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    Recent Best Controversial
    • RE: Suggestion for SAMS - Heavy AA

      I only agree with the range and cost increase , but the damage increase doesn't feel justified.
      T3 AA sams are already dirt-cheap for the amount of DPS they provide , along with their tanky health.
      A range and cost increase will serve greatly to make them less DPS effective early T3 stage against T3 gunships (which i believe they shouldn't be effective against at all, just like how T3 Land defense isn't as effective against T3 heavy units , unlike how T2 defs compare to T2 units)

      For the argument to hold , compare the percy (7200 HP , 1280 mass cost, 337 dps, 34 range) against T3 uef defense (6500 HP , 2000 mass , 272 dps, 70 range) and the SAM(7000 HP , 800 mass , 342 DPS, 60 range) against T3 Uef gunships (6000 health , 1500 mass, 250 dps , 44 range)
      Land gameplay is highly dependant on range since land units are far more slower paced , thus the turrets doubled range is justified, along with its mass cost.
      For air however .. the units are far more mobile , the range difference between SAMS and T3 gunships is 16 , which is fast to close by air units . The main point of T3 sams should be to provide a stationary defense for a large area against weak/harrasing forces , not to completly block tactical avenues for the enemy once they are spammed enough(which is very convenient to do because of how cheap they are for their utility)

      posted in Balance Discussion
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    • RE: Increase T1 inties turn-rate

      @snoog Then explain why players like telemazers and a few others are constantly kicked out of them ? they dont troll their team and use valid strategies.

      posted in Balance Discussion
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    • RE: Increase T1 inties turn-rate

      @waffelznoob For the first point , balance is ever-evolving . Rating is not a constant that is relevant here at all, especially considering that i couldve been obtained whilst some things were unbalanced and kept up by just not playing.
      Another reason it doesnt matter you're the 0.01% is that most of the 1600+ lobbies enact "bans" against "unbalanced" strategies like tele-mazer and kick people known to do them, leaving them "comfortable"

      As for the second point , all land unit DPS is fully enacted upon a unit while its within its weapon range , whilst for interceptors , they have to spend 3-4 seconds to enact 2-3 seconds of their DPS, ASF's face the same issue ,however it is not as bad since they got the highest DPS to TOP any gunship , unlike T1 inties which got low DPS and low health combined with low speed and high turn rate(and are expected to be able to deal with T2 gunships)

      posted in Balance Discussion
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    • RE: Increase T1 inties turn-rate

      @waffelznoob How is being in the top 0.01% relevant to the argument at hand?
      Also yes 12 interceptors wont od well against 12 gunships, but their expected efficiency is otherwise reduced by a lot if not ordered to hover.

      posted in Balance Discussion
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    • RE: Increase T1 inties turn-rate

      @sylph_ A fair point , however this disparity shouldnt be as big as it is with air right now in DPS , i understand losing land if you dont micro for a while against T1 arty , but the lost is not extreme and fast , and the units move slowly . With AIR the playstyle is more fast-paced and a lot of damage can be done in a short amount if units get past.

      posted in Balance Discussion
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    • RE: Increase T1 inties turn-rate

      @waffelznoob having to micro air at such a level goes against the very notions of FA, that is macro is more important than micro.
      If we compare DPS even 12 inties should be able to do a big amount of damage ,but unless you hover them , they will barely enact any DPS . This is why T2 GS snipes are so prevalent , because you either need a obscene amount of T1 asfs or to micro-manage them.

      posted in Balance Discussion
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    • Increase T1 inties turn-rate

      Just as the title says ,all T1 interceptors should have their turn rate buffed by a significant amount , this is because of how tanky T2 gunships become due to the immense turn that T1 interceptors have to do for another shooting run on targets that tend to be stationary.
      This would also stop the issue of transport micro where they wait for the plane to pass by and then move it , instead of moving it constantly which would let the intie get behind and constantly shoot.
      Alternatively , they could be made to fire higher damage shots with reduced firerate.

      posted in Balance Discussion
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    • RE: Pending Balance Changes Feedback Thread

      Really liking the changes so far , however i do not see the reasoning for increasing ASF dps as justified. They are still too spammable in general (with 30-50 of them making VERY fast work of most if not all air experimentals)

      posted in Balance Discussion
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    • RE: Jamming proposals

