@veteranashe Even better, it wasn't an ASF. It was the wreck of a Broadsword. This was right after the patch that removed nukes colliding with air units.
https://youtu.be/zQggjLw00C8?list=PL8njGw0L9GCOZLv8y0u3GaUaZjEQKksw1&t=3222 vid with timestamp
@veteranashe Even better, it wasn't an ASF. It was the wreck of a Broadsword. This was right after the patch that removed nukes colliding with air units.
https://youtu.be/zQggjLw00C8?list=PL8njGw0L9GCOZLv8y0u3GaUaZjEQKksw1&t=3222 vid with timestamp
@femboy said in FAF Beta - Feedback:
I do agree with one thing and that is the BUG/soul ripper did not need a nerf. It’s already such an awful unit compared to the ahwassa and Czar’s performances. Kinda like the Atlantis aswell.
Yeah, this seems very odd. Washers are definitely too strong but lumping in the Soul Ripper just because it's also an air T4s is not enough justification to nerf one of the currently worst units in the game. If the ripper gets it's E-requirement doubled it drastically needs some sort of compensatory buff, otherwise I can't see a realistic scenario to build it over gunships/bombers, something I'm already having a hard time doing.
A few friends did some digging, looks like this change along with specific mods (Warren Battlepack in this case) is causing the main game to get overridden. https://github.com/FAForever/fa/commit/b7d7d209d111052655b0d2ffb2002e160a24d94f
I believe you can search by date from the FaF analytics on github
Segmenting the damage makes Aeon arty better against shields by delaying their regen.
That's an issue with all beam weapons, not just seraphim PD. I believe it has to do with the engine and isn't really fixable.
The old hq's were also way easier to notice at a glance because of these features, which is important as a gameplay aspect as well. I have a way harder time noticing an hq now.
This is my biggest complaint and it affects the majority of the factory reworks. Updated shaders and texturing are nice up close but 95% of the time you're zoomed out, looking at the silhouette of the factory where it's substantially harder to tell the differences between HQ and Support from a distance.
@tagada I think the soul ripper changes are a lot more power-neutral than they initially seem. Once you add in the extra mass cost/build time needed for the additional power infrastructure I would expect the overall mass cost to be about the same. The decrease in build time in combination with the E-cost increase has roughly (I don't have a replay to check the exact math) doubled the power drain from every engineer constructing the unit.
I believe you can search by date from the FaF analytics on github
Just my thoughts as a mid-ranked pleb.
Loyalist: Only really good for raiding and killing T1-2 units. Still have yet to see someone use the suicide emp to actually influence fights to a significant degree. (Also please stop ramming these guys into T2pd. They have the speed to go around, use it.)
Titan: Mostly the same as the Loyalist. Good rush option but I see way too many people building them after they should have transitioned to something else.
Othuum: Fine, nothing good or bad. Works well with Seraphim's other supporting units.
Harbinger: Mostly the same as the Othuum with the caveat that it's significantly better at raiding and reclaiming your opponents expansions is fun. Does fall of hard against Bricks and Percivals as the game goes on.
@nvpiurgbp0uiwrbf said in Matchmaker Team Sentons 4v4 TMM Inclusion:
And how is setons one of the most hated maps? Players hate dual gap and astro crater, but not really setons.
The fact that we have a thread with this many people arguing for/against shows how divisive of a map Setons is.
@femboy said in FAF Beta - Feedback:
I do agree with one thing and that is the BUG/soul ripper did not need a nerf. It’s already such an awful unit compared to the ahwassa and Czar’s performances. Kinda like the Atlantis aswell.
Yeah, this seems very odd. Washers are definitely too strong but lumping in the Soul Ripper just because it's also an air T4s is not enough justification to nerf one of the currently worst units in the game. If the ripper gets it's E-requirement doubled it drastically needs some sort of compensatory buff, otherwise I can't see a realistic scenario to build it over gunships/bombers, something I'm already having a hard time doing.