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    Posts made by Nex

    RE: The Problems With The UEF - Part 4 (Ambassador & Blackbird)

    @ftxcommando I would never say jamming was op or even particularly strong, but it's not useless either and neither is stealth.
    My point was that assuming current balance is fine, simply adding jamming would make those units stronger. So to preserve balance you would need to lower other stats a little.

    Adding jamming to ASF is probably a bad idea as jamming blips are sim objects (as they can be targeted). So making each ASF into 5 units might slow down the sim a bit much.

    posted in Balance Discussion •
    RE: The Problems With The UEF - Part 4 (Ambassador & Blackbird)

    Adding Jamming to more UEF units would be nice to increase faction diversity, but the stats should be adjusted, because just adding jamming would make those units kinda op. All Cybran units have less hp for a reason and the cybran strat even deals 250 damage less than the others (UEF strat also deals 100 damage more than others)

    posted in Balance Discussion •
    RE: The Problems With The UEF - Part 3 (The Parashield)

    @comradestryker said in The Problems With The UEF - Part 3 (The Parashield):

    Common unit or not, it should still be balanced.

    The point is, the unit is balanced by the different unit roster between the two factions.
    having a bad mobile shield just means, that you include more other units in you composition. UEF has the mongoose for example, which has more dps/mass than any aeon t2 land unit while also having more range and It's also faster than obsidians.
    One of the downsides is it's low hp (as with every other non-heavy bot), which can be offset by a shield. but having a good mobile shield and a great dps unit with high range, that only misses some hp is probably pretty strong. So a weaker shield is more balanced for the whole roster.
    This kind of balancing is the same for a lot of other units as well. For example all frigates have a different value, while aeon is just the worst frigate, cybran is the best.
    But Aeon has a lot stronger destros so the whole roster is still balanced.
    It's just part of the faction to play around the weaker units and try to use your strong units.

    posted in Balance Discussion •
    RE: The Problems With The UEF - Part 3 (The Parashield)

    @comradestryker Something like FAF: A Modding Project
    But instead of focusing on 1v1 and maps up to 20x20 loud maps rather start there and get bigger.
    So the focus lies on very large/long teamgames and the balance is made accordingly
    I believe these are the sites where you can get it/more info on it.
    https://www.moddb.com/mods/loud-ai-supreme-commander-forged-alliance
    https://github.com/LOUD-Project/Git-LOUD

    posted in Balance Discussion •
    RE: The Problems With The UEF - Part 3 (The Parashield)

    @comradestryker said in The Problems With The UEF - Part 3 (The Parashield):

    And, of course we would build the unit. Not building it means you're missing out

    There are a lot of units that don't get build every game tho, because they might have just been bad in the situations where you could have build them, so you chose to build something else.
    So you can not build certain units without missing out on "combat power", as it's not like your factories have to idle because you don't want that parashield.
    And if UEF land is solid or even good (which you and a lot of others said) even though people build that unit (if no one ever builds it, it wouldn't contribute to how good that factions land is and we could assume it's bad), then that unit is not in dire needs of a buff.

    posted in Balance Discussion •
    RE: The Problems With The UEF - Part 3 (The Parashield)

    @comradestryker said in The Problems With The UEF - Part 3 (The Parashield):

    I understand your point here, however, I'm not sure if the UEF can compensate for an inefficient shield - at least not in an obvious manner that I can see. Would you care to share some more insight on this?

    You said it yourself

    @comradestryker said in The Problems With The UEF - Part 3 (The Parashield):

    UEF T1 land is great, T2 land is solid, and T3 land is amazing

    So UEF land is fine even with a bad mobile shield and people even build that bad unit.
    So there's no reason to buff that unit.

    posted in Balance Discussion •
    RE: The Problems With The UEF - Part 3 (The Parashield)

    I think comparing single units from different factions, which do similar things, is not the right way to approach balance.
    It's better to have one factions mobile shield to be (considerably) worse than those of other factions, if it has other means to compensate. Otherwise every factions would just have the same units.
    And just having slightly different stats, but having each unit balanced to it's counterparts, is boring balance.
    So an unit that is used and does it's job for the faction (and the faction is not just worse than the others) should not be buffed.
    And if a faction is worse than others, buffing their strengths instead of fixing weaknesses would be a more fun way to go.

