FAF Beta - Feedback
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@zeldafanboy said in FAF Beta - Feedback:
@espiranto
Invoking rating can augment an argument, but not replace it.
I just want to note that pulling out the rating card is totally legit when you are replying to a post like this:
What are you talking about? His english is totally legible, it's the extreme cybran bias that's hard to understand. If you can't cope with the fact that Cybran ACU and PD are intentionally weaker in combat for balance reasons then I don't think you have an involved understanding of the game balance. Who the hell thinks Corsairs are bad lmao.
There's no argument here besides anecdote. "Corsairs aren't bad, just trust me". Higher rating players have stronger anecdotes when it comes to balance in the specific form of "in my experience x is good and y is bad".
As a sidenote you also insult pepsi for absolutely no reason. If it was up to me u would be warned/banned for that.
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It is nice that the topic gets more and more attention and sparks discussions about the feedback.
Please, this is a serious thread and should not be polluted with meme images or being crude against members who are not sharing the same point of view.
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Fun fact: Aeon and Cybran ints deal less than 50 damage per volley, while UEF and Sera inties deal 50 or over. Coupled with HP differences, this means Cybraa/Aeon ints need 7 volleys to kill a UEF/Sera ints, all other combinations need 6. Aeon and Cybran ints also need 11 volleys to kill a T1 transport rather than 10. Aeon/Cybran ints used to cost 2 less mass to compensate, but it was equalized at some point. I wonder how it compares to Cybran versus Sera frigates.
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@mazornoob That kinda sucks. I don't like that.
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@espiranto said in FAF Beta - Feedback:
What the fuck Sparky, a commander with a T2 and a cannon is not enough for you
Interesting idea. If Sparky was a Cybran unit it could complement the ACU's lack of T2+gun a little.
@espiranto said in FAF Beta - Feedback:
Do something with cybran acu, its having choose gun or t2
I have advocated that stealth give a small speed boost, but apparently that fucks up too much balance.
I still don't think the Cybran ACU is weak though. It has high regen. Also, Mantis can assist a gun upgrade.
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@unknow I dont recall that period ever stopping
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@black_wriggler said in FAF Beta - Feedback:
the added blueprints are great, with the exception of the t1 factories - not sure if this has been tested yet but i feel having a mix of riptides and sparkies vs navy, is going to be too strong when you can easily spam navy facs as you push forwarded for added frigs and taking all the reclkaim
Good thing Aeon doesn't have T2 mobile hover shields and hover flak which can't be torp'd, or bombed/gunship'd easily. That'd be too strong within a navy mix.
Alright, jokes aside... The job to build factories is usually given to T1 engineers behind the push but that role was now assigned to the Sparky as it is part of a push.
There is basically no difference or if any, very little difference in gameplay terms.
~ Stryker
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After getting mercy sniped twice today while being surrounded by (cybran) maa and having inties close by, I have to ask:
Can we finally balance mercies, instead of the current reliance on the honor-bound approach of looking down on the low lifers that use this disgusting tool?
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@xayo i agree
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@xayo What would you recommend?
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@comradestryker said in FAF Beta - Feedback:
@black_wriggler said in FAF Beta - Feedback:
Alright, jokes aside... The job to build factories is usually given to T1 engineers behind the push but that role was now assigned to the Sparky as it is part of a push.
There is basically no difference or if any, very little difference in gameplay terms.
~ Stryker
Actually there is a large difference when the T1 engie equivalents have 1k hp and 30 dps
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It’s potentially even higher than 30dps as well, as they can reclaim while firing (it means that if sparkies are attacking a stationery group of pillars they can beat a mass equivalent force, although it usually requires too much microing with reclaim orders to be worth the effort)
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@black_wriggler said in FAF Beta - Feedback:
Actually there is a large difference when the T1 engie equivalents have 1k hp and 30 dps
Isn't that the whole point of a Sparky though?
If not, then what is the point of it?
Because, at the moment, it doesn't really have much of a point, in my opinion.
With this, at least, it'll have more of a, engineering aspect to the "Field Engineer" part of the unit.@maudlin27 said in FAF Beta - Feedback:
It’s potentially even higher than 30dps as well, as they can reclaim while firing (it means that if sparkies are attacking a stationery group of pillars they can beat a mass equivalent force, although it usually requires too much microing with reclaim orders to be worth the effort)
Harbs can do that, too - though less effectively, as they can't shoot and reclaim, but they can reclaim after the fact, preventing the need for engies to follow.
~ Stryker
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@xayo said in FAF Beta - Feedback:
After getting mercy sniped twice today while being surrounded by (cybran) maa and having inties close by, I have to ask:
Can we finally balance mercies, instead of the current reliance on the honor-bound approach of looking down on the low lifers that use this disgusting tool?
The most OP part might be the way it turns into unkillable missiles before hitting the target. So delay this transition or even remove it altogether?
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Hello,
this is possibly only a purely subjective opinion. However, I noticed that the new snipe icon for the Sera Sniper bots doesn't quite match the other icons.
The others tend to appear grayed out when the ability is disabled and the icon itself glows green when enabled. The background remains grey. With the new snip icon, the background itself begins to glow green. Wouldn't it make more sense to just let the crosshair light up green to bring it more in line with the other icons?
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The icons for sniper mode are just confusing in general IMHO - Back in my days when I started playing FAF I never knew if the unit was in sniper mode or not, especially when you have disabled the mouse-over text via options (which I would highly not suggest, it disables too much information, because it is related to lobby like Ping/CPU, etc. as well)
Best case scenario, if you hit the sniper button, it should print out some text on the screen like "Sniper mode on" or "Sniper mode off". Easy to understand, and you do not have to relate to some confusing icon which any beginner will be confused by that toggle, but maybe I was just a slow learner and people figured it out sooner. Have not played Seraphim or Aeon in the last time, maybe the icon/text stuff was changed recently to make it more clear, dunno.
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My goal with changing the icon was to make the difference from sniper mode to normal a bit more obvious, im all for making it more consistent with the other icons. Ill try to update the PR this week.
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@magge said in FAF Beta - Feedback:
Best case scenario, if you hit the sniper button, it should print out some text on the screen like "Sniper mode on" or "Sniper mode off".
This should be a given for all units and structures that have a togglable ability, honestly.
And let the player decide if they want the text on or off via an option in settings.But that might be too much for something that can be conveyed with the icon color.
~ Stryker
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Either way, this is an improvement over the icons before and definitely makes it clearer. Happy to see that in the upcoming patch.