Forged Alliance Forever Forged Alliance Forever Forums 2012-11-30T21:45:34+02:00 /feed.php?f=2&t=2424 2012-11-30T21:45:34+02:00 2012-11-30T21:45:34+02:00 /viewtopic.php?t=2424&p=24021#p24021 <![CDATA[Re: New season release (Winter 2012).]]> Statistics: Posted by Ze_PilOt — 30 Nov 2012, 21:45


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2012-11-30T21:32:34+02:00 2012-11-30T21:32:34+02:00 /viewtopic.php?t=2424&p=24019#p24019 <![CDATA[Re: New season release (Winter 2012).]]>
My rating's pretty dismal, but I've played more games than nearly everyone (14k+ counting vanilla, gpgnet and faf) so I have a fair idea of what's great about the game.

Statistics: Posted by nemir — 30 Nov 2012, 21:32


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2012-11-30T17:20:45+02:00 2012-11-30T17:20:45+02:00 /viewtopic.php?t=2424&p=24013#p24013 <![CDATA[Re: New season release (Winter 2012).]]> TAG_UBER, 2019.

Map: Canis 4v4 Spezial Edition, slots 3 and 4.

Balance Suggestion: Make ACUs TA style; mass-effectively counterable in the early game by units other than themselves, but much more useful as builders. 33% HP nerf, 1.5x build speed buff.

WTF you're crazy!
Yes, yes I am, but that's another topic. :)

FA is a game with perhaps the largest number of strategic and tactical options available to you. For every unit and unit combination, there are several different ways to efficiently kill it, and several ways to efficiently kill those counters. And so on and so forth. This works really well for the vast majority of the game; it's relatively balanced, with few true "I win" button units or tactics.

The exception to this rule is the ACU. There is no cost-efficient counter to an ACU other than another ACU. In my opinion, this is a flawed design - the ACU is, in chess terms, both your king and queen for the large majority of most 1v1s. On smaller and even midsized maps, sending your ACU into combat is such a dominant strategy that it is almost mandatory. This is partially evidenced by the dearth of submissions to the "do not use your ACU offensively on a 5x5km map" challenge.

I propose modifying the ACU's purpose to maintain offensive ACU use as a viable tactic, but one that can now be countered by other tactics. This will greatly increase strategic diversity, ultimately providing more interesting and varied gameplay.

33% HP reduction. This means that ACUs will now have 7,000-8,000 HP, instead of the current 11,000-12,000. This applies to all upgrades as well; eg, level two Nano upgrade on the Seraphim ACU will only grant ~40k HP, instead of ~60k.

The purpose of this change is to make the ACU easier to counter by other, non-ACU units. Currently, a stock ACU can take on ~20 t1 tanks, or approximately 1,000 mass in units. This increases even more when factoring in Overcharge, and the fact that poor pathfinding usually means that the group of tanks are clumping together, both making themselves easy targets for 3+ tanks to be killed with one OC *and* reducing the army's overall effectiveness due to being out of range and not firing on the target when they otherwise should be.

Lastly, ACU upgrades provide significantly more "bang for your buck" than other potential investments, especially the gun upgrade, and to a slightly lesser extent, shield and nano regeneration. For one example, ~800 mass for the gun upgrade forces your enemy to either invest in gun themselves to tie up the ACU, or invest 800 mass into T2 and then significantly more into additional T2 units before you can build up a large enough army to match the single ACU. There is no cost-effective counter for gun upgrade; you can only match it with an equal investment in your own gun upgrade, and that's it. This is a one-dimensional strategy, which IMO, is the biggest reason why most 1v1 games are decided almost entirely by ACU use.

By removing health from the ACU, countering it with other units and strategies will be much more viable.

1.5x build speed buff.

This allows the ACU to fulfill a more integral part in structure building, both on and off the battlefield. Quickly throwing down T1 PDs to secure map control might become an interesting offensive tactic, but staying at home and focusing purely on units will be viable on some maps now. This means that the game is more likely to go into the mid and lategame stages, where the true Supreme Commander experience is seen - micro and macro among every type of unit on an epic scale.

[edit]: Changed from 2x build speed to 1.5x build speed after some discussions and concern that it would make reclaim too strong.


At the moment, nearly every 1v1 game begins and ends the same way - immediately send ACU to the front lines, where it will live or die. With these changes, it is now becomes a strategic choice - either play aggressively with the still considerable might of the ACU, or play defensively and attempt to win through superior macro.

