Forged Alliance Forever Forged Alliance Forever Forums 2019-01-09T03:47:56+02:00 /feed.php?f=2&t=17088 2019-01-09T03:47:56+02:00 2019-01-09T03:47:56+02:00 /viewtopic.php?t=17088&p=170978#p170978 <![CDATA[Re: Phantom Rebalance]]> All strategies should be valid and it is elitism like this that is leading to FAF's death.

Statistics: Posted by moonbearonmeth — 09 Jan 2019, 03:47


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2019-01-08T20:26:30+02:00 2019-01-08T20:26:30+02:00 /viewtopic.php?t=17088&p=170977#p170977 <![CDATA[Re: Phantom Rebalance]]>
Titantula wrote:
In the phantom games with the regulars we usually set the unit cap at 1500 and use the x4 unit cap mod because its basically an epic spam game.Some players spam battleships and battlecruisers. From what I read above the problem is not them targetting t2 torps and harms first.

But what if we dont actually make any of them?

I and many of the others dont make any t3 navy or if we do its a limited number of them. I spam t1 and t2 vessels. I can quite literally be launching attacks with 400 frigates and 200 t2 subs. Only to find the enemy fleet decimates them because they are prioritising static defences rather than ships.

I guess thats the problem. Low tech spam wont engage a navy until the torps and SAMs are dead first.

Maybe don't build the few naval units that get raped by static defenses but instead build some certain ones *AHEM* destroyer, battleship, cruiser, battlecruiser *AHEM* that actually outrange them.

Statistics: Posted by Farmsletje — 08 Jan 2019, 20:26


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2019-01-08T19:06:05+02:00 2019-01-08T19:06:05+02:00 /viewtopic.php?t=17088&p=170975#p170975 <![CDATA[Re: Phantom Rebalance]]>
TargetPriorities = {
'SPECIALHIGHPRI',
'SUBMERSIBLE',
'STRUCTURE DEFENSE',
'MOBILE',
'SPECIALLOWPRI',
'ALLUNITS',

this has been done patch few months ago, to allow subs to target unit shooting at them before hand. (they used to shoot at engie/frigate while being shot at by torpedo defense/frigate)
i didn't think about sam, now that strogo gave us the ability to make better target priority, i will try to make remove sam from the structure defense. I still think structure defense should be focused first by subs, simply because we are sure torp def are going to shoot at them. The best case would be to make subs target the destro first, i'm not sure it's possible. Will give it a look.

Statistics: Posted by keyser — 08 Jan 2019, 19:06


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2019-01-08T18:51:59+02:00 2019-01-08T18:51:59+02:00 /viewtopic.php?t=17088&p=170973#p170973 <![CDATA[Re: Phantom Rebalance]]>
But what if we dont actually make any of them?

I and many of the others dont make any t3 navy or if we do its a limited number of them. I spam t1 and t2 vessels. I can quite literally be launching attacks with 400 frigates and 200 t2 subs. Only to find the enemy fleet decimates them because they are prioritising static defences rather than ships.

I guess thats the problem. Low tech spam wont engage a navy until the torps and SAMs are dead first.

Statistics: Posted by Titantula — 08 Jan 2019, 18:51


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2019-01-08T14:31:08+02:00 2019-01-08T14:31:08+02:00 /viewtopic.php?t=17088&p=170972#p170972 <![CDATA[Re: Phantom Rebalance]]> Statistics: Posted by keyser — 08 Jan 2019, 14:31


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2019-01-08T11:50:44+02:00 2019-01-08T11:50:44+02:00 /viewtopic.php?t=17088&p=170971#p170971 <![CDATA[Re: Phantom Rebalance]]>
Edit: just tested it and both destro's & bs's have a higher priority than t2 torp launchers and they will not shoot at the torps unless there's no t2/t3 navy in range

Statistics: Posted by Farmsletje — 08 Jan 2019, 11:50


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2019-01-08T09:42:06+02:00 2019-01-08T09:42:06+02:00 /viewtopic.php?t=17088&p=170969#p170969 <![CDATA[Re: Phantom Rebalance]]> http://forums.faforever.com/viewtopic.php?f=41&t=17047
You would need to look at unit blue prints and see what categories you wish to target (MOBILE NAVAL I would guess and not STRUCTURE). Then modify one of the target presets appropriately and perhaps assign a hot key.

Statistics: Posted by R_Charger — 08 Jan 2019, 09:42


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2019-01-08T03:27:08+02:00 2019-01-08T03:27:08+02:00 /viewtopic.php?t=17088&p=170966#p170966 <![CDATA[Re: Phantom Rebalance]]>
If I'm being honest it might be a problem with the map. On Phantom Roanoke (where most Phantoms seem to be played) you often fight your direct neighbor, where there really isn't any space to give a bit of ground. So a massive pile of reclaim steadily accumulates and Torp launchers are good even if they just force your opponent back a bit. Although tbh that's just speculation since I don't play the mod much.

I'd recommend you post to Mead's PX balance mod if you still find an issue with this, that's probably the closest you'll ever get to a patch. Not sure I'd want targeting priorities to change in the base game since focusing on low hp torp launchers with frigates and stuff is important.

Statistics: Posted by Evan_ — 08 Jan 2019, 03:27


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2019-01-08T03:00:37+02:00 2019-01-08T03:00:37+02:00 /viewtopic.php?t=17088&p=170965#p170965 <![CDATA[Re: Phantom Rebalance]]> Statistics: Posted by moonbearonmeth — 08 Jan 2019, 03:00


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2019-01-08T00:20:19+02:00 2019-01-08T00:20:19+02:00 /viewtopic.php?t=17088&p=170957#p170957 <![CDATA[Phantom Rebalance]]>
There are a group of us in the EU who frequently enjoy a good game of phantom. But I have noticed a problem when cybran players spam harms or the other factions spam t2 torps. And that is naval vessels tend to prioritise targeting them.

That might not be much of a problem in regular games where there are only a few t2/t3 torps. But when there are many it stops navies shooting navies until the torps in range are gone. 30+ navy vessels can quickly devestate your fleeting if your ships are prioritising the torps first. It seems to happen with SAMs too.

Please can we have equal targetting priority in phantom games?

Statistics: Posted by Titantula — 08 Jan 2019, 00:20


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