      @ftxcommando Jamming on navy is made useless once a scout plane goes over tho , since marked units will be prio-targeted. It is however way more effective due to how navy ranges dont usually match the vision radius.
      If land needs jamming , i think it'd be interesting if all stationary T3 mobile arties received it as a way to compensate for their lack of mobility against T2 stationary arty.
      Could also be applied to heavy T3 land (Percies and Bricks) as a way to make Sniper-bots less of a hard counter.

      posted in Balance Discussion
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    • RE: Jamming proposals

      @sladow-noob Personally , these changes wont put stealth and jamming on the same place , since stealth is still considerably better (dont even have a idea the unit is there). These changes are more so jamming is more relevant to the game and not a useless feature some units have.

      posted in Balance Discussion
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    • RE: Jamming proposals

      @sladow-noob High rated lategames might get more interesting if jamming would be more usefull in general. I think we'd see radar snipes left and right at high-level play if cybran wasnt the only faction with mobile stealth.
      (And if a T3 radar didnt cover the entire map by default)

      posted in Balance Discussion
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    • RE: Jamming proposals

      @sladow-noob There is no teleportation mechanic , its just switching radar ID's (aka the unit icon , not the unit itself)
      Cybrans have a significantly easier time with T3 bombers hitting their first salvo compared to other factions due to stealth, it is also a preety major factor for stealth drops and the ML experimental.
      Both jamming and stealth would get countered by a T1 scout stream tbh.

      posted in Balance Discussion
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    • Jamming proposals

      One of the biggest reasons people tend to play Cybran is because of the stealth of both land units and air units which is integrated and only countered by Omni. Meanwhile, every other faction which has jamming never gets any significant usage out of it , due to how easy it is to distinguish jammed/ fake units and that the jamming unit stays spotted when its been spotted ONCE.
      To fix this issue , my proposal would be to make jammers switch the spotted unit with any of the fake ones , or to make radar identifications be lost once visuals are gone , along with making the jammer blobs move in random directions, this way , it'll be harder to estimate unit counts and have a effectiveness closer to that of the cybran stealth.
      Another change could be to make jammers switch radar ID's around (aka a T3 Air fighter could be switched with a T1 scout) and be kept like this until visuals are obtained or the unit leaves the jamming radius, ideally this should mess with defense targetting priorities .

      posted in Balance Discussion
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    • RE: Reworked Mercy, how do you like it?

      @ftxcommando Specter and the regenade are both great against both T1 and T2 units , as long as no ASFs are attacking.
      Mongoose also deals quite the decent amount of damage , its effective both against T1 and T2 as long as the range is kept(and quite usefull in fact as a support unit)
      I dont get how the titan is useless at its own tier ? 4-5 of these can easily take on a brick and for their cost theyre good.
      Hoplite is the same as moongoose , ranged and more damage dealing option with less health that needs to keep its distance in engagements, still effective against T2s.
      The neptune is effective both against T3 and T2 navy , its 700 DPS and 3K lower mass cost makes it a viable choice , compared to the battlecruiser with 450 DPS and longer range. (the fact that its also laser-based is another bonus to its ability to take out enemy navy)
      I dont see how the valiant is not good against T2 navy compared to other naval units.
      Blaze, just like the riptide and sera hover tank are all units with reduced DPS but the abiltiy to hover over water , they're all effective against T2 and T1 navy and enemy T2 land provided you have enough of them.

      posted in Balance Discussion
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    • RE: Reworked Mercy, how do you like it?

      @ftxcommando go ahead.

      posted in Balance Discussion
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    • RE: Reworked Mercy, how do you like it?

      @ftxcommando Ah yes , lets take the backwards stance on balancing , lets make a T2 unit effective only against T1 units , just as the original game intended.
      T2 units should NEVER be useless at their own tier , the mercy is now useless on structures and only good at deleting T1 spam at a MASSIVE price , which is not justified , especially when 5-6 T1 bombers will do a much better job long term in deleting T1 spam(and will also be tougher in general).

      posted in Balance Discussion
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    • RE: Reworked Mercy, how do you like it?

      Its trash now and even with 50 it doesnt deal any significant damage to a moving T4 experimental or any unsuspecting commander.

      posted in Balance Discussion
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    • RE: Scouting Causes Desync

      Most desyncs happen due to data packet loss or data packets arriving in the wrong order however. Spotting units doesnt cause any big data spikes since every player's game already "knows" what is there (in order to simulate the game properly) and scouting just updates everyone's vision map and reveals the unit type.

      posted in Game Issues and Gameplay questions
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