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    advena

    @advena

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    Best posts made by advena

    RE: Atlantis

    As a casual player I see whole game from prism of emotions (will make this a signature)

    Using ground fire to kill subs:
    1st emotion is WTF???
    2nd emotion is "I broke the game"
    3rd - "MUAHAHAHAHA"
    4th (after realizing that game balanced around this) - "I really supposed to do this each time?"

    It's super effective. It rewards paying attention
    It's pain to use. It's counter-intuitive

    It's sad that game actually balanced around this use. Will be hard to fix.

    posted in Balance Discussion •
    Aeon and Sera Eng Stations

    I have seen pull request about them
    https://github.com/FAForever/fa/pull/3122

    Looking at this pull request I see lack of faction diversity.
    Aeon one is bad Cybran without upgrades but with underwater
    Sera one is just bad Cybran

    I suggest making them more different.

    For Aeon:
    Best and Worst

    Make them even more efficient than Cybran but with really small range.
    Something like

    • 800 mass for 60 BP (13.(3) mass/BP)
      10-15 range (T3 engineer have 7)

    For Sera:
    Strong and Strange

    Something strong and out of pattern. They are aliens after all. Not have to be mine idea.
    As I see it:

    • 1300 mass per 60 BP (21.(6) mass/BP)
      35 range

    upgrades to

    • 2600 mass per 120 BP
      50 range

    Takes 3x3 slot

    For compare:
    Cybran: 1050 per 75 BP (14 mass/BP) 25 range
    UEF: 1050 per 50 BP (21 mass/BP) no maximum range
    T3 Eng: 312 per 30 (10.4 mass/BP) 7 range
    SACU with upgrade: 2750+ per 98 (28+ mass/BP) 10 range

    posted in Balance Discussion •
    Veterancy removal for most units

    Remove veterancy for all units but

    • experimentals
    • ACU

    As compensation buff hitpoints:

    • Striker by 1 hp
    • All T2 units by 10-20%
    • All T3 units by 20-30%

    Reason:
    Sim speed (notably in ASF battles)

    posted in Balance Discussion •
    RE: Atlantis

    @Marked_One AFAIK HARMs depth was changed several times

    posted in Balance Discussion •
    RE: Veterancy removal for most units

    @arma473 said in Veterancy removal for most units:

    That would completely remove the whole "vet vet vet vet vet vet vet" angle to the game

    As for me that the only reason to keep vet on EXP and ACU
    It brings emotions

    posted in Balance Discussion •
    RE: Reclaim

    From noob poin of view

    I'd prefer to not add extra complexity
    so please - no reclaim decay

    Reclaim speed - will mess with T1 stage (stated as healthy). Also can mess with starting buildorder even more than reclaim amount nerf

    Reclaim numbers - will need simple and predictable system
    For example
    T1 - 81%
    T2 - 64% (20% less)
    T3 - 49% (40% less)
    T4 - 36% (55% less)

    ...
    T9 - 1%

    posted in Balance Discussion •
    RE: Ahwassa seems useless

    @Psions You can ignore FtXCommando in this subforum

    His opinion almost newer differs from theme to theme. He don't provide valuable arguments either. Probably he sees many of things too obvious to explain.

    posted in Balance Discussion •

    Latest posts made by advena

    RE: The SCU Rebalance

    I'm against setting SACU presets in stone not for balance reasons but for emotional reasons
    They are support-ACU
    ACU should have option to upgrade

    Also:
    Why them have more base(unupgraded) hitpoints than ACU? Seems counterintuitive.
    They are support-ACU

    posted in Balance Discussion •
    RE: The SCU Rebalance

    SACU BP nerf:
    Big buff to engineer stations I see.

    Engineer upgrade cost almost as another SACU (1500 mass)
    This makes eng-SACU BP/mass ratio 35+. More than twice as Cybran eng-station.

    WTF balance team?

    If you so scared of RAS SACU then put BP and RAS upgrades to same slot or just remove RAS upgrade from game

    Seraphim rambo:
    Phim have 2 ways to make a rambo:

    1. Overcharge + NanoRegen + Gun Upgrade (range and sensors)
    2. Overcharge + NanoRegen + Regen Aura

    Second one have better tank and also a support SACU. Mixed category detected

    posted in Balance Discussion •
    RE: Buff Wagner back

    Looks like I should explain how I see roles of T2 amphibious units and why wagner is bad in some of them.

