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    Increase vision & radar ranges of all units by some 10-20%

    Scheduled Pinned Locked Moved Balance Discussion
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    • T
      Tagada Balance Team
      last edited by

      I like this suggestion and had similar thoughts in the past. The vision is even more annoying given how the engine works and things that are supposed to be in vision range actually don't show up or do so with a big delay.

      1 Reply Last reply Reply Quote 7
      • EdtjuhE
        Edtjuh
        last edited by

        It will nullify Cybran tech if you increase vision. Especially T2 mobile stealth and ACU stealth for kiting.

        waffelzNoobW 1 Reply Last reply Reply Quote 2
        • waffelzNoobW
          waffelzNoob @Edtjuh
          last edited by

          @edtjuh said in Increase vision & radar ranges of all units by some 10-20%:

          It will nullify Cybran tech if you increase vision. Especially T2 mobile stealth and ACU stealth for kiting.

          not really, because like Tagada said, things actually showing up in vision/radar range is extremely delayed. If anything, increasing the ranges would make it more like how it should be at the moment

          frick snoops!

          ZeldafanboyZ 1 Reply Last reply Reply Quote 0
          • ZeldafanboyZ
            Zeldafanboy @waffelzNoob
            last edited by

            @bulliednoob

            Units leaving vision/radar range also have a similar delay, still appearing and able to be targeted. This especially will make dropping successfully harder as it means that much more time to lock fighters onto a transport as it leaves vision

            put the xbox units in the game pls u_u

            1 Reply Last reply Reply Quote 0
            • FtXCommandoF
              FtXCommando
              last edited by FtXCommando

              What is the skill in having the big air blob, sending air around to find tiny enemy air blob, and then never losing intel so you always win the fight? Why is that more skill than properly managing spy plane intel alongside your air blob?

              What about strat rush micro where you need several spy planes to give vision? Why is having to micro that rather than just a blob of asf that can see and catch anything that threatens the strat less skill?

              I've seen players kill the critical air units with less ASF (air fights) or a few ASF (smart targeting on strat) which seem like vastly superior signs of skill than just forever having good intel so game reverts to even more macro scaling maximization.

              1 Reply Last reply Reply Quote 1
              • ZLOZ
                ZLO
                last edited by

                maybe increase vision of SCOUTS? or maybe make air scouts same speed and turnrate as inties so you can use them together with inties...

                TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

                ZeldafanboyZ 1 Reply Last reply Reply Quote 2
                • FtXCommandoF
                  FtXCommando
                  last edited by

                  IMO It's just actively the opposite direction I'd want the game to go in right now. Giving more intel makes the game even easier and simple unless it comes along with lots of counter-intel options so you can actually play around it. I don't get what skill more intel is supposed to allow for except for making it even harder to win with the lower mass concentration or make some units like mongoose and hoplite (and in turn snipers) more significant.

                  waffelzNoobW 1 Reply Last reply Reply Quote 3
                  • ZeldafanboyZ
                    Zeldafanboy @ZLO
                    last edited by

                    @zlo

                    Good idea but that should be a toggle, otherwise you’re nerfing scout planes… but maybe now that control groups are better you can just tell a scout plane to assist an interceptor then just put your interceptors on a control key and micro that

                    put the xbox units in the game pls u_u

                    1 Reply Last reply Reply Quote 0
                    • Eternal-E
                      Eternal-
                      last edited by Eternal-

                      Let's change circles with unit pov direction, so he will see only what is in from of him xD

                      Profile | Eternal MOD pack | Check new client

                      1 Reply Last reply Reply Quote 2
                      • waffelzNoobW
                        waffelzNoob @FtXCommando
                        last edited by

                        @ftxcommando said in Increase vision & radar ranges of all units by some 10-20%:

                        IMO It's just actively the opposite direction I'd want the game to go in right now. Giving more intel makes the game even easier

                        74be7f30-55b1-4e92-b80f-1a37217d29ef-image.png

                        frick snoops!

                        1 Reply Last reply Reply Quote 2
                        • Accidental_AeonA
                          Accidental_Aeon
                          last edited by

                          I oppose this change.

                          Scouting is already overpowered in FAF. Take a game like Age of Empires 2. There are no air scouts. If your opponent walls you can't even see what he is doing. You get only 1 scout for the early game and if you lose it then you are shit out of luck.

                          The only change I would make is to increase the water vision on t1 and t3 scouts. I sometimes fly a spy plane directly over a nuke sub/sub/commander and the plane doesn't even scout them. For some reason the water vision on scout planes is pathetic.

                          B 1 Reply Last reply Reply Quote 1
                          • B
                            Blodir @Accidental_Aeon
                            last edited by

                            @accidental_aeon said in Increase vision & radar ranges of all units by some 10-20%:

                            I oppose this change.

                            Scouting is already overpowered in FAF. Take a game like Age of Empires 2. There are no air scouts. If your opponent walls you can't even see what he is doing. You get only 1 scout for the early game and if you lose it then you are shit out of luck.

