@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.
@sinforosa You're just jealous you didn't have this brilliant idea first.
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.
Generally speaking, everybody likes the rating system and the game quality indicator as defined by people preferring to keep it or change it than simply play without it. It's not perfect, but it is good. One of the weaknesses of the game quality indicator is that it seems to underweight teams with a large rating difference. For example in 2v2 TMM, a 500 and a 1500 will generally lose against two 1000s significantly more often than the other way around. I propose a novel solution to this problem and a general issue to team balancing: Handicaps and bonuses.
Let's assume that the game intends to balance everybody to 1,000 rating. Players below a rating would be assigned an in-game bonus (perhaps +build speed and +resource generation) to bring them up to the same strength as a 1,000 rating player. Likewise, players rated over 1,000 rating would have a similar penalty to make them about as capable as a 1,000 rating.
This would solve two problems:
1- All games with equal numbers of players on each team would be balanced because, with handicaps/bonuses applied, all players would be approximately equal strength (~1,000 rating).
2- By removing the game quality indicator, the aforementioned issue with high rating differences between same-team players causing the game quality indicator to be inaccurate would be removed.
Here is a suggestion of specific mechanics for the balance/handicap:
Example 1v1 match under handicap system: 800 player fights a 2000 player. 800 player receives (1.05)^2 multiplier (1.1025)bonus to all mass and energy production and all build power. The 200 receives a (0.95)^10 multiplier (0.59874) penalty to all mass and energy production and all build power.
Potential downsides to a handicap system:
Potential alternative handicaps aside from build time/resource generation:
In closing, I encourage people to consider the idea in the above idea not as a replacement for game quality indicator, but as an alternative option that hosts may select in custom games or may be used in TMM.
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:
@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 )
Back in the early days of Supreme Commander, the only differences among the unupgraded ACU were damage and health. UEF ACU had the high hp but lowest gun damage at 12000 hp and 100 damage. Cybran reversed this with 120 damage but only 10,000 hp. Aeon was in the middle with 110 and 11,000.
I propose ACU balance be reverted to this. Mainly because the Cybran acu regen is a little OP and tbe Aeon acu (before upgrades) is a bit UP. My idea would therefore set Uef/Sera/Aeon/Cybran hp/damage to 12k/100, 11.5k/105, 11k/110, and 10k/120, all with 10 regen. (But if you wanted even more balance, set regen to 12/11.5/11/10 to make time to regen from 0 to 100 percent hp be a uniform 1k seconds for all ACUs.)
Replay not attached because this is a small thing. nbd
@veteranashe If I were a programmer, I would have known to say that.
I wonder if there's a way to compensate for increased game difficulty and higher average player skill. (Trust me, faf is tougher to play and people are better at it now versus 10 years ago)
@FemtoZetta I've used it so long I forgot it wasn't an official mod XD
I should see if I Can fix it
These are troll videos. The spider guy intentionally walks the spider into the middle of the horde. The Megalith guy doesnt shoot the tightly groups clusters of engineers. If either were microed competently, the XPs would win by a long shot.
Other more technical reasons why T1 is not OP take longer to explain and I won't cast pearls before swine.
Astro simplifies the game in many ways:
This eliminates a great deal of complexity in the game and strongly incentives a turtle/sim city play style as it is easy for even a noob to repel attacks.
Lokie is a good map.
@auricocorico It's an aimbone problem, not a hitbox problem.
Can be maybe get different icons for same faction units with the same icons? Like Hunter and Mantis, Blaze and Obsideon, that sort of thing. (No, I dont have a good for a better blaze icon yet.)
Canis is a classic turtle map (4v4 and higher versions) because all same team spawns are close together but opposite teams are far apart.