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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Will TML ever be balanced?

    Scheduled Pinned Locked Moved Balance Discussion
    83 Posts 31 Posters 11.5k Views 1 Watching
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    • veteranasheV Offline
      veteranashe
      last edited by

      Could be smoking anything, and technically most things are drugs so is the rule with illegal drugs? And what country and/or state law are we going with here as I'll go with sealand law

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      • R Offline
        Reckless_Charger
        last edited by Reckless_Charger

        It's a colloquial expression of disagreement and incredulity at the suggestion of T1 TML. Banning would be madness

        1 Reply Last reply Reply Quote 2
        • TheVVheelboyT Offline
          TheVVheelboy
          last edited by

          Huh, then why was I getting nagged for using the same expression. Which mods described to me as derogatory to the other person?

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          • R Offline
            Reckless_Charger
            last edited by

            Well it's not polite use of language certainly. You could just say I disagree

            1 Reply Last reply Reply Quote 0
            • veteranasheV Offline
              veteranashe
              last edited by

              Sounds boring

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

                From TML discussion to drug talk.
                Avoiding the latter...


                TML is a little strong but nothing too unwearing, I'd say.
                The overkill factor is what gets me every time, especially on Mexes.

                A TML can deal more damage than a strat and leaves no reclaim in comparison.
                But with adequate scouting, one could see the TML being built and prepare.


                Sure, one may argue that you'd have to TMD all mexes, but the same can be said about
                Nukes - forcing all players to build Nuke-Def,
                Telemazer - forcing all players to build Tele-Def,
                Sats - Forcing all players to shield their economy
                etc. etc.

                Granted, these are late T3 stage plays as opposed to T2, so I can see that being a counter-argument.


                TML can also be used all the way up to the T4 stage, sniping high-value targets like game-enders and/or Exps.

                Regardless, TML, when used properly is absolutely devastating.
                Hard to say what can be done to 'adjust it', though.

                For now, it isn't too unbearable, I'd say - just gotta see the TML being built and either defend or rush to take it out.


                ~ Stryker

                ( ͡° ͜ʖ ͡°)

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                • CheeseBerryC Offline
                  CheeseBerry @FtXCommando
                  last edited by CheeseBerry

                  @ftxcommando said in Will TML ever be balanced?:

                  Just buff tmd hp so they dont get cancered as easily

                  That would certainly make tml less oppressive in high rated lobbies, esp. if you bring the currently quite shitty aeon tmd to a similar level of the other ones.

                  For lower rated lobbies the problem is mostly that a single tml launcher can just win the entire game by itself, if your opponents make tmd even just 1 minute too late.

                  It could be something simple, like making tml launchers only load at half the speed and/or have twice the cost, to make tmls way less instan-game-winning while still staying powerful.

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                  • W Offline
                    Warning_PotatoPC @FtXCommando
                    last edited by

                    @ftxcommando but what about MMLs? Buffing HP of TMD would also nerft MMLs, because it won't be as easy to destroy them in bunkers as before.

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                    • FtXCommandoF Offline
                      FtXCommando
                      last edited by

                      MMLs are already extremely bad for breaking bases, most of the time they exist to stop creeps from pushing further rather than breaking them down. If you want to break something you're better off with t3 mobile or t2 stationary arty.

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                      • ValkiV Offline
                        Valki
                        last edited by

                        T1 MML then?

                        • Same range as current T2 MML
                        • Reminds players of tactical missiles as threat, TML not so easily forgotten
                        • DPS nerfed appropriately for T1 by reducing rate of fire, rendering it inefficiënt against TMD.
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                        • TheVVheelboyT Offline
                          TheVVheelboy
                          last edited by

                          New unit and breaks the balance. Not happening.

                          ValkiV 1 Reply Last reply Reply Quote 1
                          • ? Offline
                            A Former User
                            last edited by

                            For me, TML and SML are what forces tech level ups, not letting you to drag behind your opponent for long.

                            ComradeStrykerC 1 Reply Last reply Reply Quote 2
                            • ComradeStrykerC Offline
                              ComradeStryker @Guest
                              last edited by

                              I can see many ways TMLs can be adjusted without altering them too much.
                              The first way, and probably the best way would be:

                              • (Greatly) Increase the BP of the Structure and the BP cost of the Missile.

