Men. Downvote the man above me for what he said. That's what we got Tryth for!
Posts made by wtfboomNoob
What Snoog does is not optimal imo;
There is no way around Auroras in 1v1s. Ik it's easier said than done, but you'll have to get used to proper micro the entire game and push your opponent enough so he can't get gun (otherwise your Auroras are ded). Same with air, make sure to scout eventually, at some point air is recommended so your opponent can't just stack up multiple bombers and onepass your whole army.
Now that the gun range ACU isn't straight up busted anymore, I'm not even sure if picking Aeon is smth you want to do when playing e.g. ThetaPassage. I do remember some games against a strong 1v1 player where I picked Cybran and he rolled Aeon and it was basically a gg for me bc of that one. So just maining Aeon on any 5x5 / smaller 10x10 maps is smth you have to think about for a while.
My comment above is referring to high ranked 1v1 scene. For mid rank it's enough to use your mass efficient, get reclaim fast enough, pressure etc.
@firv There is no other way to balance it really besides "just stay in your base if you know your opponent has billy".
@jusbeginning Regardless of missile count, the amount of reclaim remains the same.
Well, if you had, let's say 20 arties in group 2
And want to bind a tank to group 1 so you only select that tank. But you hit 2 by accident. Then your new whole group 2 is only the tank you selected when accidentally binding a group.
Let's assume you had group 2 selected, selected the tank on top of it with shift and then binded it. So now your group consists out of the 20 arties and the single tank, right?
What you can do then is to select your whole group 2, then simply hit shift+left click the tank to unselect it (At least I hope it was that combination. Hmu if not and I'll take a closer look). Then you can rebind group 2 as only your original group 2 is selected.
There is no "undo" button in FAF, so if you accidentally only binded the tank to group 2, then that's your whole new group 2. Meaning you indeed have to manually rebind the old one.
If you have nothing else in your group 2, select nothing and hit the hotkey to bind smth to group 2
If you have smth in group 2 already, then you overwrote it with that action -> You have to manually select the 'old' group 2 and reassign them without the accidental tank
@firv At least you can shoot down your own billy now though. Also Cybran needs it as their army has no shields so you'd always kill 15k+ mass with each shot the moment they push out of TMD / static shields.
Originally the idea was to move the Absolver from Aeon to Cybran units.
ppl voted / wanted to keep the absolver though. Therefore an addition instead of a swap.
Faction diversity stops when there is a clear problem with the faction's strength aka. "just accept you're dead when opponent has XY". This was the case with both the nano upgrade and the cybran absolver.
@bj You won't notice the cooldown at all if you only use a T3 ACU.
If you heavily assist with engis / kennels / hives though (which usually is the case) you'll get the impression it's bugged. At least I only learnt about the delay ~6 months ago and before that I always tried to walk and stop my ACU cuz I thought it was buggy.
The delay is there so you cannot spam 3 billies within 15 seconds (which is possible as you have the ressources for loading the billy after you upgraded it) and annihilate every land army on the map immediately.
@bj There was no chance to this that I am aware of.
Maybe he's referring to the billy delay as that one is 30 seconds before you can launch the next one.
I've tested it, there is no chance / bug with the ACU TML.
@snoog said in Will TML ever be balanced?:
ACU's just received a 30s fire speed nerf recently,
What do you mean with this?
Don't get me wrong, I do not think that my nerf idea was enough to balance them. But it was something we could've done without a whole team voting.
The thought process behind that nerf in particular is that is was insanely punishing bc the moment you lost a TMD a cybran TML can kill 3-4 structures before your next TMD is up. Against other factions' TMLs you have more time to build the TMD.
@snoog
I created a thread in the balance team channel, these are the results so far:
Stat wise, the TMLs
Sera needs 6.3 seconds / missile to launch
UEF needs 8.2
Aeon 8.8
Cybran 1.75
For now my proposed change was Cybran launcher 1.75sec -> 6sec. It got denied.
"There is no animation visually blocking the delay", "Build more TMD", "Cybran's area here is strong, therefore it's fine".
At least Farms agreed though.
Other ideas like "Make the building volatile" or adjusting more stats like nerfing the hp etc. are not possible as the team simply is not active enough. Hence the delay of this response.
Update:
Apparently it goes from 1.75 sec -> 3 sec now. Still way too small in my opinion, think about their arguments what you want, I tried my best.
Damn that Sladow-dude is kinda right
sera snipers have siege mode, not entirely sure if they outrange ravager with it but I'd guess so. Besides that, they have the strongest t2 shields meaning if you have a couple of sniperbots with a shield you can still just kill it besides them being in range cuz of their high dmg.
Aeon snipers still did the same. They countered percies, bricks, ACUs etc., the main situation where the range dif mattered were sera snipers against aeon snipers.
iirc it was the Lots qualifier from last year. Maybe it's on the YT channel, or still on farms' twitch channel as he reviewed it as well and gave more insights imo. Or just filter for the username and map name in the vault and you're good to go (Doing the latter means you need to think through why sniperbots would've entirely changed the whole position in the game).
Against ACUs
Against slow units (Bricks, Percies and somewhat Othuums due to their shit pathfinding)
Against Sniperbots
when there's a stalemate, you force UEF and Cybran to either attack or retreat cuz otherwise they eat free dmg.
For a situation, let's assume you're Seraphim. Your t3 tanks are rather slow, but they have a strong short range cannon. So you want the opponent to go into your range. You form like an ellipse with your tanks and your sniperbots shoot at the opponent. Due to that (if he's not able to kill your sniperbots with enough own sniperbots, arty etc. which will most likely be the case due to your insanely strong mobile shields), your opponent either runs away (you gain ground) or he pushes into your othums (what you want cuz short range cannon).
For another situation see the tourney game Wreck vs. Blast on Emerald Crater.
You can keep them under a shield if you use selection deprioritizer and assist the sniperbot with a shield. So that's that aspect.
What they WERE and are NOT for anymore is "Oh I reached T3 stage? Time to build 5 sniperbots and directly push into the enemy base with them" which is no longer possible due to the need of a T3 PG.
Yes, the ACU is still insanely strong.
But it mostly comes down to what you're talking about. E.g. in 1v1, going for a quick gun on smaller t1 spam maps is usually a mistake. In large teamgames however as you're usually facing multiple ACUs you'll have a much harder time reaching something with T1 spam. So when ranting about the gun upgrade, please be a bit more precise about the scenario. Cuz in general, I disagree due to mentioned 1v1 scenario.
I also don't completely agree with the "go gun or die" thing, cuz that's what I personally don't do in lower / mid ranked lobbies. People there overestimate the gun upgrade simply, because their eco'ing is not efficient enough yet to opt for a fast t2 upgrade, so while they go gun, I can mostly relax and defend with T2 PDs. Not saying this always works, but most of the time.
@zlo said in Paragon turn on/off button:
would be interesting if you could pause engineer to pause reclaim...
That's already ingame since quite a while. paused engis will not reclaim any longer.
And yes, the factory trick does not work anymore bc of this.