Statistics: Posted by uberge3k — 30 Nov 2012, 17:20


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2012-11-30T12:18:51+02:00 2012-11-30T12:18:51+02:00 /viewtopic.php?t=2424&p=23992#p23992 <![CDATA[Re: New season release (Winter 2012).]]>
i want to apply too

rating around 1700

i have a good map a balance changes ;)

Statistics: Posted by SunTzu — 30 Nov 2012, 12:18


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2012-11-29T23:52:51+02:00 2012-11-29T23:52:51+02:00 /viewtopic.php?t=2424&p=23975#p23975 <![CDATA[Re: New season release (Winter 2012).]]>
Proposed Change = Change Cybran t1 arty to have the same build time and cost as uef and aeon t1 arty.

Statistics: Posted by CrazedChariot — 29 Nov 2012, 23:52


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2012-11-28T13:28:58+02:00 2012-11-28T13:28:58+02:00 /viewtopic.php?t=2424&p=23854#p23854 <![CDATA[Re: New season release (Winter 2012).]]>
The thread and votes will be opened saturday.

Statistics: Posted by Ze_PilOt — 28 Nov 2012, 13:28


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2012-11-28T13:02:32+02:00 2012-11-28T13:02:32+02:00 /viewtopic.php?t=2424&p=23853#p23853 <![CDATA[Re: New season release (Winter 2012).]]>
Gowerly wrote:
I would like to apply.
I have no idea what my ratings are while I'm at work. Will edit with my ratings.

Map: The Cold Place.

Balance Idea: Make EMP do shield damage.
Why?
Well, EMP is an electrical device killer. Makes sense that EMP will disrupt shields.

What units will this affect?
Anything with an EMP, notably:
- Medusa
- Loyalist (when it explodes)
- Aeon t1 bomber
- Cybran T2 Transport
- Cybran Nuke

Where will the most benefit be had?
The easiest to make of these are the medusa and the t1 bomber. People don't generally use t1 bombers for main base bombardment, as they're too easily defended from low-tier air, anyway.
The biggest advantage would be the medusa, which is currently massively underused.
This will give cybran a medium range, cheap shield destroyer, which can be used in standard mobile combat as well as raids on static defenses.

Can this actually be done?
Good question. It might be simplest, if this isn't possible, to make the weapons that have EMP manually work like the Aeon t3 shield disruptor and just do more damage to shields


this should be possible, just add a disruptor type damage to the weapons. I would agree with this only if the cybran t1 frigate becomes shield damage too (and only very short emp of 0.1 sec maybe) to balance that cybran have no shield on water.

Statistics: Posted by Kryo — 28 Nov 2012, 13:02


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2012-11-27T19:49:14+02:00 2012-11-27T19:49:14+02:00 /viewtopic.php?t=2424&p=23803#p23803 <![CDATA[Re: New season release (Winter 2012).]]>
Gowerly wrote:
I would like to apply.
I have no idea what my ratings are while I'm at work. Will edit with my ratings.

Map: The Cold Place.

Balance Idea: Make EMP do shield damage.
Why?
Well, EMP is an electrical device killer. Makes sense that EMP will disrupt shields.

What units will this affect?
Anything with an EMP, notably:
- Medusa
- Loyalist (when it explodes)
- Aeon t1 bomber
- Cybran T2 Transport
- Cybran Nuke

Where will the most benefit be had?
The easiest to make of these are the medusa and the t1 bomber. People don't generally use t1 bombers for main base bombardment, as they're too easily defended from low-tier air, anyway.
The biggest advantage would be the medusa, which is currently massively underused.
This will give cybran a medium range, cheap shield destroyer, which can be used in standard mobile combat as well as raids on static defenses.

Can this actually be done?
Good question. It might be simplest, if this isn't possible, to make the weapons that have EMP manually work like the Aeon t3 shield disruptor and just do more damage to shields


I know this isn't the place to comment about the suggestions but there are 2 important remarks to make about this idea:

1) Nomads units with EMP do additional shield damage, so the code for Nomads EMP weapons can be used for other EMP weapons (it's possible to change the amount of damage for each weapon).
2) Rock suggested that Cybran should have a way to counter shields, and this would do the trick.

Additionally, it could be good to swap the EMP ability of the t1 bomber from Aeon to Cybran, because it's more a Cybran trait and it would also help them to counter shields better. Aeon probably needs this feature less than Cybran.

Statistics: Posted by pip — 27 Nov 2012, 19:49


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2012-11-27T19:21:07+02:00 2012-11-27T19:21:07+02:00 /viewtopic.php?t=2424&p=23800#p23800 <![CDATA[Re: New season release (Winter 2012).]]> I have no idea what my ratings are while I'm at work. Will edit with my ratings.

Map: The Cold Place.

