Experimental incompleteness feeling
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We know how iconic experimental units are, but I have this feeling that some are not complete, not made right.
- Fatboy: Dies too fast
- Atlantis: Dies to battleship micro
- GC: Attracts friendly fire because of tractor beams. Doesn't happen often, but still feels awkward, even if you make beamed units untargetable, beaming mobile shields would still make it. I wish GC was cooking enemy units at a distance with its arms instead
- Czar: Too big, really hard to find place to build. I wish you could build it in the air
- Tempest: Dies to battleship micro
- Monkey lord: OK
- Megalith: Weird egg behavior, can't finished started eggs if ordered something else (maybe it should just be laying eggs, and they should just build themselves), unintentional reclaiming tool.
- Reaper: Can't attack gunships with its main weapon while being a gunship and a target for other gunships. Creates a weird situation where 2 reapers pass each other
- Ythotha: Death weapon is unpredictable, no way to not spawn the ball lightning, unless an engineer happens to be close and starts reclaiming it the last moment. I wish it was a manual ability with several-seconds charge that kills ythotha instantly and releases a lightning nova that does not move and just pulses like Aeon EMP com ability, but damaging everything around
- Ahwassa: Yes, it is a bomber, but I wish its antiair weapons could shoot ground units so that it didn't have to drop 11k bomb on an engineer. This experimental just doesn't feel very versatile for an experimental
Just my thoughts. No need to star a fight
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@melanol said in Experimental incompleteness feeling:
Fatboy: Dies too fast
Is going to be adressed
Tempest: Dies to battleship micro
Against UEF it sucks, against any other faction you can just retreat?
Czar: Too big, really hard to find place to build. I wish you could build it in the air
You can literally build it in mountains etc., obvsly on a 10x10 mapgen with 10 players you'll have a hard time sometimes, but same with placing the airgrid
- Ythotha: Death weapon is unpredictable, no way to not spawn the ball lightning, unless an engineer happens to be close and starts reclaiming it the last moment.
Reclaiming doesn't prevent the ball from spawning
- Ahwassa: Yes, it is a bomber, but I wish its antiair weapons could shoot ground units so that it didn't have to drop 11k bomb on an engineer. This experimental just doesn't feel very versatile for an experimental
If you're talking about general efficiency: You don't have to kill a single engi with it
If you're talking its aggrorange: It's the same as a strat, I agree that you have to constantly babysit it since the range is quite big, you can do it like I do sometimes and put them on 'hold fire' til you can actually pay attention again. Also AA killing targets will only help in certain circumstances, in that stage the chance a single higher tech unit is running around or multiple smaller ones is so high that it'd drop the bomb anyway, especially cuz the AA would overkill the target such as the Czar does currently.Just my thoughts. No need to star a fight
The forum is a FFA my man
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I personally would just like to see more experimentals added. I think it'd be a fun way to change up FAF once in a while. Like give the UEF the King Kriptor from SC2 and see how it works out.
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@sladow-noob said in Experimental incompleteness feeling:
Reclaiming doesn't prevent the ball from spawning
My life will never be the same
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@melanol said in Experimental incompleteness feeling:
I wish it was a manual ability with several-seconds charge that kills ythotha instantly
this already exists and it is called ctrl k
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@snoog problem is that it's not the goal. Adding new units just for the fun ir a thing for mods, not for the base game. Each unit and each exception you add makes the game way more complex and I mean, look at the unit database; it's already complex as fuck. So except for a unit being the only possibility to solve a problem (let's take Cybran vs. sniperbots as an example) it won't happen. Also the reason we just don't fix that tele-problem by adding anti-teleport-towers like some mods feature.
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@waffelznoob Not really. My Ctrl+K kills instantly
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@melanol you can add or re-add the standard hotkey for 5 seconds timer unless I remember wrong
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@deletethis The timer is inferior
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@sladow-noob said in Experimental incompleteness feeling:
Fatboy: Dies too fast
Is going to be adressed
I hope the balance team have done a LOT of experimentation with the new build-while-moving feature, pumping out parashields.
With that change, the fatboy is 800% better at resisting incoming (artillery) fire without taking damage while moving backwards. It's felt hugely significant in the few games I've had the chance to try it.
I'm not suggesting that I'm in any way certain that the fatboy is fine - I'm just saying I think the new mobile factory change really needs feeling out extensively while considering more buffs to the fatboy. -
@sladow-noob said in Experimental incompleteness feeling:
@snoog problem is that it's not the goal. Adding new units just for the fun ir a thing for mods, not for the base game. Each unit and each exception you add makes the game way more complex and I mean, look at the unit database; it's already complex as fuck. So except for a unit being the only possibility to solve a problem (let's take Cybran vs. sniperbots as an example) it won't happen. Also the reason we just don't fix that tele-problem by adding anti-teleport-towers like some mods feature.
Yea, you're right.
But since you mentioned sniper bots, lets talk about removing units :^)
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You got my vote for that lol