Forged Alliance Forever Forged Alliance Forever Forums 2013-06-25T05:50:17+02:00 /feed.php?f=2&t=4165 2013-06-25T05:50:17+02:00 2013-06-25T05:50:17+02:00 /viewtopic.php?t=4165&p=46892#p46892 <![CDATA[Re: Things that still aren't getting built]]> Air Staging Facilities.

-They are useful on 20km maps and essential on 40km maps.
-They have an energy cost when refueling, and an equivalent mass/energy cost when repairing.
-Most attentive air players build them, because they keep planes functional and preserve veterancy.
-If you want to keep tabs on your airspace -with interceptor/air-scout patrols, Air-staging facilities are essential.

SCU

-These are perfectly functional units.
-If you want to see what an SCU can do, take a look at this... http://www.youtube.com/watch?v=ntBm0R_1Cow
-That was 3599. In FAF they are better.

T3 Strategic Missile Subs
-They are perfect for their intended role.
-If you don't want the tactical missile to fire, set the submarine to no fire stance
-I agree with the sonar stealth idea - however, I would like to see this only when the unit isn't moving or firing, like the Selen. Perhaps, in turn the nuke range should be reduced to be less than T3 sonar range. that would make it interesting.
-Also, the tactical missiles on this unit were strangely effective against naval units, in SupCom vanilla, when we had homing missiles. It was like a naval sniping unit. It used to be cool 8-)

T3 Aircraft Carrier
These are useful, and most attentive players will build them.
-They can store strike craft so that they don't get murdered by ASF. Which means a naval player who does not have air superiority can still deploy small air strikes against incoming navy.
-They refuel aircraft
-They have superior AA
-They have superior radar range
-They are a useful supporting unit

T3 Artillery
-This is a useful for main base bombardment - but is also counterable. Note: For best effect, snipe T3 pgens. It will punch through 1 T3 shield, manage against 2, but is countered by 3.
-It has a secondary utility as an area denial weapon... Basically, if your enemy has heavy shielding, use it against targets you can kill. Destroy second order bases, kill navy and hit outlying mexes and hit armies.
-It has good survivability, and if kept for a reasonable period of time, it will pay for itself with kills.
-It can force the opponent to fight at a place of YOUR choosing. It applies pressure and gives you the initiatlve.
-The unit is effective, it creates constant pressure, and you just need to use it effectively.
-This unit needs micro-management. Assign it a hotkey. Switch targets every 3 shots. Keep your opponent on their toes.

Statistics: Posted by Hawkei — 25 Jun 2013, 05:50


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2013-06-17T22:34:00+02:00 2013-06-17T22:34:00+02:00 /viewtopic.php?t=4165&p=46451#p46451 <![CDATA[Re: Things that still aren't getting built]]> Statistics: Posted by Plasma_Wolf — 17 Jun 2013, 22:34


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2013-06-17T22:16:57+02:00 2013-06-17T22:16:57+02:00 /viewtopic.php?t=4165&p=46443#p46443 <![CDATA[Re: Things that still aren't getting built]]>
Plasma_Wolf wrote:
Has no one considered the real power of the start sub?

You can fire all missiles in rapid succession.

Hehe, it's missile build rate is so slow I doubt many people have gotten enough missiles in it to even try doing that.

(Unless zep has increased it back up from what GPG left it at.)

Statistics: Posted by brent_w — 17 Jun 2013, 22:16


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2013-06-17T22:12:12+02:00 2013-06-17T22:12:12+02:00 /viewtopic.php?t=4165&p=46441#p46441 <![CDATA[Re: Things that still aren't getting built]]>
You can fire all missiles in rapid succession.

Statistics: Posted by Plasma_Wolf — 17 Jun 2013, 22:12


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2013-06-17T21:23:59+02:00 2013-06-17T21:23:59+02:00 /viewtopic.php?t=4165&p=46434#p46434 <![CDATA[Re: Things that still aren't getting built]]>
Crayfish wrote:
Strat Missile Subs: This was supposed to be the ultimate weapon in the game when Supcom was first announced (anyone remember that awesome beta pic of one multi-launching nukes?), but it remains a why bother type unit. Is there any point building these?
I don't exactly play the most competitive of games, but I often like to build one of these on the off chance my opponent doesn't build an anti-nuke because they never saw a strat launcher. It's one of those things where I'm just in love with the *idea* even if it's not the smartest move ever.


Edit:

Things to add to your list: Half of UEF's experimentals!

The Mavor is far and away the most expensive unit ever and at some point it got debuffed so bad there is literally no circumstance where it would be more useful half it's mass in T3 arty or moar nukes.

