Forged Alliance Forever Forged Alliance Forever Forums 2013-05-14T00:59:46+02:00 /feed.php?f=2&t=3895 2013-05-14T00:59:46+02:00 2013-05-14T00:59:46+02:00 /viewtopic.php?t=3895&p=41838#p41838 <![CDATA[Re: The Things I'd Like To See Changed]]> Statistics: Posted by Veta — 14 May 2013, 00:59


]]>
2013-05-13T18:06:44+02:00 2013-05-13T18:06:44+02:00 /viewtopic.php?t=3895&p=41763#p41763 <![CDATA[Re: The Things I'd Like To See Changed]]>
ShadowKnight wrote:
1: I'd like to see Air Staging and fuel in Aircraft become more important considerations in gameplay. Currently they seem like an afterthought, and I'd like to see that change.


prodromos wrote:
1. I think air staging and refueling times, should not be touched! Why? Because it would require so much micro, that couldn't be handled even by grandmasters.We often hear people complain about such simple things as putting mass storage around mexes or building energy storage; can you imagine the confusion trying to handle the fast moving planes every once in awhile? Air would be practically unusable by the vast majority of the user base.


This is the right idea.

While it would not be a bad idea to make fuel a somewhat more significant factor, I like that units do what they are supposed to do with a minimum of hassle in supcom. Given that planes are already rather disposable, I would NOT want a system where planes have to return to base after dropping their payload, that would be far too much micro, and just plane annoying. ;)

Planes depleting fuel with shots fired would be fine, but there shouldn't be loads of differentiation. It should simply be a second's worth of fuel (or some similarly small amount) spent per shot fired. The various types of plane are already plenty differentiated from each other by the way they fire.

I'm also strongly against passive area bonuses. Planes should have to actually use staging platforms/carriers, not just be near them.

Veta wrote:
Aircraft without fuel can't fire but can fly home


I think this would be the best way, and they could fly at a reduced speed as they do now. (Maybe they could fly at half speed, instead of speed 1 or whatever crawl they move at now?)


ShadowKnight wrote:
5: I'd like to see Strategic Missile Subs become useful. Another unit which I never see used.


I see missile subs used all the time, and I like them very much the way they are. Yes, nuke silos are better, but they are also obvious targets, and obvious signals to your opponent that they should build SMD. One of my friends likes to always build a missile sub as soon as he gets to T3 navy, then as the game progresses he has nukes on hand. Just because you never see them used hardly means they aren't good or popular.


ShadowKnight wrote:
6: I'd like to see something done to T3 Artillery to make them a real option. While I do see them used, they never seem to have much of an effect.


I don't see them used overmuch, but that's because people aren't going to build them on 20x20s except in a late game stalemate. When I do see them used they usually are pretty dominating. (Except for the Aeon T3 arty. That one seems to suck, 20sec is way too long a fire cycle.)

ShadowKnight wrote:
7: I would LOVE to see Mavor buffed to be what it should be: An incredibly expensive unit which, when built and unanswered, wins the game. The king of destruction, and worthy of it's name.


THIS I agree with 100%. Even with a large DPS, it is so inaccurate! I don't know why its accuracy was reduced so much from vanilla, but regardless of damage, when it takes five or six shots to hit a target again... meh. I basically always find it more useful to just build seven or eight Novax. Although I wouldn't want it to be almost 100% accurate like it used to be, maybe a little bit more?

Statistics: Posted by Mycen — 13 May 2013, 18:06


]]>
2013-05-12T01:15:28+02:00 2013-05-12T01:15:28+02:00 /viewtopic.php?t=3895&p=41493#p41493 <![CDATA[Re: The Things I'd Like To See Changed]]> 2.I am still not convinced that aeon t2 land is underpowered; it admittedly looks to be so. If it is to be buffed it should carefully be tested by the pros.
Regarding the t3 arty, i think, that it is usable! Just not so much, as to turn the t3, t4 stage into an arty fest.

Statistics: Posted by prodromos — 12 May 2013, 01:15


]]>
2013-05-12T00:26:13+02:00 2013-05-12T00:26:13+02:00 /viewtopic.php?t=3895&p=41488#p41488 <![CDATA[Re: The Things I'd Like To See Changed]]> I see them used a lot on Seton's and other maps where you see normal SML and significant amount of water.
The SMS or sera battleships have the great advantage of being impossible to dodge for ACU's (without transporter) or navy when you get close enough. This is a significant difference. Asides that they are harder to scout.

