@FtXCommando Please for the love of FAF, include mapgen
Best posts made by FunkOff
Aeon sucks. Here's why:
- The Aurora is hot garbage because of the paper armor and slow speed. It's the only T1 tank which dies en-masse to single bomber and medusa hits. The Medusa is faster, longer ranged, and costs only 36 mass but one shot can obliterate 4+ Aurora costing 52 mass apiece. This wouldn't be so bad if bombers didn't mass-OHKO them too. Did I mention they also always miss their first shot? And high alpha is supposed to be one of their advantages...
- The fervor sucks. Only advantage is best raw DPS against structures, which is a poor trade off for being completely useless against units.
- The beacon (T1 frigate) sucks. It's the most expensive, can't use full DPS forwards, has no AA, and has very low HP. Only advantage is modest anti torpedo.
- The shard (T1 AA boat) sucks. Despite being a dedicated AA boat, it's AA is worse than Cybran Frigate AA. I've watched this miss literally every shot against T2 torp bombers. It's useless.
- The simmer (T1 bomber) sucks. It has the lowest damage of all T1 bombers. 4 bombs are required to kill a UEF T1 pgen or mex. UEF bomber only takes 2 passes to kill an Aeon T1 pgen or mex.
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:
- Aurora needs a bit more armor. 140 --> 155 should do it. It'll survive a medusa shot or 3/6 cybran T1 bombs hitting it. Medusa needs a nerf, too, because it's OP as hell.
- Fervor is probably fine as long as Medusa is nerfed.
- Beacon should get a small HP buff (1850--> 2000) and anti-torp buff, paired with a small buff to Aeon T1 subs.
- Shard should have muzzle velocity increase so it can actually hit stuff.
- Shimmer bomb should track and/or have 2 second stun against T1/T2 units. Lower damage is fine if it's a guaranteed hit against T1.
- Some advantage, such as perhaps being faster, should be given to T2 transport.
- T3 bomber shot should track so it doesnt miss.
- Shield gen should have greater range and/or reduced cost (480 mass --> 360 mass)
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."
With the new patch on the 19th of November and the (much needed) buff to T3 mobile AA, I think we now have a good opportunity to differentiate SAMs and T3 mobile AA.
First, some history. Obviously, T3 mobile AA was not in the developer version of FAF, but it was added because it was needed. The first iteration of T3 mobile AA was minimalist in order to not change balance very much: It was essentially an exact copy of the SAM, just mobile. However, obviously that was underpowered, so it was eventually buffed.
Now, T3 mobile AA is a low-cost deterrent to T3 bombers and gunships, and a minor threat to passing ASFs and scouts. This is a great spot for T3 mobile AA. Now what about SAMs?
SAMs should be heavy anti-air. I'm proposing an increase in cost by 100% (800 mass/8k Energy --> 1600 mass/16k Energy) paired with an increase in damage (+100%), a decrease in rate of fire (~40% decrease) and an increase in maximum range (+50%), and a minimum range (of maybe 30 units). (UEF SAM example: 200 damage --> 400 damage. Range: 0-60 --> 30-90. Firecycle: 6x1/0.1 sec + 3.1 sec reload = 3.6 total --> 6x1/0.1 sec + 6.6 sec reload = 7.1 sec total.)
With these changes, SAMs will be significantly distinguished from T3 mobile AA, with T3 mobile AA being clearly better sometimes, particularly against masses of T1 and T2 air units and in the early T3 air stage. Also, SAMs that are built alone or closely together will be vulnerable to T2 gunship and will need mobile T3 mobile AA or flak to cover them up close. Also, this will buff SAMs against T3 air, mainly enabling them to One-Shot ASF, and improving performance against experimental air units.
Thoughts?
It's just so much fun. Makes me want to neglect my other responsibilities just to play.
Side note, is there anybody still working on the map gen? It sometimes produces buggy maps, but overall the quality is very high.
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.
I think the comparison images are unfair because the second image has way more units/structures which obscure the terrain.