Balance Idea: Make EMP do shield damage.
Why?
Well, EMP is an electrical device killer. Makes sense that EMP will disrupt shields.

What units will this affect?
Anything with an EMP, notably:
- Medusa
- Loyalist (when it explodes)
- Aeon t1 bomber
- Cybran T2 Transport
- Cybran Nuke

Where will the most benefit be had?
The easiest to make of these are the medusa and the t1 bomber. People don't generally use t1 bombers for main base bombardment, as they're too easily defended from low-tier air, anyway.
The biggest advantage would be the medusa, which is currently massively underused.
This will give cybran a medium range, cheap shield destroyer, which can be used in standard mobile combat as well as raids on static defenses.

Can this actually be done?
Good question. It might be simplest, if this isn't possible, to make the weapons that have EMP manually work like the Aeon t3 shield disruptor and just do more damage to shields

Statistics: Posted by Gowerly — 27 Nov 2012, 19:21


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2012-11-26T19:12:21+02:00 2012-11-26T19:12:21+02:00 /viewtopic.php?t=2424&p=23687#p23687 <![CDATA[Re: New season release (Winter 2012).]]>
pip wrote:
As for a balance idea, I'd like to improve mex adjacency so that it's not always better to surround a mex with 4 storages and make it normal to put a fac near a mex the same way you put pgens near a fac:

I suggest these moderate but meaningful adjacency bonus to production:
T1 mex = 10%, t2 mex = 15%, t3 mex = 20%, t2 mass fab = 2%, t3 mass fabs = 15 % discount.

This means that building a factory next to a mex actually provides a decent bonus throughout all game, at all tiers. This also makes mass fabs a bit better to help factory production so they would have a reason to be built.
(I made a mod for this some time ago, so I can provide the modified bp for the lua/sim folder).


imagine those t2 fabs getting killed while 80+ engies are assisting the fac <3

Statistics: Posted by eXivo — 26 Nov 2012, 19:12


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2012-11-26T18:38:58+02:00 2012-11-26T18:38:58+02:00 /viewtopic.php?t=2424&p=23686#p23686 <![CDATA[Re: New season release (Winter 2012).]]>
Since I have the honour to be qualified, I'd gladly suggest this map : Sentina III.

As for a balance idea, I'd like to improve mex adjacency so that it's not always better to surround a mex with 4 storages and make it normal to put a fac near a mex the same way you put pgens near a fac:

I suggest these moderate but meaningful adjacency bonus to production:
T1 mex = 10%, t2 mex = 15%, t3 mex = 20%, t2 mass fab = 2%, t3 mass fabs = 15 % discount.

This means that building a factory next to a mex actually provides a decent bonus throughout all game, at all tiers. This also makes mass fabs a bit better to help factory production so they would have a reason to be built.
(I made a mod for this some time ago, so I can provide the modified bp for the lua/sim folder).

Statistics: Posted by pip — 26 Nov 2012, 18:38


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2012-11-26T16:44:48+02:00 2012-11-26T16:44:48+02:00 /viewtopic.php?t=2424&p=23683#p23683 <![CDATA[Re: New season release (Winter 2012).]]> Napalm175
1792 global
1554 ranked.

Statistics: Posted by Napalm175 — 26 Nov 2012, 16:44


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2012-11-26T04:20:24+02:00 2012-11-26T04:20:24+02:00 /viewtopic.php?t=2424&p=23601#p23601 <![CDATA[Re: New season release (Winter 2012).]]>
NotAsian
1456 global
938 1v1

Found a map

Statistics: Posted by NotAsian — 26 Nov 2012, 04:20


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2012-11-25T18:40:08+02:00 2012-11-25T18:40:08+02:00 /viewtopic.php?t=2424&p=23555#p23555 <![CDATA[Re: New season release (Winter 2012).]]>
Master_Vallex wrote:
MAP:
On Melancholy Hill
^^ (good memorys on that one)


Just to let you guys now ,the "Sandbox" bug is gone.Fixed it.The map is now available under the name on melancholy hillv2

Statistics: Posted by Prince__ — 25 Nov 2012, 18:40


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2012-11-25T18:26:37+02:00 2012-11-25T18:26:37+02:00 /viewtopic.php?t=2424&p=23554#p23554 <![CDATA[Re: New season release (Winter 2012).]]>
eXivo wrote:
i think the aircraft carrier should be changed so that it's useful, perhaps WAY more aa (several cruisers' worth) and increase the aircraft build speed
for maps i think we should stop putting up retarded maps that are 100% broken like hardffa, and more bigger maps, i suggest the ditch


Only custom maps please.

Statistics: Posted by Ze_PilOt — 25 Nov 2012, 18:26


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