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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 •
    RE: Merge engineers into support engineers to circumvent pathing issues.

    @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.

    Deploy button on engineers
    After deploy engineers cannot move and get double range effectively transforming into small hives

    No pathfinding - no problem

    posted in Suggestions •
    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 •
    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 •

    Latest posts made by advena

    RE: Merge engineers into support engineers to circumvent pathing issues.

    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.

    posted in Suggestions •
    RE: Merge engineers into support engineers to circumvent pathing issues.

    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

    posted in Suggestions •
    RE: Merge engineers into support engineers to circumvent pathing issues.

    @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.

    Deploy button on engineers
    After deploy engineers cannot move and get double range effectively transforming into small hives

    No pathfinding - no problem

    posted in Suggestions •
    RE: Balance Thread Guidelines Feedback

    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.

    posted in Balance Discussion •
    RE: Balance Thread Guidelines Feedback

    Forum is dead after recent guidelines change

    If this is what you want than just close this forum

    posted in Balance Discussion •
    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 •