                            The only change I would make is to increase the water vision on t1 and t3 scouts. I sometimes fly a spy plane directly over a nuke sub/sub/commander and the plane doesn't even scout them. For some reason the water vision on scout planes is pathetic.

                            97e33623-1604-4170-8c72-a8760523fdb4-image.png

                            If scouting is overpowered, then nerf scouts, not vision.

                            FemboyF 1 Reply Last reply Reply Quote 5
                            • JipJ
                              Jip
                              last edited by

                              I think we've seen enough - we're picking this up. It won't be for the next release as it requires manually tweaking all the units in question. The only question now is: by how much should they be increased? We can talk about balancing units (like scouts) afterwards.

                              A work of art is never finished, merely abandoned

                              1 Reply Last reply Reply Quote 1
                              • maudlin27M
                                maudlin27
                                last edited by

                                I'd suggest a blanket (absolute) change rather than a % based change - i.e. the issue I see is the lag between two units moving towards each other and this being picked up. This delay will be affected by the units' speed, rather than the visual range, hence the delay for the unit to show up once it is inside visual/intel range is the same whether you're talking about a unit with poor vision and intel or large intel/vision.

                                I also think it should cover buildings that give intel/vision, since they're also affected just to a lesser extent, with buildings getting half of the boost (since the building wont be moving, so the maximum potential distance a unit can move inside intel/visual before being spotted is reduced to just 1 unit's speed, instead of the combined speed of 2 units).

                                T1 tanks move between 3.4-3.7 speed while T1 mobile arti are <=2.9 speed. I'm assuming (without doing detailed testing to confirm) that there might be a lag of 1 second between a unit entering vision/radar and being picked up as such.

                                That would suggest an increase of around 6 might mean you almost always have visual/intel of a unit that you would expect to at current ranges. However it would also lead to lots of cases where you get visual/intel outside of the current range. I'd therefore go for half of this to strike a balance, i.e. a +3 increase to visual and intel of all mobile units, and then have structures having half this (so +1.5) benefit.

                                I also don't see a big issue with scouts or radar benefiting from such a blanket increase - in relative terms it'd effectively be a nerf by being an absolute increase to all units and hence meaning those units function slightly better without radar/land scouts than before.

                                M27AI and M28AI developer; Devlogs and more general AI development guide:
                                https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
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                                1 Reply Last reply Reply Quote 0
                                • veteranasheV
                                  veteranashe
                                  last edited by

                                  I disagree on mostly all points on this. This is supcom which has its roots in ta, and shouldn't compare ourselves to a game like aoe2 which is a totally different game with a totally different lore. Back in those days you could see your enemies hours before you could shoot at them. Supcom has high tech weaponry that can shoot farther then they units can see. Playing ta you often got shot at and not seeing what was shooting at you.

                                  If changing Intel is needed, this is not what needs to be done, if anything we need to reduce vision. If players want a balance like aoe2, they need to play that game (sorry harsh)

                                  SpikeyNoobS 1 Reply Last reply Reply Quote 1
                                  • SpikeyNoobS
                                    SpikeyNoob Global Moderator @veteranashe
                                    last edited by

                                    @veteranashe i enjoy ta and fa but they are very different especially in the area of intel. In my opinion we should not look to add back in issues from an old game. So your point is bad (sorry harsh).

                                    veteranasheV 1 Reply Last reply Reply Quote 2
                                    • FemboyF
                                      Femboy Promotions team @Blodir
                                      last edited by

                                      I do think we need more vision to makeup for the fact that units take a bit longer to process enemy units incoming. Its specially an annoying experience when your t1 bomber can't see an engie that you scouted because there is a delay in when things "appear" in radar/game sometimes.

                                      Overall would improve the experience as long as its a small tweak (5-15% more vision) because we dont want radars and scouts to become useless

                                      FAF Website Developer

                                      1 Reply Last reply Reply Quote 1
                                      • ThomasHiattT
                                        ThomasHiatt
                                        last edited by

                                        Even in top level games people hardly scout or look at what they scout. I have a hard time seeing how having more intel is going to hurt the game.

                                        1 Reply Last reply Reply Quote 1
                                        • X
                                          Xayo
                                          last edited by Xayo

                                          I support the proposed change. More unit vision range and especially T1 + T2 radar range is a good thing and should help reduce the absurd scout and t1 radar spam that we got so used to.

                                          However, I can also see the argument about scouting being quite easy compared to other RTS games. Scout planes that can quickly fly over the map, are nearly impossible to intercept, and get full vision of an enemy's base or army are quite unique within the RTS community, and undoubtedly already very strong. So I would propose to exclude scout planes and some other high-visibility units (cruisers) from this change.

                                          1 Reply Last reply Reply Quote 1
                                          • ZeldafanboyZ
                                            Zeldafanboy
                                            last edited by

                                            You should be rewarded by bringing scouts with your attack forces so that they can target enemies easier. Scouts are very cheap and good at their jobs. I really hope that vision range isn't buffed by more than 10%

                                            put the xbox units in the game pls u_u

                                            1 Reply Last reply Reply Quote 0
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