    1. Raiding. Wagner is fine. Overall unit strength is not that important as speed, stealth, cost and DPS.
    2. Land fallback option in different cases. In this area wagner is shit because of bad stats. This I suggest to fix.
      Reasons when you want to have fallback option:
      2.1) Swamp maps. They are rare and have other balance issues.
      2.2) Overall choice of more mobile army in some cases.
      2.3) Bad main tank performance in some cases. Notably Aeon against T1 spam and Cybran at hilly maps
    3. Navy fallback option. Not applicable to wagner. (Unless you make it floating on surface)

    Most important problem IMO is 2.3

    posted in Balance Discussion •
    RE: Static vs Mobile Flak should be reevaluated

    @harzer99 said in Static vs Mobile Flak should be reevaluated:

    Static flak is also quite effective against strat bombers. Against t2 bombers t1 mobile aa might actually be more mass efficient than t2 mobile flak. Also gunships can dodge a lot of the t2 mobile flak damage if microed a bit.

    I did tests how to counter T3 bomber.
    Against 1 T3 bomber assuming equal mass investment static T1 AA > static T2 AA > mobile T2 AA.
    That's about 20-30% difference between static T1 and static T2 so when static T2 AA can hit more than 1 bomber it becomes better than T1.

    posted in Balance Discussion •
    RE: Buff Wagner back

    @Psions said in Buff Wagner back:

    Thread clearly doesn't meet the guidelines. I suggest you go find my last Dual Gap game, where I built 100 Wagner, so you can go provide a replay of wagner being useless. I am currently unable to retrieve said replay ID.

    Wagner have too low hp to safely cross any mildly sized naval army, and have terrible torps to boot. Stealth is laughable.

    It meet but barely.

    Any hint how too find your replay? Game length, other players, your position?
    You have a lot of Dual Gap games. Maybe more that I have games on all maps.

    posted in Balance Discussion •
    RE: Ythotha should get a switch for Othuy

    Not to support any side.

    Replay with massive use of ythotha and GC
    https://replay.faforever.com/12288171

    posted in Balance Discussion •
    RE: Buff Wagner back

    @FunkOff said in Buff Wagner back:

    Not shown: Wagner is only stealthed amphibious tank (invisible to radar when on the sea bed.) I'm not against a small buff, but the OP doesnt do a good job showing it is necessary.

    And also it's only amphibious tank that cannot be used to retake navy. Evens out as for me.

    Buff is not necessary. Only problem that it will probably solve is Cybran T2 stage at hilly maps (which are rare).

    That's more of remainder. If you're changing group than change entire group same way.

    posted in Balance Discussion •
    Buff Wagner back

    Some history:
    Some time ago Wagner was best amphibious tank to use as main tank
    Then it was nerfed to level of other amphibious tanks
    Then other amphibious tanks was buffed

    Suggestion:
    Buff Wagner to level slightly below current amphibious tanks
    For example:
    mass cost 297 -> 290
    HP 1200 -> 1300

    Justification:
    I use DPS*HP/mass^2 as combat effectiveness estimation

    Aeon Blaze: 1,697530864
    UEF Riptide: 1,58203125
    Seraphim Yenzyne: 1,701446281

    Wagner now: 1,360405401
    Wagner suggested: 1,545778835
    Wagner old: 1,643823193

    I don't have good replay on my hands now. I can make synthetic test if needed.

    posted in Balance Discussion •
    RE: Proposal: T3 Arty & Movement

    @Psions said in Proposal: T3 Arty & Movement:

    In fact if we are increasing range of T3 MMA then we should give fatty same range as T2 arty.

    There is no mandatory to buff T3 MMA range if you buff T2 MML range.
    Other buffs can be used:
    Rocket speed, AoE radius, better fire cycle and so on

    posted in Balance Discussion •
    RE: Proposal: T3 Arty & Movement

    Maybe buff T2 MMLs to have range 80? (And buff T3 MML too)

    Will need some testing to not made snipers obsolete but can be solution of problem

    PS T3 MML don't looks OP aganist snipers in TS replay for me

    posted in Balance Discussion •