I definitely like it that way, it is just like it would be in real life.

Changes that I would consider, though:
1. Decrease the range of the SMS while lowering the cost of the missile significantly.
2. Lower the cost to at least the cost of a normal nuke (the damage is already lower).

I don't like the idea of making it a billy launcher cause it would be very cheap to counter once spotted and extremely destructive in other situations and a lot of its strategic use would vanish.

Statistics: Posted by SC-Account — 12 May 2013, 00:26


]]>
2013-05-11T23:38:35+02:00 2013-05-11T23:38:35+02:00 /viewtopic.php?t=3895&p=41484#p41484 <![CDATA[Re: The Things I'd Like To See Changed]]>
Gorton wrote:
About the sparky:
Pip you mentioned some speeds, are they normal FaF or engiemod? (Edit: Asking because aren't t2/t3 engies slower in engimod?)

Also, I would like to see one thing changed; the ability of the sparky to build stealth field generators. It currently can't. I want it to be able to :)


THIS^ Is exactly the kind of gold-tint the Sparky needs. Allowing it to build the T2 Stealth Generator would make it properly, properly useful.

Statistics: Posted by IceDreamer — 11 May 2013, 23:38


]]>
2013-05-11T23:24:44+02:00 2013-05-11T23:24:44+02:00 /viewtopic.php?t=3895&p=41482#p41482 <![CDATA[Re: The Things I'd Like To See Changed]]> Pip you mentioned some speeds, are they normal FaF or engiemod? (Edit: Asking because aren't t2/t3 engies slower in engimod?)

Also, I would like to see one thing changed; the ability of the sparky to build stealth field generators. It currently can't. I want it to be able to :)

Statistics: Posted by Gorton — 11 May 2013, 23:24


]]>
2013-05-11T22:43:40+02:00 2013-05-11T22:43:40+02:00 /viewtopic.php?t=3895&p=41478#p41478 <![CDATA[Re: The Things I'd Like To See Changed]]>

1: I'd like to see Air Staging and fuel in Aircraft become more important considerations in gameplay. Currently they seem like an afterthought, and I'd like to see that change.


I very much liked NOTA airplay. The main difference to FA was that air weapons depleted fuel.


Air combat in the mod NOTA is vastly different than most other TA variants.
FUEL: All aircraft baring a few exceptions use fuel. Weapons and flight deplete fuel so aircraft have a limited number of shots and time in the air. Planes that are out of turn back and move to the closest unoccupied refuel pad. If none are available they will land near an occupied pad and wait their turn.


So bombers dropped their (slightly buffed) payload all at once and then flew home to rearm. Gunships used their payload over time and were better at controlling territory. It made carriers quite useful and imposed a logistic limitation on aircraft. It also differentiated bombers as shock and awe from gunships as territory control.

For this to work in FA a few different approaches could work:
Aircraft without fuel can't fire but can fly home
Aircraft with low fuel fly home, without fuel they land - bombers spend 50% of their fuel on bombs so they can still fly home
Idle air factories can stage/repair units
Passive fuel regeneration radius around staging facilities, carriers and possibly air factories

NOTA footage:
http://youtu.be/3qVRCVt8oTo?t=2m45s

Statistics: Posted by Veta — 11 May 2013, 22:43


]]>
2013-05-11T21:16:25+02:00 2013-05-11T21:16:25+02:00 /viewtopic.php?t=3895&p=41464#p41464 <![CDATA[Re: The Things I'd Like To See Changed]]> Statistics: Posted by pip — 11 May 2013, 21:16


]]>
2013-05-11T20:42:58+02:00 2013-05-11T20:42:58+02:00 /viewtopic.php?t=3895&p=41458#p41458 <![CDATA[Re: The Things I'd Like To See Changed]]>
pip wrote:
Sparkies (speed 3) are much faster than engineers (speed 1.9) or ACU (speed 1.7), it's a huge advantage when you want to pd creep and get somewhere faster than any engineer or ACU can. And when you do that, it also has a weapon, a lot of HP and free jamming that makes your opponent think that you have a whole bunch of units escorting it when it's not real. So you can get somewhere important faster, scare your opponent while building a t2 pd, and when you're done, continue protecting the area / reclaim the t1 units that may come near your set up t2 pd. It's really useful.

If Sparkies were as cheap as t2 engineers when they have all these abilities, they would be completely OP.