And the satellite. Well, to be honest I love the little guy.
But there is a good reason someone will laugh at you if you try to build one.

I think it's pretty telling that you didn't even think to include them in your list.
That's how unused they are. That their non-use is just a fact of life.
They're so irrelevant they've faded from our consciousness.

Statistics: Posted by brent_w — 17 Jun 2013, 21:23


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2013-06-03T04:12:41+02:00 2013-06-03T04:12:41+02:00 /viewtopic.php?t=4165&p=44703#p44703 <![CDATA[Re: Things that still aren't getting built]]>
For a Tempest buff, I also think it could use much stronger torpedoes, or more. Anti-torp countermeasures are very strong in general, so the Tempests torps become useless easily. It would give it a nice advantage over naval where it should without overpowering it's surface weaponry.

Statistics: Posted by CocoaMoko — 03 Jun 2013, 04:12


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2013-06-02T10:46:53+02:00 2013-06-02T10:46:53+02:00 /viewtopic.php?t=4165&p=44563#p44563 <![CDATA[Re: Things that still aren't getting built]]>
I disagree with people saying that Strat Subs should have torps / torp defense etc. I think it should be a super specialized and vulnerable unit that requires stealth and must be protected by the rest of the fleet if it is discovered. To fit with its role and make it actually usefull, some possibilities just off the top of my head.

Toggle-able Personal Stealth:
Do Strat Subs have native stealth now? If not, this has always been the main one for me. Its supposed to be a stealthy, weak armor / combat but deadly indirect strike weapon. This unit should always have had personal stealth imo, it could be on a toggle (off by default) and be extremely energy thirsty (requiring T3 Gens to run it), like the ACU cloaking upgrades. This way you can attack the enemy economy to reveal it.

Make them T4:
Again, Strat Subs are supposed to stealth assasins. They take a long time to build and only come out of T3 naval factories, so makes them relatively easy to scout, which kind of defeats the object. If they were T4 they could be built by T3 Engies/Coms/SCUs anywhere in deep water ala the Atlantis & Tempest making them a bit easier to get into battle unnoticed.

Remove their secondary weaponry / set to hold fire by default:
A sub having Tac missiles is a very cool feature, and would have made for an interesting base assualt unit, but putting this on the Strat Sub actually works against it imo. Tac missiles give away the Subs position, and its an incredibly inefficient Tac missile platform (you can have about 5-6 cruisers for the same price). I can only imagine you would every leave these on free fire if you are at that stage of the game where the enemy cant strike back and u are safe to build Czars and the like. I think the Tac missiles should be set to hold fire by default out of the factory for this reason.

Leave the Nuke range & power as it is:
Strat Subs should not replace static land launchers (with all their associated challenges of protection), they should trade off their weaker attack power and range with their mobility and stealth. See above.

T3 ARTY:

Disagree that T3 arty are up / too expensive. Im a huge fan of stationary arty, T2 and T3 but after a long time of being too expensive, I think they are perfect right now. Stationary arty is a weapon that should always be tricky to deploy, maintain and relatively expensive, if not you end up with WW1 style turtle warfare, especially in long games. I think both T2 and T3 are perfect just as they are.

Statistics: Posted by Crayfish — 02 Jun 2013, 10:46


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2013-06-02T10:24:38+02:00 2013-06-02T10:24:38+02:00 /viewtopic.php?t=4165&p=44558#p44558 <![CDATA[Re: Things that still aren't getting built]]> i think it's no so underpowered as many think

am i allowed to create a thread about UEF nano now? not sure though when i read the rules

Statistics: Posted by ColonelSheppard — 02 Jun 2013, 10:24


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2013-06-02T10:19:34+02:00 2013-06-02T10:19:34+02:00 /viewtopic.php?t=4165&p=44557#p44557 <![CDATA[Re: Things that still aren't getting built]]> Statistics: Posted by Godfather — 02 Jun 2013, 10:19


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2013-06-02T10:01:38+02:00 2013-06-02T10:01:38+02:00 /viewtopic.php?t=4165&p=44555#p44555 <![CDATA[Re: Things that still aren't getting built]]>
Zock wrote:
Aeon Sensor upgrade.