That said, I think I like the mapgen version better. The contour lines on the GPG map are more clear, but elevation isn't important to know. I think the mapgen version makes it more clear which areas are passable by land and which are not, and obviously higher areas are lighter. This is much better.
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:
- For Cybran, T2 MML DPS/cost ratio is much worse: ~1 versus about ~0.3. By contrast, for Cybran T1 bot and T2 tank, DPS/cost is ~0.5 and ~0.3, indicating a reduction of only 40% raw paper strength from T2 to T1. This would suggest that MML raw damage should be doubled so that T2 to improve DPS/cost to ~0.6, a reduction of ~40% from the ~1 DPS/cost ratio for T1 artillery.
- T2 TMD and mobile/stationary shields block MML shots. The previous bullet suggests that MML are underpowered even in absence of missile defense and shields. Missile defense and shields serve to aggravate this problem further.
- T2 MML shot linger time - the time between a missile being launched and a missile hitting the target at maximum range - varied from about 6 seconds (for Seraphim) and 12 seconds (for Aeon). Compare this to T1 artillery shells which linger for about 8 seconds.
- T2 MML damage radius is very small at 1. T1 artillery (other than Aeon) damages in a radius of 2-3.
Now let's talk how to fix these problems:
- Low DPS can be fixed by improving raw damage. Raw paper DPS suggests a 100% damage buff is necessary. Analysis of damage radius and shot linger time suggests another 50-100% beyond that would also be warranted. Also, there's no reason why MMLs shouldn't one-shot T1 pgens. The Aeon MML can 1-shot Cybran and Aeon pgens, but all MMLs should get a buff so that the Seraphim MML (405 damage) can one-shot even UEF T1 pgens (720 hp), so perhaps 810 damage total.
- The T2 shield/TMD combination renders a fire-base all but immune to MMLs. Due consideration should be given to the idea of missiles passing through shields (similar to how strategic missiles do) although this may not be needed if DPS is improved substantially.
- MML linger time cannot be set directly because it is a product of the missile's performance values (muzzle velocity, acceleration, maximum speed) and it's guidance script, but effort should be made to reduce UEF/Aeon MML shot linger time to <9 seconds, reliably. Also, UEF is the only MML with an unpack animation, this unpack should be made faster to improve the MML's responsiveness.
- If MML raw damage is only doubled, improving damage radius from 1-->2 would make sense. If MML damage is improved by a factor or 2.5x or 3.0x, more damage radius is not necessary.
Additional notes:
- It has recently been stated that TMLs are OP. I disagree generally. They only seem OP because they are so much better than MMLs that they are used to siege much more often. If MMLs are made to be good, TMLs versus MMLs will feel like a real choice rather than obvious selection of the superior siege weapon (TMLs currently).
- Adding a minimum range to MMLs to give tanks some breathing room would make sense. Perhaps 10-15, perhaps as high as 20.
@speed2 Yes. I made the first several Forged Alliance mods and implementations of the reinforcement script. (If it's coded poorly, that's because I'm not a programmer )
T1 subs from all factions are terrible. We should fix them.
First, let's state plainly why T1 subs are so bad:
- T1 subs are expensive at 360 mass apiece. Cybran's T1 sub is 40% more expensive than it's frigate.
- T1 subs are fragile at only ~550 hp. T1 subs die in one hit from torpedo bombers and are utterly obliterated by T2 destroyers and torpedo boats.
- T1 subs do so little damage that they are ineffective against even targets that cannot shoot back. (Cybran T1 sub torpedo DPS is 38 compared to Cybran frigate surface DPS being 64. This is 40% less DPS for 30% higher mass cost. A Cybran frigate can kill an enemy ship faster than a T1 Cybran sub can, and also it is cheaper, has AA guns, and has radar.)
- T1 subs are virtually the same for all factions. Some faction diversity would be nice.
Let's buff T1 subs to address these issues:
- T1 sub cost should be reduced to about 300 mass, a reduction of about 15%.
