it would also share the HP increase.
Third: Shield Recharge Time
The shield of the Fatboy, as it works in current FAF, takes an entire two minutes to regenerate. That is a huge time frame to have the Fatboy exposed - especially when two minutes can be the deciding factor between winning or losing. Swapping these HPs will have another effect as well. By reducing the shield HP, the shield will blink on much sooner. So, at 12,500 HP, the shield should blink back on in about 75 seconds instead of the base 121 seconds. That's 45 seconds sooner.
This change would prompt the Fatboy to be a little less aggressive since its shield would fail sooner due to the low HP, but more aggressive overall as the shield downtime would be greatly reduced.
Artillery Counter
This next idea was offered by @Jip.
They suggested that a new and unique system for the Fatboy be implemented. Similar to the system the GC has - Tractor Claws - no other unit has these.
This new system would be an 'Active Protection System' or APS and would be exclusive to the Fatboy. More specifically, an Anti-Artillery APS.
This new system would not be as absurdly strong or 'OP' as you may think. This trophy system would offer moderate utility against groups of artillery shells and will have some nice visuals to go with it as well. One TMD would be placed on either side of the Fatboy, as shown below in the highlighted areas.
Image shows the placement of the new AAAPS.
How it would affect gameplay:
So, these 'TMD', instead of shooting at missiles, would only shoot at incoming shells from mobile T1 & T3 artillery units, as well as static T2 artillery. These TMD would be modified to shoot at a VERY high fire rate, dealing very low amounts of damage, causing them to have a low chance of defeating the incoming projectile. It will not be a guarantee that it will block a projectile, but it wouldn't be useless, either.
The new system would also help when the unit is facing opposing artillery banks. At the moment, a player can build around 5 to 6 emplacements to counter the Fatboy, and that is more than enough to counter the unit - especially if that artillery is shielded by one, two, or more T2 or T3 shields.
Image shows statistics of each faction's static T2 Artillery.
As you can see, T2 Artillery costs 1,680 to 2,079 mass - depending on faction. That means about 8.5K to 10K mass investment is needed to counter a Fatboy. Remember that you also only need T2 to build the Arty vs T3 to build the Experimental - so time is against the Fatboy, as well.
Static artillery outranges the Fatboy by a considerable amount, being able to fire about two volleys before the Fatboy starts firing back - but at this point, the shield is basically depleted. (Not to mention, you can groundfire the shield of the Fatboy, even before the entire unit is in range of your emplacements.)
Again, it wouldn't be a reliable defense system, but it could help stop some rounds to offer a slight increase in survivability.
The main idea is that turrets would spread fire, making it quite ineffective against one artillery shell, but if multiple shells are inbound, the spread fire would likely hit more shells and therefore be more effective.
So, in short, a visual change that would also serve some modest utility. This ability would be disabled when the Fatboy is submerged in water - as per the rest of its weaponry - Which leads me to my next point (Torpedoes).
Defenses Counter (AA, Riot Guns, Torpedoes):
Now, these defenses rarely get used but with the current HP of the Fatboy as well as how the unit is meant to be used, they are quite out of place. The Fatboy is described as a Mobile Factory and a Land Battleship but has practically nothing for close range - especially underwater.
The idea here was to slightly increase the effectiveness of all of these defenses to give the unit more a bit more viability in the sense of it being on its own or without support - most specifically against air - still keeping it vulnerable to snipes but not AS vulnerable as it currently is.
As for the torpedoes, these don't see much use, but when they are used, they are pitiful. My suggestion here was to make them far more effective, matching or similarly matching the Megalith's torpedoes.
How it would affect gameplay:
Increasing the range of the defenses - This would adhere to the theme of the Fatboy and its long-range bombardment - basically, the closer you get, the more damage it will deal as more weapons will open up and fire.
Torpedoes - Increasing the range + the effectiveness of the torpedoes would give the Fatboy more use for when it finds itself underwater. Again, not really an effective use for the Fatboy (being underwater), but when it needs to engage in naval combat, it can.
Building on the Move
Self-explanatory, building units on the move, but the same could go for every other experimental/Mobile Factory. (I.E. Aircraft Carriers)
How it would affect gameplay:
This is mainly a Quality-of-Life change, but it would also encourage the use of mobile factories as... well... mobile factories. They could continue to build whilst moving; keeping up with combat instead of sitting idle and having their queue and production canceled with a move order.
Problem: (The Fatboy, TL:DR)
Adjusting some of the stats of the Fatboy to better help the unit in its identification and role as a Factory and Experimental
Proposed Solution(s):
Option 1:
Implement a new Anti-Artillery APSystem.
TMD for Artillery shells: Very high firerate, low damage, low accuracy.
"So that it looks epic." - @Jip
Option 2:
Swapping the HP of the base unit with its shield HP.
Base Unit HP: 12,500 -> 20,000
Shield HP: 20,000 -> 12,500
(Having multiple effects with one tiny change - Increasing survivability & viability in the long run.)
Option 2: Continued:
Increase range & effectiveness of other weaponry/defenses.
Hell's Fury Riot Gun (x2):
Range: 45 -> 70
Damage: 150 -> 175
Linked Railgun (x2):
Range: 45 -> 70
Damage: 20 -> 25
Angler Torpedo
Range: 40 -> 55
Damage: 75 -> 200
(Fatboy's torpedoes fire slow (4 shots every 4 seconds) vs the Megalith (fires 4 shots every 1.3 seconds.) Hence, the larger alpha damage per torpedo.)
Building on the move.
There are some other suggestions out there - I've heard Tagada mention giving it a personal shield instead of a bubble shield, and someone else mentioned altering the Bubble SACU to better synergize with the Fatboy; Like I said, many ideas out there, this was just Jip's idea as well as a few of mine.
Thank you for your time.
I encourage your suggestions. I appreciate the feedback.
Sneak Peek at Part 10: The Atlantis
For now, see you on the battlefield!
~ Stryker