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    Will TML ever be balanced?

    Scheduled Pinned Locked Moved Balance Discussion
    83 Posts 31 Posters 11.4k Views
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    • CaliberC
      Caliber @snoog
      last edited by

      @snoog I may have gotten a bit carried away with the camparisons xd

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      • waffelzNoobW
        waffelzNoob
        last edited by

        Okay, but consider this: the SNOOP (uef tech 1 land scout) costs ONLY TWELVE mass and does 2 damage PER SECOND?

        Let me paint you the picture: a snoop could LITERALLY kill 1000 mavors (6 billion mass apparently) FOR THE COST OF TWELVE MASS????
        This is utterly ridiculous and I don't understand how this has flown under everyone's, especially chris taylor's, radars.

        I will not stand for this.

        No longer will I suffer from the poor decisions of the balance team.
        Snoops are stupid and they ruin the game

        frick snoops!

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        • CaliberC
          Caliber
          last edited by Caliber

          @TheWheelieNoob the mavor reference was just a joke, I was interested to see how it would compare to the most powerful unit in the game mass for mass, no need to rage over it lol.

          let me ask you this question

          if a tml is mainly used to kill t2 mexes at 2000hp why does it do 5000 damage

          is there an calculable reason that it does 5000 damage or is it just a randomly generated number?

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          • F
            Firv @Caliber
            last edited by

            @caliber said in Will TML ever be balanced?:

            @TheWheelieNoob the mavor reference was just a joke, I was interested to see how it would compare to the most powerful unit in the game mass for mass, no need to rage over it lol.

            let me ask you this question

            if a tml is mainly used to kill t2 mexes at 2000hp why does it do 5000 damage

            is there an calculable reason that it does 5000 damage or is it just a randomly generated number?

            it does 6k damage so you can 2 shot any unupgraded commander

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            • FtXCommandoF
              FtXCommando
              last edited by

              In practical games you won’t kill a uef acu with 2 tmls because regen happens every tick.

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              • veteranasheV
                veteranashe
                last edited by

                Uef4life, 6 million mass in snoops is 500,000 snoops or 1 mil DPS

                Thanks for the numbers on Corsair. I still think it's mostly fine and definitely a excellent addition to the game over ta.

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                • S
                  snoog
                  last edited by

                  I still maintain the primary reason TML is OP is because of overkill destroying the wreck of t2 mexes.

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                  • N
                    Nuggets
                    last edited by Nuggets

                    Regarding the TML overkilling t2 mex, i don't think this is OP at all because it is easily counterable with tmd. What does make TML OP is the fact that if you have a wide area of targets you need lots of tmd. Same principle with nuke.
                    Not sure how you would balance this. Maybe increase the required buildpower?

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                    • CaliberC
                      Caliber
                      last edited by

                      1 Idea would be to increase the loading time for missiles and possibly reduce storage capacity so that it would give the player more time to make TMD over a large area and not lose all t2 mex in 20 seconds.

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                      • veteranasheV
                        veteranashe
                        last edited by

                        Increase tmd range

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                        • S
                          Sainse @Caliber
                          last edited by

                          @caliber cybran tml already has a capacity of 4, making it even less is stupid

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                          • CaliberC
                            Caliber
                            last edited by Caliber

                            I have just created a mod that rebalances the tml.zgdhnbsdhjnsrt.jpg

                            problems with the tml as I see them;

                            6k damage for very little cost
                            no risk vs reward factor, if tml doesnt work you risk/lose nothing and can reclaim the tml
                            tml can be fired way too quickly and kill an opponents whole base in about 10 seconds
                            spreading tmd around takes time

                            Key changes;

                            -Missile energy cost's have been increased significantly to create a risk factor of energy stalling when making tmls."
                            -Missile mass costs have been slightly increased.
                            -Missile damage has been reduced to 2k so that it doesnt kill the reclaim but still enough to snipe t2 mexes
                            -Capacity has been reduced to 1 other than cybran as their launcher has 4 launch tubes so makes sense
                            -TML build rate has been increased so that assisting is less powerful.
                            -TML explosion damage has been increased to match missile damage at 2k, so dont stand near it if it gets destroyed, again creating a risk factor for tml use."

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