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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.
@techmind_ said in Merge engineers into support engineers to circumvent pathing issues.:
The main problem is 1) shit pathfinding 2) small assist range. It's same shit pathfinding and bad range at all tiers. Kennels/hives fix both problems, kennels have worse bp but can fly anywhere. Pathfiding is not fixable, but better range is changeable. We need a way to contrate bp efficiently in specific area.
The main problem is 1) shit pathfinding 2) small assist range. It's same shit pathfinding and bad range at all tiers. Kennels/hives fix both problems, kennels have worse bp but can fly anywhere.
Pathfiding is not fixable, but better range is changeable. We need a way to contrate bp efficiently in specific area.
Deploy button on engineers After deploy engineers cannot move and get double range effectively transforming into small hives
No pathfinding - no problem
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
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:
upgrades to
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
Remove veterancy for all units but
As compensation buff hitpoints:
Reason: Sim speed (notably in ASF battles)
@Marked_One AFAIK HARMs depth was changed several times
@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
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%
@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.
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:
Second one have better tank and also a support SACU. Mixed category detected
Crunches, crunches everywhere...
Just limit deploy to T3 engineers
Some cost and BP increase also can be done for T2-T3 engineers but this is much more complicated suggestion to balance.
Deployed units are really unmovable. I thought ACU would bump them on way out. Looks like hard to use but still a problem.
https://replay.faforever.com/13850527
BIG thanks for answer
As I see it first of all balance team should determine a purposes of forum.
Should it be a sort of bugtracker, place for discussion and feedback of future changes (then it will be ok to be dead most time of year), or something else
Probably there should be a member of balance team that reads forum and filter it before passing ideas to rest of balance team.
PS my butthurt was cased because there was change in rules to close one specific topic. That's really dirty play.
Forum is dead after recent guidelines change
If this is what you want than just close this forum
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
Looks like I should explain how I see roles of T2 amphibious units and why wagner is bad in some of them.
Most important problem IMO is 2.3
@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.
@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.
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.