Its good vs cybran t2, with range upgrade, otherwise practically useless I think

Statistics: Posted by Nombringer — 02 Jun 2013, 10:01


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2013-06-02T09:28:46+02:00 2013-06-02T09:28:46+02:00 /viewtopic.php?t=4165&p=44554#p44554 <![CDATA[Re: Things that still aren't getting built]]>

I still would like to know if the 'no building while moving' issue could be fixed in the way I imagine. I asked about it a while back but never got an answer from anyone. I was told that submarines and Command units can build on the move because they are using one of those toggle switches, and that people have implemented carrier build-on-the-move using the same process, but it would only do one type of plane.

I wanted to know if you could set up carriers to construct different types of planes with this method similarly to how the UEF ACU builds different types of missiles - each type of plane you can build would be an 'upgrade' that costs nothing to install. I would imagine this would allow the carrier to build planes on the move without being stuck with only one choice of plane, although it would mean you couldn't do build queues. Is this at all realistic?


It cannot be done in the same way as the UEF ACU builds Billy, unfortunately. I think it COULD be made to build on the move, but it would be a very messy solution and I would never do it even if I could. You would have to set it up so that on completion, the unit created a separate Factory on the land in the corner of the map out of the way. The Factory would be invisible to all Intel and have no model. Units would be built there, then when one clicks the 'Evacuate' command on the carrier, the number of units built and stored in the Factory would be destroyed and new copies created at the carrier.

Yes, I said it was messy.

I also agree with everything you have said about SCUs. I like the fact that they are built now, but I don't like WHY they are built, as resource units rather than as buildpower, blueprints, and fighting machines. IMO the RAS upgrade on all should be replaced with a new, unique, faction unique upgrade that can do something nothing can at the moment, and their base RAS should also be reduced.

Their BuildTime should be reduced heavily, and it should be made impossible to assist Quantum Gates, as it also makes no sense in the lore to be assisting a quantum jump.


Missile Subs I think need a couple of things:

1 - Efficient Torpedo defence systems
2 - Their non-nuclear option needs to be made much stronger, preferably by doubling or trebling the Range.
3 - Their nuclear warhead needs to be made much stronger. There are two options that I can see: A - Keep it's current range and damage, allow it to be attacked by TMD, and nuke the costs right down, turning it into a Billy missile, or B - Up the inner ring damage to 75000 like the real deal, increase the range to map-wide, and make it a fully fledged Nuke.

Statistics: Posted by IceDreamer — 02 Jun 2013, 09:28


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2013-06-02T09:18:37+02:00 2013-06-02T09:18:37+02:00 /viewtopic.php?t=4165&p=44552#p44552 <![CDATA[Re: Things that still aren't getting built]]> Statistics: Posted by rootbeer23 — 02 Jun 2013, 09:18


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2013-06-02T09:09:39+02:00 2013-06-02T09:09:39+02:00 /viewtopic.php?t=4165&p=44551#p44551 <![CDATA[Re: Things that still aren't getting built]]>
The Rhino is useless compared to the Wagner, so yes.

The Tempest is not so bad since his weapon has been fixed, but indeed, its super slow speed and big size make it vulnerable to every possible threat, so it could still get some buff, wether HP or speed buff. Though with a bunch of t2 shields to extend its lifespan, it's possible to keep it alive longer.

Strat subs should indeed be reworked. I posted something about them but it's not in the scope of the next patch.

You can add UEF nano upgrade and Sera second weapon upgrade to your list.

Statistics: Posted by pip — 02 Jun 2013, 09:09


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2013-06-02T08:56:41+02:00 2013-06-02T08:56:41+02:00 /viewtopic.php?t=4165&p=44550#p44550 <![CDATA[Re: Things that still aren't getting built]]>
Ato0theJ wrote:
If the UEF want options for engineer arm, move the gun to that space and have the current gun arm be RAS and Nano like current cybran.


Eeeeh, no way. The UEF gun and engineer option are on seperate arms for a reason: Combat engineering (mainly PD creep) with the ACU in the early/mid game. Leave it as it is.

Kurbain wrote:
For the price of one T3 artillery, you could build 3 monkeylords/fatboys or 105 to 450 T2 shields, depending on your faction.


This sounds good on paper, but is not realistic. Yes, you CAN build 3 combat experimentals for one T3 arty. But you know what? When you attack your opponent with those three experimentals and lose, your opponent can now build a T3 arty! And guess what? They won't be donating ANY mass when they attack you with it! Since you can't possibly pack those 450 T2 shields into a small enough area to defend against a T3 arty that's surrounded by pgens and supported by airstrikes, the fact that you can build that many for the same cost is irrelevant.

If you're not seeing T3 arties, maybe that's because you're not playing on big enough maps and/or your games never end up as late game stalemates.

Gorton wrote:
As Sheppard says, the UEF nano is never used at all.
It should probably get replaced for something that is actually a contender for t2/t3 engie suite.


