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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!

    FAF - what's next ? what is needed?

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    • eXterminationE Offline
      eXtermination
      last edited by eXtermination

      BUG?:
      a) T1 Air Scout Sele-istle (when crashed allows to see crash spot for a long period).

      BALLANCE:
      b) "Yolona Oss" nuke radius is 45-60, compared to SML nuke radius 30-40. Taking into consideration that Yolo has similar cost to "Mavor" "Scathis" it seems be overpowered. With "Mavor" or "Scathis" you need to snipe enemy Arty/EndGamer/ACU, with Yolona you just blind shoot - that is not fair adventage.
      c) All factions T3 Arty should have the same amount of HP.
      d) Heavy Gunship needs to be re-ballanced.
      e) "Atlantis" needs Anti-Torpedo Defense to be added.
      f) Cybran T3 "Pulsar" Mobile EMP Missile Launcher - needs to be re-ballanced- to short in range, to low in DPS when compared to other T2/T3 Missiles Launchers.
      g) T1 land units have their role even in the late game, but no T1 air or navy units.

      FEATURES NEEDED (Some tweaks to make game more intresting):
      h) Upgradable Hydrocarbon Power Plant - as standard feature in the game.
      i) T5 Experimentals similar in idea to the End Gamers, or add to existing Experimentals upgradable slot Enhancements (like: More HP, Nano-repair, Personal Shield Generator, Radar Jammer).
      j) Add T2 wall.
      k) Make experimentals, SML and T3 Arty more expensive to force players to play more with T1/T2/T3 units instead.

      N 1 Reply Last reply Reply Quote -5
      • N Online
        Nuggets @eXtermination
        last edited by

        So overall I disagree behind almost everything you said and where this is coming from, but I'd thought I'd reply to your individual points:

        @eXtermination said in FAF - what's next ? what is needed?:

        BUG?:
        a) T1 Air Scout Sele-istle (when crashed allows to see crash spot for a long period).

        Its not a bug.

        BALLANCE:
        b) "Yolona Oss" nuke radius is 45-60, compared to SML nuke radius 30-40. Taking into consideration that Yolo has similar cost to "Mavor" "Scathis" it seems be overpowered. With "Mavor" or "Scathis" you need to snipe enemy Arty/EndGamer/ACU, with Yolona you just blind shoot - that is not fair adventage.

        Where is the unfair advantage? First of all its a Game-Ender, second of all its the easiest game ender to counter with SMDs.

        c) All factions T3 Arty should have the same amount of HP.

        Why? This actively makes the game worse as it removes faction diversity.

        d) Heavy Gunship needs to be re-ballanced.

        In what way?

        e) "Atlantis" needs Anti-Torpedo Defense to be added.

        Reason? Based on your comment I am assuming you don't know how to use the atlantis. Its meant to be a unit that can farm value over time and is incerdibly good at that.

        f) Cybran T3 "Pulsar" Mobile EMP Missile Launcher - needs to be re-ballanced- to short in range, to low in DPS when compared to other T2/T3 Missiles Launchers.

        What is the pulsar? Unless I'm mistaken, no such unit exists.

        g) T1 land units have their role even in the late game, but no T1 air or navy units.

        T1 navy actually has a big part in lategame, but its true that air doesn't (although leftover t1 air is relevant). But I also dont see that as a problem. Why would this be needed. The way air is balanced it just makes no sense.

        FEATURES NEEDED (Some tweaks to make game more intresting):
        h) Upgradable Hydrocarbon Power Plant - as standard feature in the game.

        Maybe. Main problem here is balance + animation.

        i) T5 Experimentals similar in idea to the End Gamers, or add to existing Experimentals upgradable slot Enhancements (like: More HP, Nano-repair, Personal Shield Generator, Radar Jammer).

        No, creating more techs just makes the individual techs less relevant.

        j) Add T2 wall.

        This is not that bad of an idea, but if you think about it, it just makes the game more static and thus more boring. So not in the direction a game should go.

        k) Make experimentals, SML and T3 Arty more expensive to force players to play more with T1/T2/T3 units instead.

        I'm all of that, but its never going to happen because its a lot of balance work. Also the fact that you list experimentals here is kind of an indication that you don't know (no offense) how to use t3 armies against them.

        From your post I can assume what kind of games you play and playstyles you see in them. I think this is mainly the fault of the map(s), not balance.

        FtXCommandoF 1 Reply Last reply Reply Quote 1
        • FtXCommandoF Offline
          FtXCommando @Nuggets
          last edited by

          @Nuggets said in FAF - what's next ? what is needed?:

          FEATURES NEEDED (Some tweaks to make game more intresting):
          h) Upgradable Hydrocarbon Power Plant - as standard feature in the game.

          Maybe. Main problem here is balance + animation.

          Main problem with it is the fact it enables you to scale power without scaling tech. You enable loads of air cancer strategies when t2 and t3 air don't need that.

          1 Reply Last reply Reply Quote 1
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            BurnThemALL
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              BurnThemALL
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