Cybran has radar stealth, give UEF T3 scouts jamming, give the Seraphim scouts a temporary vision bubble where they crash, give Aeon scout a larger Omni radius.
Best posts made by TankenAbard
-
RE: Give UEF and Aeon t3 scouts sonar
-
RE: Why would you have left FAF?
Politics is a poison to anything it touches.
-
RE: Absolver
Idea. Change the Aeon absolver to have a similar fire rate to the Serenity, instead of 1 shot every 2 seconds make it more like 1 shot every 10 seconds and increase the damage it does to shields accordingly so it has the same DPS.
Theoretical Cybran absolver (Dissolver?), have the 1 shot every 2 seconds of the original Aeon absolver as the high fire rate keeps in line with Cybran trends. No hover, possibly amphibious like a Wagner or Engineer.
Theories of how this could play out?
-
RE: Weekly Discussion #26 - Armored Assault Bots and their Snipey Bot Frenemies
Seraphim sniper bots mixed in with navy and shields.
-
RE: Factions Text for Web Site, need suggestions
I always thought of the UEF as good defenders, Seraphim as good attackers, Cybran as the stealth team, and the Aeon as the specialists. I know it's not 100% true across the board, but I'd say generally speaking it is.
-
RE: M28AI Devlog (v160)
@maudlin27 The AI Logic button is messing with the Nomads somehow, though I'm not sure it's a priority. It makes all of the commander ability buttons appear, but none of them work anymore, even if you have the upgrade.
-
RE: Improve Mercy quality of life - turn radius and fuel
Without over-explaining, I'd rather the Mercy do less damage and have more HP.
-
RE: THE ENGIE SYNDROME: "GIVE ENGIE" / "ДАЙ ИНЖА"
I'll give Asylums to a Cybran player all day to increase their horror potential, Or if someone wants Ravagers I'll likely just give an Engineer because I might not want to put the mass in for that. I don't mind engineer swaps personally, because there's still logistics and additional cost involved in doing it. Air transports, movement time, what if the transport is shot down or the engineer dies, then once the engineer is transferred over its up to that person to fund any project they want.
-
RE: Torp bombers are too strong vs subs
@maudlin27 I like the torpedo damage/Sub HP idea the most. I can think of some faction-specific pros and cons, but a sweeping benefit would be torpedo turrets for all factions would be more interesting.
-
RE: What if? Experimentals end ASFs
I think that fuel is a mechanic that the game should put more light on. Not only does the speed of the aircraft come into play when responding to a threat, but its ability to sustain a pattern for long periods could shift balance and play. It may be worth it to bomb enemy air fields if fuel had a bigger impact.
-
RE: What would it take for Nomads to be FAF's 5th Faction?
Every game I played would have Nomads, until recently. The bugs are too much as of late. Games don't finish even if every unit is destroyed, ACU orbital bombardment 2 is just broken shield towers being destroyed but still exist, nothing is getting fixed. I love the idea, the faction is extremely interesting and I can deal with poor polish, but the bugs that prevent proper gameplay is depressing.
-
RE: Why would you have left FAF?
Strong modding communities usually keep games fresh. People still play the first Neverwinter Nights even.
-
RE: What would it take for Nomads to be FAF's 5th Faction?
I look at the numbers and think "How many more people would play with Nomads if they were more complete?". Playing coop is the same content only the objective has changed. Nomads puts additional functional ("Functional") content in that adds more.
Unrelated, I didn't know so many people played coop.
-
RE: FAF CoLoURs Tier List.
I am colorblind and the colors are probably as good as they're going to get for me, so A+
-
RE: Should there even exist nuke subs?
I have rarely seen nuke subs. If you pay attention to your opponents mass spending habits and scout them frequently, you know that they're making a nuke sub, and it doesn't take too much effort to take one out, unless you have air control issues. Too many dominoes need to fall for the nuke sub to be really good. The 20x20 maps lend themselves well to nuke subs, by simply being able to hide them.
-
RE: The Problems With The UEF - Part 8 (The Fatboy)
My guy, you're in my forum post - scroll to the top / first post. xD
I know and I apologize, there is a lot here and I appreciate the summary so far in.
-
RE: Pending Balance Changes Feedback Thread
Aeon Chrono Dampener animation seems off, the animation activates when in range of the max gun range upgrade even if you have no gun range upgrades at all. The animation also extends to the max gun range of 35 even if you can't shoot that far, the animation also doesn't sync up at lower ranges, causing the animation to pass through the target well before the stun occurs.
The Seraphim regen aura seems odd too, its dropping HP regeneration down to 12, even with a Veteran 5 Galactic Colossus.
This is not the right place for this, is it?
-
RE: Idea for Kamikaze units in FAF
@xiaomao said in Idea for Kamikaze units in FAF:
@drpatrickstar
Imagine thinking that t1 or t2 maa will reliably stop Mercies lmao.
Yeah, let me move my MAA in front of the acu so that they can actually try stopping the mercies. WAIT WHERE IS MY MAA?I, too, enjoy the Mercy changes.
-
RE: Mercy Change - Not ready yet
@strife said in Mercy Change - Not ready yet:
@SpikeyNoob I like that the visual effect of the "projectile" has been changed back to the original one. Would it be possible to make the fog bluish as well? So that it matches the color of the projectile?
I guess it will look quite good together.
Or, perhaps, changing the color of the projectile to be green like the fog?
-
RE: Reworked Mercy, how do you like it?
@deribus said in Reworked Mercy, how do you like it?:
I've talked to Jip and I'll be looking at some visual upgrades for Mercy DoT.
In other news I do think Mercy could use a damage buff. I think it does 600 damage at the moment (blueprint value is incorrect). 600 damage over a very short DoT would be acceptable, but for a unit to be able to sit in the cloud for 10 whole seconds and only take 600 damage seems a bit odd. A UEF T2 engineer has 6+ seconds to walk out of the cloud and still live. At that damage rate it seems like an inconvenience at best to T2 and up.
I think the green DoT smoke is fine too, mostly because it's consistent with the Miasma.
I think a shorter DoT life and higher overall damage would be good. It feels like its usefulness falls off very quickly.