Speed boost was the change I would have suggested, and it turns out I don't need to. Excellent :D

So it just needs something to push it into the limelight. Don't ask me what, something. *Suggests Radar, then checks database only to find it already has one.* Hmmmmmmmm

Statistics: Posted by IceDreamer — 11 May 2013, 20:42


]]>
2013-05-11T19:18:56+02:00 2013-05-11T19:18:56+02:00 /viewtopic.php?t=3895&p=41440#p41440 <![CDATA[Re: The Things I'd Like To See Changed]]>
If Sparkies were as cheap as t2 engineers when they have all these abilities, they would be completely OP.

Statistics: Posted by pip — 11 May 2013, 19:18


]]>
2013-05-11T18:56:02+02:00 2013-05-11T18:56:02+02:00 /viewtopic.php?t=3895&p=41433#p41433 <![CDATA[Re: The Things I'd Like To See Changed]]>
I would rather have a submersible tactical cruise missile launcher than a nuke silo, since nukes already reach everywhere in the map. Having the unit be a mobile nuke silo is certainly nice in a few situations, but I think it would be far more useful as a proper submersible TML.

Statistics: Posted by Niernen — 11 May 2013, 18:56


]]>
2013-05-11T17:41:54+02:00 2013-05-11T17:41:54+02:00 /viewtopic.php?t=3895&p=41425#p41425 <![CDATA[Re: The Things I'd Like To See Changed]]>

A few replies...

@Pip - I was unaware that Sparky had been buffed, thanks for pointing that out. I still think it needs a little more of something to push it into the limelight as a commonly deployed unit though.

- As far as my last testing a few months back was concerned, Mavor does not receive any kind of adjacency bonus from Power structures. I've not tested T3 Artillery since before the Shield nerfs, but I still don't see people building it, and I don't see it as worth the Mass.

@SC-Account - You must be the only guy in the universe to use Strategic Missile Subs :)
- T3 Artillery is far from 'Awesome'. Percivals are 'Awesome', Mantis are 'Awesome', these are usable at best, though I can't attest to exactly how powerful they are for the reasons above. If they were 'Awesome' then people would be building them instead of T3 bots, which they're not.
- I have over 400 hours of testing which says Mavor is easily resistible and not even close to the fearsome weapon it was in Vanilla, though again this was before the Shield nerfs, and I believe Mavor's cost has been decreased too yes?



Well, I think I'll begin writing up the things I would do... Which means contacting Resin_Smoker... This is going to be fun!

Statistics: Posted by IceDreamer — 11 May 2013, 17:41


]]>
2013-05-11T17:08:26+02:00 2013-05-11T17:08:26+02:00 /viewtopic.php?t=3895&p=41414#p41414 <![CDATA[Re: The Things I'd Like To See Changed]]> Statistics: Posted by BRNKoINSANITY — 11 May 2013, 17:08


]]>
2013-05-11T17:01:03+02:00 2013-05-11T17:01:03+02:00 /viewtopic.php?t=3895&p=41410#p41410 <![CDATA[Re: The Things I'd Like To See Changed]]>
4: The sparky's only problem is it costs more than a regular T2 engineer, despite being no better in its primary function (build and reclaim). If it cost the same, the ability to construct non-combat structures would be a fair trade for the jamming + gun + speed.

5: SMS subs face the same problem as sparkies: Static launchers excel at the primary fuction of building nukes, so nobody ever makes SMS. My idea was to give them a different primary job and make the "build nukes" piece the SMS's secondary roll. I did this by modifying their missile to behave like a cruise missile: Long rang and very fast, but can't turn well. This way, the SMS would be great at killing T3 ships, good at base bombardment (less so than a battleship, however), and about useless against any small unit that moved very fast. Further, this SMS cruise missile makes battleship TMD seem relevant, which I like.

Statistics: Posted by FunkOff — 11 May 2013, 17:01


]]>
2013-05-11T14:06:02+02:00 2013-05-11T14:06:02+02:00 /viewtopic.php?t=3895&p=41386#p41386 <![CDATA[Re: The Things I'd Like To See Changed]]> 2. Yup.
3. To early, might not even be necessary.
4. I use it often...
5. I use it, I see others use it frequently, you can do stuff with it you just cannot do with normal nuke launchers.
6. It's awesome already.
7. It does exactly that, you cannot resist it.

Statistics: Posted by SC-Account — 11 May 2013, 14:06


]]>