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    The Fatboy

    Scheduled Pinned Locked Moved Balance Discussion
    31 Posts 16 Posters 3.2k Views 1 Watching
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    • ComradeStrykerC Offline
      ComradeStryker @FtXCommando
      last edited by ComradeStryker

      Going off of our convo, then...

      Fatboy:
      Range:
      100 - 128?

      If we're gonna make it viable... then do that.
      Why are we focusing on adjusting so many other stats when adjusting one is should be more than enough?

      If the range is the focus, then the range should be its advantage.
      As you even mentioned... during the tournament, your team built 1 Fatboy and over 15 Ythothas.

      If we want to fix that, then increase the range.
      Everything else can stay the same or be slightly adjusted, but that honestly goes to show that the Fatboy lacks strength and presence...
      Even at absurdly high Elo lobbies.


      ~ Stryker

      ( ͡° ͜ʖ ͡°)

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      • phongP Offline
        phong @FtXCommando
        last edited by phong

        @ftxcommando said in The Fatboy:

        The thing with rambo sacus is that they're extremely viable relative to other sacus. There's no choice because rambo can just do everything. In terms of the whole game, rambo sacus aren't really oppressive or really all that viable. They get rinsed against direct fire t4s (another good friend uef hole in the roster) and you just need to work on not letting 50k mass of them conglomerate in one spot.

        Even with that, the value in rambos come from the fact they are basically a fatboy in survivability for way less cost, way faster, way easier to maneuver around enemy defenses/armies, and on top of that can plop down emergency sams/shields/arties/pd depending on the crisis they need to respond to. A fatboy is irrelevant for any of that because you need the t3 engies around it already because a fatboy exists in perpetual crisis situation because it's aggressively mediocre as long as nothing about percies gets adjusted.

        Sounds like you agree then: fatty build power is currently hard to use. I don't think it has to stay that way, whatever else changes about it stats wise, mainly because I think it has the potential to be a lot of fun. I'm confused why you think the build functionality would remain irrelevant no matter how streamlined and buffed it was. Even if the primary justification for nerfing rambos was to differentiate sacu presets, building fast right on top of your combat units is clearly capable of making a difference depending on how fast fast is, otherwise nobody would have cared enough to nerf them.

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        • T Offline
          TaxesAreTheft @ComradeStryker
          last edited by TaxesAreTheft

          @comradestryker said in The Fatboy:

          I also want to point out that a lot of people kept recommending to me that the Fatboy come with some form of Drone assistance to escort it.

          I can see the drones being useful... especially if they're the T3 drones that the SACU has - as long as they're balanced, obviously.

          I guess it's a decent idea to have some form of Mobile Engineer assistance without the need of a physical engineer or SACU to tag along with the Fatboy.

          What do you guys think?

          Sounds way better than increasing its BP.
          But buffing its utility will mostly be quality of life and marketing.
          What needs to change are the combat stats and/or costs, maybe with build time.

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          • C Offline
            Conny_Action
            last edited by

            cant be the crab laying egg mechanic used to to make the fatty build on the move? its pretty cool that it can produce shields and t2 maa on its own in theory. mobile factorys in general are not really used in the game which is sad. Or make the shield dome a personal shield to decrease the hitbox or maybe the other way around buff the shield and make the dome much bigger so it can actually protect some of your spam on the move. but i think its pretty strong. its more like the crowning of your uef spam, it shouldnt outrange t2 arty, maybe it should be just the same range? Maybe it could fire long range shieldbreaker rockets? im just guessing wild around, sry no numbers

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            • maudlin27M Online
              maudlin27
              last edited by

              Jip’s been doing some work on getting the fatboy to build while moving (video is on discord somewhere) so hopefully that’ll make it in which would be a significant boost to its utility

              M27AI and M28AI developer; Devlogs and more general AI development guide:
              https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
              https://forum.faforever.com/topic/5331/m28ai-devlog-v150

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              • FtXCommandoF Offline
                FtXCommando
                last edited by

                significant boost to its utility

                These were the fellas explaining how broadswords getting jamming was some uef t3 air buff

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                • SaverS Offline
                  Saver
                  last edited by

                  @Jip
                  Hello Jip, do I understand correctly that the Fatboy - build option function not only affects the blueprint and the script of the unit (UEL0401), but also other lua files in the game?

                  auch mal fünf gerade sein lassen

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                  • veteranasheV Offline
                    veteranashe
                    last edited by

                    switch hp and shp, lower the shp and the Regen rate that 4 artys fire rate take down the sheild and score a couple hits then the sheild come back and has to start that cycle again. Fatty should be more resistant to artys and be the same v units.

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                    • Accidental_AeonA Offline
                      Accidental_Aeon
                      last edited by

                      I don't know if I said this yet but let the Fatboy build a billy nuke. Also let it fire the billy nuke from underwater.

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                      • CaliberC Online
                        Caliber
                        last edited by

                        In my units mod i heavily reduced the shield recativation time from a whopping 2 mins to just 30 seconds giving it better survival ability against t2 arty if you can get it out of range and then back in again once the shield comes back online, aswell i gave it flak rather than the useless aa it has as standard.

                        ComradeStrykerC 1 Reply Last reply Reply Quote 1
                        • ComradeStrykerC Offline
                          ComradeStryker @Caliber
                          last edited by

                          @Caliber
                          The Shield recharge time does play a big factor in how the unit plays.
                          This is one reason why Titans were -and still are- incredible at raiding.

                          The only time it can remotely be on the offensive is when the shield is up.
                          Take it out, and the unit practically is out of action for 2 minutes.

                          But 30 seconds does seem a little short.
                          Unless you made another counterbalance; Perhaps a lower max shield HP?


                          ~ Stryker

                          ( ͡° ͜ʖ ͡°)

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