Wasn't the fix that was discussed before giving nano all of the regen and HP bonuses of the T3 engi suite plus the regen bonus it has now? That way you're trading off building ability for improved survival. Right now the engi suite doubles as a building and survivability buff, making nano a redundant and inferor choice.

It wouldn't be unusual, the seraphim regen also boosts HP. This change would also emphasize the armored nature of the ACU, in keeping with the UEF's style of durability. Appropriate for late game, where you're more concerned with protecting the ACU and its build power isn't necessary to run your economy. Or on smaller maps you could go for an early combat ACU if you can manage the eco. (Do people do this with the Sera ACU? I don't often see double regen on that until very late.)

Crayfish wrote:
Strat Missile Subs: This was supposed to be the ultimate weapon in the game when Supcom was first announced (anyone remember that awesome beta pic of one multi-launching nukes?), but it remains a why bother type unit. Is there any point building these?


I don't understand people's problem with these. They are hardly useful on a 20x20, that is certainly true. But it is on maps larger than that where they really do shine. There are many obvious reasons why they are superior to regular launchers in such a situation, but I'll just name one: When you're going up against sera or aeon in a nuke war you are very likely to lose much of the time. Why? Because they can take out enough of your nuke defenses with teleSCU that you can't rebuild anti-nukes in time. Nuke subs negate this problem. (Along with all the other problems of your nuclear arsenal being in one easy-to-scout place in T3/4 battles.) They're not supposed to be a clear-cut better choice, they're supposed to be nuke launchers that trade survivability and sneakiness for power and efficiency.

One thing I think would be appropriate though, is that their missiles be reduced in cost in some way. As it is now, the regular silos not only have a lower per second cost than subs, but they can benefit from adjacency, which subs cannot - all for a more powerful missile! That makes little sense to me.

Crayfish wrote:
Carriers: The 'no building while moving' engine limitation has perhaps rendered this unit un-fixable?


I still would like to know if the 'no building while moving' issue could be fixed in the way I imagine. I asked about it a while back but never got an answer from anyone. I was told that submarines and Command units can build on the move because they are using one of those toggle switches, and that people have implemented carrier build-on-the-move using the same process, but it would only do one type of plane.

I wanted to know if you could set up carriers to construct different types of planes with this method similarly to how the UEF ACU builds different types of missiles - each type of plane you can build would be an 'upgrade' that costs nothing to install. I would imagine this would allow the carrier to build planes on the move without being stuck with only one choice of plane, although it would mean you couldn't do build queues. Is this at all realistic?

Crayfish wrote:
SCUs: The top one for me must be SCUs. These got a huge amount of debate and substantial changes, but still don't seem to be worth the trouble to build. Maybe they just need a really creative player to show their true potential, or maybe they still need more work?


You think so? I think that SCUs are so common that they ruin any large or late game. It is so easy to build them now that, as far as I have seen, anyone who is in a stalemate is a fool not to build them in mass numbers. Forget fabricators and pgens, for only 50% more mass than 12 T2 fabs and one T3 pgen you get what amounts to double the HP in something like 1/28th the space, and it can move, build, and fight! The real reason no one every builds fabs is because it's way better to just build loads of SCUs instead. I played a game where I had decimated my opponent's base and he was still getting +350M from SCUs alone. That's just ridiculous if you ask me.

Kurbain wrote:
For the sACU, I would recommend reducing the cost of the quantum-gateway or the production time of the sACU.


Le gods, no! The primary purpose of SCUs was supposed to be to manage your base and economy in the late game so you could focus on fighting. I think some change to make them more useful in this regard would be good, (for example, having to specifically click on every building you want rebuilt is really annoying and time consuming) but they certainly don't need to be made more numerous. Ugh. If anything, I think that it should not be possible to assist SCU construction. For starters, that doesn't even make sense, since they're not being built there, and it would require a real investment in terms of construction resources to do the aforementioned mass SCU farming.

Statistics: Posted by Mycen — 02 Jun 2013, 08:56


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2013-06-02T08:13:30+02:00 2013-06-02T08:13:30+02:00 /viewtopic.php?t=4165&p=44548#p44548 <![CDATA[Re: Things that still aren't getting built]]>
Right now, the Tempests roll is to randomly land high damage shots while getting owned by everything because it's so slow and fat haha.

It would also be nice to see more strat missile submarines, there's not an incredible advantage to building them now, other than sneaking/hiding nukes.

Statistics: Posted by CocoaMoko — 02 Jun 2013, 08:13


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