    posted in Balance Discussion •
    RE: Preview (before launch) possible pointgain or -loss of ranked games

    @deletethis no from the launcher, before joining the lobby

    posted in Suggestions •
    RE: Preview (before launch) possible pointgain or -loss of ranked games

    @jip could that be shown in the FAF Launcher though?
    Like if a game will be ranked and what non-default settings are used?
    Or is the launcher also missing information there?

    posted in Suggestions •
    RE: The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade)

    I think the outer damage should be buffed or just removed??
    Because it makes the area look much bigger than it actually is, which is quite confusing for newer players.

    posted in Balance Discussion •
    RE: Preview (before launch) possible pointgain or -loss of ranked games

    Does the lobby even show if a game will be ranked at all?
    If so i have never seen that. But it would also be nice to know, if your game will be ranked before starting

    posted in Suggestions •
    RE: Unlink steam/gog account

    Is there a reason to actually link both steam and GOG?
    Or could that be disabled? So you could only link one of those to your FAF account.

    posted in FAF support (client and account issues) •
    RE: Enable allies see veteranicy and mass killed of ally units

    😢

    posted in Suggestions •
    RE: Enable allies see veteranicy and mass killed of ally units

    Showing the radar range of your team instead of only your own radar would also be quite helpful

    posted in Suggestions •
    RE: Enable allies see veteranicy and mass killed of ally units

    @jip Ecomanager auto-share needs both players to have the mod, so i guess it exchanges something
    also you can send templates ingame to other players right? (at least there's something about that in the options).
    Also Phantom has to exchange info between players or i couldn't make a fixed number of phantoms.

    posted in Suggestions •
    RE: Enable allies see veteranicy and mass killed of ally units

    @jip aren't there mods that provide similar information to other players.
    So all players with that mod could exchange that information?

    posted in Suggestions •
    RE: Random UI improvements [UI mod]

    I just right click to create a patrol, so i don't need a hotkey for that and the mod can't remove that functionality anyway.🤷

    posted in Modding & Tools •
    RE: Why do subs have vision?

    @stlng Buffing cybran T2 subs sounds like a great idea

    @fichom said in Why do subs have vision?:

    n naval-enabled maps on the medium and smaller side, a single sub can shut down your naval initiation with a bit of micro management, and the submarine-less player is forced to try a reclaim suicide run with engies (if using the ACU is not an option), build T1 torp launcher, or try to sneakily build another naval yard and hope he won't be detected.

    You could just build a T1 bomber and ground fire it or just use a torp bomber.
    Also having a single frigate will kill their navy production faster, than their sub can kill yours and you can then kill of some eco at the shore, while the sub sits around and tries to kill your frig for like a minute.

    @fichom said in Why do subs have vision?:

    Also, it would kind of force players to diversify their navy build, instead of spamming T2/T3 subs mid or late game, which also forces T2/T3 sub response by the defender if the air game is not in his favor to rely on torp bombers.

    Who is actually spamming Subs late game and winning anything?
    I mean Sera T3 Subs are kind of good i guess, but even they can be ground fired by anything with some aoe.
    also aside from winning navy subs have no use. So once you destroyed your opponents navy you have dead mass sitting around, while frigates, destros or battleships can wreak havoc on anything remotely close to shore.

    posted in Balance Discussion •
    RE: What are the bonus objectives?

    @speed2 I think having like vague hints at them in game would be nice.
    So instead of "not discovered" it says some random stuff that might lead you in the right direction.

    posted in I need help •
    RE: AOE against air

    @omegaman said in AOE against air:

    Keeping pesky asfs outside of the base airspace.
    You could just remove ASF being able to shoot at grounded air units, as this would automatically remove the point of flying your ASF in enemy air space, if their units can just land to be safe.

    @omegaman said in AOE against air:

    The possible downside I see is that games could run longer bc having 2x ASF would no longer be instant win air > strat death.

    But to counter a good snipe your ASF need to leave home and meet the bombers midway or they will drop bombs and kill you. If you prevent ASF from flying over enemy territory snipes will become easier, as your opponent has no way of preventing them from dropping at least one bomb.

    posted in General Discussion •