I started playing FAF 2 months ago, so I consider myself still somewhat of a new player. What I found/still find very challenging and frustrating:
I agree that changing mex values should only be done with extreme care. It's such a fundamental building block of supreme commander that it will affect everything else. But one thing that always struck me as very strange is the lack of diminishing retuns when upgrading from T2 to T3 mexes. Consider:
Upgrading from T1 to T2 mex pays off for itself in 3min 45s
Upgrading from T2 to T3 and ringing it with mass storage pays off in 4min 17s
Cntr-k of a t2 mex, building a T3 mex and ringing it pays off in 3min 42s, faster than the T2 upgrade!
This contrasts massively with the very strong diminishing return of going from T1 to T2 mexes, or going from T3 mexes to Massfabs/RASboys. As a result, when being behind on the T3 eco upgrade, the window for punishing your opponent in the T2 phase is very slim, especially on the ever popular 20x20 team game maps.
Reclaim is a mechanic I think that has to be seriously looked at. It for sure increases the depth of the game in the T1 stage, but it is punishing the attacker increasingly as the game progresses. More often than not, a non-game ending land or navy push in the later stages of the game just ends up being a giant mass donation.
Feature request to @FtXCommando: can you not just link the FAF replay, but also a link to the twitch stream VOD + timestamp? I think most casual players would be more interested in the recorded cast.
Isn't patrol/attack move engis basically a reclaim area order? As long as you are lacking mass, the engis will prioritize reclaim over other tasks.
Making the mercy behave more like a tactical missle, but one we can control during flight... I like it! Overall very good ideas.
One thing I find particularly frustrating about the current mercy is the large range of the weapon. Often you only have a split second between seeing the mercy in vision, and it dissolving into its invincible weapon blast. From that point onwards you can only watch, no counter possible. I think decreasing the range of the weapon would remove much of the frustration and allow for more counter-micro. HP can be compensated.
Can you explain me how overlapping shields work? To me it seems like sometimes (always?) when a projectile hits a clump of closely stacked shields, the damage is deducted from all shields, effectively multiplying the damage dealt by the projectile. Other times, only one of the shields seems to get hit. Is there any rule to this mechanic?
Understanding this mechanic has obvious implications on how to effectively shield your base/high value targets, and potentially also what kind of weapons to use to most effectively crack such a shield ball.