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@FtXCommando Please for the love of FAF, include mapgen
Aeon sucks. Here's why:
Now onto other tiers: 6) The T2 transport sucks. Lowest carrying capacity of all T2 transports. Can only carry two T3 units. 7) The T3 bomber sucks. Trades enormous AOE nerf for minuscule damage buff. As a result, it's no better against structures than Cybran T3 bomber but far, far worse against units and ACUs. Also, Aeon T3 bomber lacks a secondary weapon. The T2 shield generator sucks. Expensive but with a tiny area of effect. Can barely cover a T2 pgen next to it. Very hard to cover nearby mex with it. Can't be upgraded, either.
Okay here's how we can fix it:
You should make a rule prohibiting this sort of ad hominem nonsense that makes no attempt to address the information provided. "I'm assuming OP just lost a game and is mad because he thinks he lost to the balance."
See subject. There's little point in putting in a lot of effort into making a new balance thread (see guidlines) unless it's something the balance team actually cares about. It would be nice to see the new balance councilor post some thoughts of his about current balance and areas he might try to improve.
T1 subs from all factions are terrible. We should fix them.
First, let's state plainly why T1 subs are so bad:
Let's buff T1 subs to address these issues:
With these changes, T1 navy should be more balanced and less focused on T1 frigate spam, but not fundamentally changed.
Originally in Supcom, T1 transport could carry ACUs. This was only removed because it was too easy to draw somebody by comm bombing them. (This was way back when ACU death nukes did a full 70k damage against all targets, including other ACUs.)
Given that the nuke problem has otherwise been avoided, we should undo this pointless change. Simplify transport logic and let T1 transports carry ACUs.
T2 Mobile Missile Launchers (MMLs) for all factions are terrible. This is bad for gameplay as it makes the most interesting tech level (T2) also the worst for turtling. MMLs should therefore be greatly improved.
First, let's note that MMLs fill a similar role in Tech 2 that T1 mobile artillery fills in Tech 1 and then state clearly why MMLs are so awful:
Now let's talk how to fix these problems:
Additional notes:
Certainly I, for one, appreciate all the effort that's gone into faf so far (and I am excited for TMM!)
Lokie is a good map.
@FemtoZetta I've used it so long I forgot it wasn't an official mod XD
I should see if I Can fix it
Mantis is a t1 tank. That is all. (Although if the supcom 2 example is to be followed, it could have +25% damage (10 instead of 8 for 33.33 dps) in exchange for -25% hp (200 instead of 270).
This aeon acu looks great. Can you also add color?
Omg these things are all monstrosities.
I disagree on "only valid ranked games" because the 'pros' unrank most of their games and tourny games.
I concur with this suggestion.
Holy crap that is pro
The OP hints at what is an intractable problem: Assuming 1) Factions are different and 2) Maps are different then it logically follows that 3) Some factions will be better than others on some maps.
(Note that you can replace "faction" with "tech level" or "land/air/sea" and the rules remain true.)
Therefore, "balance" as a concept depends upon which maps the community prefers to play and which strategies and tactics the community likes to see most often. Consider , perhaps, what a good map set for consideration is, or what a hypothetical perfect map looks like.
@JusticeForMantis Do you dispute that battleships can one-shot subs with ground fire? If not, then what will replays show that you don't already know?
An idea which should be revisted is damage reduction for submerged units. Perhaps 1 unit of depth = 5% reduction to non-torpedo damage. It is worth mentioning that all submarines have a desired depth set in their blueprint but none can submerge deeper than terrain permits, so the result of a depth based damage calculation would be subs taking inconsistent damage from ground fire across different maps.