                              This will lower the effectiveness of assisting which slows down each consequent missile.
                              Not the BP required to build the structure itself, but the BP it has, similar to a Nuke Launcher.


                              Other simple options could be:

                              • Increasing the BP cost of the projectile.
                              • Increasing the BP cost of the structure.
                              • Reduce the BP of the structure so it builds missiles slower.

                              Other more drastic options could be:

                              • Increasing the resource costs of the structure.
                              • Increasing the resource costs of the projectile.
                              • Lowering the speed of the projectile.
                              • Lowering the damage of the projectile.

                              I imagine as an overall missile theme, you'd want to keep the damage high, so, maybe reducing the damage is not the way to go.

                              I can see the BP being adjusted though.


                              ~ Stryker

                              ( ͡° ͜ʖ ͡°)

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                              • ValkiV Offline
                                Valki @TheVVheelboy
                                last edited by

                                @xiaomao TML has to have worst game flow of any element in the game. When T3 arty begins firing you hear it, aside from noticing the investment. A small building, no warning, silent missiles.

                                Introducing missiles at T1 is one way to create such a flow without changing the TML itself. If TML is changed then fiddling BP is not the point I think, introducing a global cruise missile noise would do more.

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                                • veteranasheV Offline
                                  veteranashe
                                  last edited by

                                  Maybe add a sound that tmk has been launched like sml

                                  1 Reply Last reply Reply Quote 2
                                  • T Offline
                                    TheWreck
                                    last edited by TheWreck

                                    the balance on tml is beyond awful every game you make twice the mass of the launcher simply in tmd to stop it even if it doesn't kill a single thing.Tml missiles should cost around 300 mass I think and the launcher should cost around 1800.

                                    1 Reply Last reply Reply Quote 3
                                    • Sylph_S Offline
                                      Sylph_
                                      last edited by

                                      I've reached opposite conclusions - TMD being really cheap compared to the cost of TMLs!

                                      I kinda dislike the fact that a turtle-type player can rely on very few TMD, whereas a player with map control needs many TMDs to protect their economy; but over time I've found that, provided an appropriate amount of resources have been dedicated to economy, the 'I have the whole map' player still tends to be able to defend against TMLs with a stronger economy, compared to the turtle.

                                      OUTSIDE of such extreme turtle gameplay, I find the cost of TML and TMD to be pretty good - if TML were more expensive, I'd struggle to see any real use cases for it.
                                      That being said, I'm talking very much from a 1v1 perspective. I thought that team games would shut down TML strategies even harder (since there tends to be less area that an individual player needs to cover with TMD), but I'm not experienced enough to anything more than 'reckon' here. 🙂

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                                      • ? Offline
                                        A Former User
                                        last edited by

                                        Also, aren't they OP against experimentals? I was once even practicing on shooting down czars with them; result: gets easier the more you practice, but the effective range is not great.

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                                        • veteranasheV Offline
                                          veteranashe
                                          last edited by

                                          That's really funny, you shouldn't say that though it probably will get patched out

                                          1 Reply Last reply Reply Quote 3
                                          • Sladow-NoobS Offline
                                            Sladow-Noob
                                            last edited by Sladow-Noob

                                            @snoog
                                            I created a thread in the balance team channel, these are the results so far:

                                            Stat wise, the TMLs
                                            Sera needs 6.3 seconds / missile to launch
                                            UEF needs 8.2
                                            Aeon 8.8
                                            Cybran 1.75

                                            For now my proposed change was Cybran launcher 1.75sec -> 6sec. It got denied.
                                            "There is no animation visually blocking the delay", "Build more TMD", "Cybran's area here is strong, therefore it's fine".
                                            At least Farms agreed though.
                                            Other ideas like "Make the building volatile" or adjusting more stats like nerfing the hp etc. are not possible as the team simply is not active enough. Hence the delay of this response.

                                            Update:
                                            Apparently it goes from 1.75 sec -> 3 sec now. Still way too small in my opinion, think about their arguments what you want, I tried my best.

                                            Inactive.

                                            B 1 Reply Last reply Reply Quote 1
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