Since Interceptors and ASF can target other interceptors and ASF, and gunships can target other gunships, clearly bombers should be able to target other bombers.
Best posts made by gabrilend
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RE: WD #3 - Ridiculous Balance Ideas
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Tip for the noobs
... Of which I am one...
Try playing more zoomed out. The more time you spend at max zoom the more time you spend watching for flanks and planning your own. You pretty much only need to zoom in to build structures or micro your units - everything else should be zoomed out. If you find yourself still not spending much time zoomed out, then you need to start making allowances because intel is critical in this game. -> "do I care how precisely these buildings are placed / is it alright if these units don't make it" this is an attention game after all...
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RE: Small suggestions topic
My suggestion is to allow factories to set their waypoint to a unit group. When the factory finishes constructing a unit, it'll receive the same orders as the rest of the units in the group. If there's more than one order, it'll assign one randomly (or maybe by unit type)
The reason I want this is because then I can setup air patrols to be continuously replenished by a factory. Right now if you make a patrol order from a factory then give an order to the patroling units, there's no way for them to rejoin the patrol again. But if a unit group had the order and the factory was just assisting the unit group, then you could give the units any order you wanted and the factory would create more units for them.
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RE: Weekly Discussion #18 - Making Hydro more interesting
Give it an upgrade that adds 4 t1 AA turrets (one on each corner) and a shield generator that costs ~100 energy. Also give it +100 energy production and the equivalent of 4 energy storages. Basically an upgrade that makes it immune to t1 bombers and gives your com enough energy storage to overcharge anything.
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RE: What would be an efficient use of FAF's funds to improve FAF?
A couple years back there was a community run tournament for Overwatch called "The Scrub Cup" - basically it was for low level players, and it introduced a whole host of people to the competitive tournament scene. That game is heavily team focused, and having a randomly assigned dedicated team to work with for a couple months before the tournament was incredible in showing people an entirely new side to the game.
I think FAF could benefit from something similar. A tournament designed specifically for noobs, who could work together on a team to learn and grow and improve. I don't know if it'd help with player retention or anything like that, but I think it would certainly help people see why competition can be fun without all the pressure of being the best of the best.
Here's a link that explains what Scrub Cup is (was, RIP)
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Add a "return to engineering station" button to land units
Similar to how air units can return to air staging facilities to be repaired, I believe land units should have a button that marches them home to the nearest engineering station (maybe with a shorter range than the air staging facilities) to be repaired.
Also, engineering stations should automatically repair units near them. When I was first learning the game that's what I thought they did, sorta like a stationary mechanic or field hospital. However they don't do that, and I think it'd be pretty neat if they did.
There's been some great discussion on the viability of increasing repair speed / decreasing repair costs so I'm not going to comment on that. Besides, I'm only rank ~300 or so on ladder so my opinions aren't worth much.
Right now repairing is an underutilized mechanic. Whether that's good or bad is beyond me, but the fact is that people don't use it. I think this suggestion would add an automatic method of using it, which helps prevent it from being the APM sink that it is now.
In terms of how this'd affect the game, I believe it would encourage players to keep their units alive rather than throwing them to their doom. This encourages players to be less wasteful, and it gives the engineering station another role besides "passive stationary build power" which could already be accomplished by spamming engineers.
It'd also add additional flavor to the space behind the frontline / firebases, which could do with some additional utility. Right now firebases are mainly used to control space, but with an engineering station repairing units just behind them they could act as a rallying banner for previous missions to regroup at before again pushing into enemy territory.
The way I picture it working is the player selects a group of units, some damaged some not, hits the "return to engineering station" button, then queues up an additional movement order for afterwards. Essentially, "repair yourself if you need it then meet up here" - this would allow the player to send some damaged units home partway through a mission, while keeping the undamaged units on task. Sorta like how if you select all your air units and then make an order that only some of them can follow (like, shoot down that spy plane) only the interceptors will move to engage while everyone else will do nothing / do any other orders you specify (like "shoot down that spy plane and then return to an air staging facility" causing the bombers and spy planes to immediately go repair+refuel)
I believe this adds an interesting decision for the player to make - do I send my units home to repair, or do I push further and risk losing them?
More meaningful decisions == more gameplay == more fun.This is my first suggestion so let me know what you think.
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RE: Make repair cheaper
Make repair cheaper and make engineering stations automatically repair units nearby is my suggestion
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RE: Weekly Discussion #19 - T1 tanks
@bulliednoob I literally never see anyone else doing that so it's probably just a noob trap that I fell for lol don't listen to me xD
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Point defence should switch targets if their bullets hit the terrain
See title. I think it'd make it more difficult to put the PD in an objectively bad place, and it'd help ameliorate the difficulty in seeing the bumps in terrain.