@t_r_u_putin said in FAF Beta - Feedback:
@ftxcommando said in FAF Beta - Feedback:
Even on dual gap if you were playing correctly you wouldn’t have air players build the washers and 2 are basically impossible to stop once air is won and u micro crashing correctly.
Don't agree - too simple look.
well if u lost air. enemy air players unable to build ahwasa and win air again. someone else should do t4 bombers - this is the only case you're right.
adjusting E cost will slow down the proccess of building ahwasa - i support that change, but not by 2.5 times. it will take forever to build - so it will not be built, also because usual bombers have better mass-damage ratio.
If map control totaly lost and air is lost too - it is normal that you cant stop experimental bombers. it is totally logically correct.
It is not too simple and I talked about this shit with Suzuji in the past. You can’t lose air because your air slots aren’t making the washers. They will get to kill enemy air, especially since dual gap has zero room for air maneuvers due to being 10km wide so as soon as washers get over the mountains they are dropping. You will not stop 2 bombs, killing all shields, followed by 2 crashes, killing anything of game ender value which is 2.5x as expensive as the washers in mass. You will never sam up enough to make this unviable unless you already had all mid control and game was already over.
Strat bombers can’t crash damage nor instantly drop shields. If you can’t fathom why washer has high utility and that this change is built to make air t4s a question of “defensive vs offensive air” rather than “i make it on 1 t3 pgen min 13 as one of 3-4 non-air stagnant slots on dual gap” then you really got dg brain rot.
Got curious. If you normalized a strat to have the mass-to-energy ratio of a washer, it would cost about as much as building 4 t2 bombers in terms of energy. Do you think that sounds totally reasonable and healthy? Having some slot that has nothing happening for 2 minutes to rush a t2 pgen and just make a strat bomber min 7 while the air players spam ints to allow it to do whatever it wants?
@t_r_u_putin said in FAF Beta - Feedback:
@lord_asmodeus you are trying to joke - where no jokes needed. I will pick any replay of any of you. if games passes 20 mins. everyone tries to bunker and advance map control untill it costs not much res. at some point - everyone starts t3 arty and it become "Groundhog Day". Land units are made after that are for holding the map-defending
https://replay.faforever.com/18935954
Combined land push with t3 arty base to win game.
With regards to the nuke stuff, the game is balanced around the conditions surrounding the matchmakers. Those are what are considered the standard gameplay environments. A nuke on metir forces 4 SMD. A nuke on Senton forces 3 SMD at minimum, it will force more because you cannot rely on front SMD staying alive with either navy killing it. Lena River forces 4 SMD to protect all major expansions/bases. The maps where you can get away with 2 SMD are maps like Crateria which are so low mass that a nuke would effectively require half the team working towards it as an end goal and likely lose the game well before it can even launch.
You play a Cybran player, and now this nuke is sitting next to a 30 hive brick and you now can even force a 2nd SMD from each player just because of the sheer potential of you rushing faster nukes with the hives.
On all these maps where 3+ SMD are forced btw, that's just the result to prevent an auto game loss. A nuke is still getting positive utility simply nuking forward bases, reclaim piles, BP like naval yards, loose mex expansions (4+ t3 mex) and so on. I genuinely struggle to think of a game where a nuke cannot find a 10k+ mass target to kill. We're not even getting into the reality that nukes help stagnate late game pushes because the risk of a nuke being used defensively forces you to split the army/navy.