FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    T2 torpedo turrets are awful

    Scheduled Pinned Locked Moved Balance Discussion
    24 Posts 10 Posters 540 Views 2 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • IndexLibrorumI Offline
      IndexLibrorum Global Moderator @Deribus
      last edited by

      @Deribus Sure, but it would make more sense for all destros to not outrange the T2 launcher, and all cruisers to outrange it. The low DPS cybran cruiser direct fireweapon can stand in for a lack of missles, and its inability to properly deal with T2 launchers be part of its faction weakness, to be compensated for with stealthboats.

      "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

      See all my projects:

      1 Reply Last reply Reply Quote 0
      • FtXCommandoF Offline
        FtXCommando
        last edited by

        And why does that make sense? How has it improved gameplay to have 85 range torp launchers?

        1 Reply Last reply Reply Quote 0
        • maudlin27M Offline
          maudlin27
          last edited by

          Agreed would be nice for a range boost (so they have at least the same range as the best destroyer range but cruisers and battleships would outrange them), - could always buff the Aeon cruiser range slightly since its a weak attack anyway to compensate/provide Aeon with a T2 counter. That way there'd both be more unit variety and unit counterplay.

          Land combat has T2 PD that outranges T2 tanks, but is outranged by another T2 unit (MMLs), which in turn can be defended against with TMD, and the game feels more interesting with that as an option than if say T2 PD were outranged by T2 tanks. Even with fixed shields being buildable on land to cover T2 PD, and T2 arti being available (that outrange any land unit) firebases aren't oppressive (while for naval maps outside of protecting your naval factory and the occasional pond with a chokepoint, there'd be less value from a 'naval firebase' than on land, so less risk of it being too powerful).

          Another nice sideeffect is it'd provide a potential (defensive) counter option to sera subhunters (who currently outrange torpedo launchers other than HARMs)

          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

          1 Reply Last reply Reply Quote 2
          • R Offline
            rampeer
            last edited by

            Buffing T2 torps range will disadvantage Cybran navy (unless you buff it up to 70-80). Also, doing this leads to increasing already good range of HARMS (otherwise, what's the point). That's why I suggested making them movable, as it makes them a bit more versatile.

            By the way, these two options are not mutually exclusive - why not both?

            1 Reply Last reply Reply Quote 0
            • FtXCommandoF Offline
              FtXCommando
              last edited by

              Why is it just being implicitly taken to be a good thing that more static navy gameplay is a great thing? Why would you even bother with uef destros if uef had a 85 range (salems outrange cyb cruisers btw) t2 torp launcher?

              Why do you need more reason to make cruisers again? Why are people talking about unit mix as though navy isn’t the most healthy theater of the game in terms of unit mix already? How is buffing torp launchers that already currently are problematic for sera destros, will obsolete uef destros, and god knows what else to aeon/cyb gameplay a good change?

              R 1 Reply Last reply Reply Quote 0
              • TheWeakieT Offline
                TheWeakie
                last edited by

                If anything td p2 are op and should be nerfed. The current balance for t2 torps is way healthier for gameplay and theyre not bad to make at all

                1 Reply Last reply Reply Quote 0
                • DeribusD Offline
                  Deribus Global Moderator
                  last edited by

                  Do you have any high rated replays of T2 torpedo defence being built? Might be good to have some context in what situations you might want to build them

                  1 Reply Last reply Reply Quote 0
                  • R Offline
                    rampeer @FtXCommando
                    last edited by

                    @FtXCommando okay, let me re-explain. My point is NOT that T2 torps are weak / underpowered.

                    My main point is that T2 torps should be changed. They rarely appear in games, and are mostly built by new players, by my experience. Now, T2 torps just do not fit in navy battle kit available for players. And there are very few units/building that are that misfitting. Can you disagree with that?

                    What's the change is a different question. Personally, I prefer movability over range. It's not a big buff, but makes T2 torps more versatile (moving towards to halt the enemy attack temporarely, supporting your attack, intercepting incoming annoying t1 subs on maps like dual gap, micro them to avoid some fire, etc.). Right now, they are just a static obstacle which says "hit me with your t2 destroyers / cruisers a bit before entering my pond". Compare these two situation. How it a better gameplay? In my opinion, first one (imaginary, yes) provides richer decision-making both for you and your opponent.

                    Also, in my opinion, this quite fits overall idea of balance in FAF: it's quite uniform, but almost all units have some quirks that distinguish them across races / tech tiers. Let T2 now-static torp launchers have their time to shine, their place to fit in the players' toolkits. Now, they are like t1 torps, but crappier.

                    1 Reply Last reply Reply Quote 0
                    • R Offline
                      rampeer @Saver
                      last edited by

                      @Saver Please do! It would be interesting to actually test it out.

                      SaverS 1 Reply Last reply Reply Quote 0
                      • SaverS Offline
                        Saver @rampeer
                        last edited by

                        @rampeer ok, I will create a mod for this test in the coming week . Is there an estimation of what speed the launchers should get? similar to the T3 Sonar? or lower?

                        auch mal fünf gerade sein lassen

                        1 Reply Last reply Reply Quote 2
                        • R Offline
                          rampeer
                          last edited by rampeer

                          Destroyer speed is 5, Cruisers and T3 sonar speeds are 4.5 (I was surprised by these numbers, btw). Battleships speed is 3-ish.

                          Giving T2 turrets same speed as cruisers / more than battleships seems a bit too much (picture a battleship running from a flock of T2 torp launchers - it's funny but not right).

                          What about 2.5?

                          *Just realized that the thread is not in the balance-related forum. Oops

                          SaverS 1 Reply Last reply Reply Quote 1
                          • maudlin27M maudlin27 moved this topic from Suggestions
                          • SaverS Offline
                            Saver @rampeer
                            last edited by

                            @rampeer

                            Hello,
                            I finished my terrace earlier today, so I had time for the mod. I tested the speed at 2.5 and found it to be too fast for what should be a stationary setup. I have therefore set the speed to 1.

                            You can also test the mod yourself. It is now on FAF.
                            mobile T2 Torpedo Launcher
                            3a45d094-342d-4f4f-a2e9-0bf0fdbd69f3-Launcher.png

                            auch mal fünf gerade sein lassen

                            1 Reply Last reply Reply Quote 2
                            • B Offline
                              Blade_Walker
                              last edited by Blade_Walker

                              Just FYI - all T2 torp defense also have personal stealth so if moveable they will not show on radar / sonar after you lose vision of them… this would actually make them more useful as (semi) static defense if they had very slow speed (0.1 is minimum I believe)

                              S 1 Reply Last reply Reply Quote 0
                              • S Offline
                                Sainse @Blade_Walker
                                last edited by

                                @Blade_Walker it would be annoying to micro

                                1 Reply Last reply Reply Quote 0
                                • R Offline
                                  rampeer
                                  last edited by rampeer

                                  Will try with bots ASAP!

                                  Did not know t2 turrets have stealth (checked unit DB, it's true). But as it's a building, once spotted (by air scout, for example) the radar blip will always remain while it's in the zone of a radar - right? Sounds like a strange feature

                                  The more this thread goes on, the more I discover. They are half the price of a destroyer for about the same HP and DPS; not all factions' destroyers outrange T2 torps; they have steath. Maybe underutilization is just a meta thing?

                                  1 Reply Last reply Reply Quote 0
                                  • First post
                                    Last post