- T1 subs should have their sonar completely removed to make them harder to detect by enemy subs at the T1 and early T2 stages. (This leaves Air scouts, T1 sonar, and T2 cruisers the best ways to find them. ) Vision should be reduced from 32 (same as torpedo range) to 25. (This allows a modest defender's advantage in sub-against sub T1 battles when T1 sonar is used to spot enemy subs, or an attacker's advantage if T1 air scout or suicide frigate is used to spot enemy subs.)
- T1 sub DPS should be modestly improved (10%) and more front-loaded. Aeon T1 sub fires one salvo for 150 damage every 4 seconds. It takes 4 salvos (12 seconds) to kill an enemy sub or 13 salvos (48 seconds) to kill a Cybran frigate. (4 subs working together take 12 seconds.) Damage for all subs should instead be 250 damage every 6 seconds. With this, it takes 3 salvos (12 seconds) to kill a sub or 8 salvos (42 seconds) to kill a Cybran frigate. (4 subs working together would take 6 seconds to sink the frigate.)
- T1 subs should also be modestly differentiated based on faction. Ideas follow: Aeon gets the cheapest T1 sub (-10% cost. 270 mass) due to most expensive frigate and no deck gun. UEF has toughest T1 sub and now is the only one which takes 4 salvos from another T1 sub (if the aforementioned damage/ROF change is made). Cybran T1 sub should cost more (+10% cost, 330 mass) due to cheapest frigate, but retain the sonar. Seraphim T1 sub should stay the same. (Increased damage per torpedo and reduced fire rate constitutes a modest buff to the Sera sub's torpedo defense and incentivizes hit and run attacks.)
With these changes, T1 navy should be more balanced and less focused on T1 frigate spam, but not fundamentally changed.
Latest posts made by FunkOff
I havent seen a Billy in over 20 games. I'm sure it's fine as it is.
There's no good reason for it. I just quit games that start on these maps.
I no longer play FAF because I have kids. If not for their needs, I'd be on ideally everyday. I'd even participate in a tourney if I knew the real pros were "too busy" to show XD
I haven't changed my username is years on FAF. (PSN made me change it because it was offensive though )
@magge said in Kindergartener wording and design of the main page:
for whatever reason, the conversation veered off track into negativity
Yes, FAFers are quite the argumentative type lol
In my experience making missions, difficulty/challenge is a very hard thing to implement. Because FAF's economy is exponential, it's basically impossible to keep a consistent level of challenge without harshly punishing success. That is to say, it would be easy to simply nuke the player's base if they achieved more than 50 mass/sec income, and this would retain the challenge.... but it's also such a bastard, asshole move to do
@thomashiatt said in This idea will make you angry (don't read it):
Most 1v1 games you ma
The second half of the idea is (soft) requiring a T2 pgen for T2 mex upgrades as well.
Another one down. It's hard to keep at it.
@ftxcommando I'm really just asking what other people thought of the balance as depicted in the highest tier games. How dare I
I've made sure to watch every LOTS game on youtube. I have some thoughts.
1- Balance is generally good
2- In land battles, indirects and snipers are just bad. Aside from Vipers, t2 arty, and t1 arty, indirects were almost completely absent from LOTS games. I think I saw 2 trebuchet built in a game on twin river. No other games included them. I suspect the main issue is low hp of indirects - your tanks and heavy bots can survive not being supervised for 5 seconds because they have tanky hp. Indirects die too quickly.
3- Snipes are a bit too strong. Perhaps, when an ACU hits 0 hp, it falls to the ground and becomes a crippled ACU. Crippled ACU cannot move, shoot, build, regen, or be repaired, but can absorb another 10k or 20k before it goes nuclear. Just an idea.
4- T2 and T3 navy are too good. They scale much better than air and hover. Land simply cannot defend. Better shore-to-sea weapons would be more interesting than a nerf to ships, imo.
Any other thoughts about the top level games?