Forged Alliance Forever Forged Alliance Forever Forums 2013-07-05T15:28:18+02:00 /feed.php?f=2&t=4365 2013-07-05T15:28:18+02:00 2013-07-05T15:28:18+02:00 /viewtopic.php?t=4365&p=47657#p47657 <![CDATA[Re: General balance]]>
TheArmMaXimuS wrote:
This have reatch a point that almost 80% game its perfect....



... first not even close and second after having achieve this goal then try to make it funny


Till now I can 100% say 3599 was more funny to play even with bugs !!!! At least you could feel there were a global philosophy into the balance. Now it's pretty chaotic even if the pro player give their opinions

Statistics: Posted by dstojkov — 05 Jul 2013, 15:28


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2013-07-04T07:48:16+02:00 2013-07-04T07:48:16+02:00 /viewtopic.php?t=4365&p=47536#p47536 <![CDATA[Re: General balance]]> In an ycase all I wanted was a slight change to make t2 and t2 a bit more important by small tweaks. Never meant to suggest a huge change.

Statistics: Posted by CopyyyCattt — 04 Jul 2013, 07:48


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2013-07-01T01:04:32+02:00 2013-07-01T01:04:32+02:00 /viewtopic.php?t=4365&p=47283#p47283 <![CDATA[Re: General balance]]> We are see a road that don´t have mutch moore to work,.
we have work, on almost all issius this game got.
Don´t see the conclusion you want to show,but do we (you) really need moore balance on an almost perfect game?

Statistics: Posted by TheArmMaXimuS — 01 Jul 2013, 01:04


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2013-06-30T17:15:25+02:00 2013-06-30T17:15:25+02:00 /viewtopic.php?t=4365&p=47260#p47260 <![CDATA[Re: General balance]]>
Even in team games the main reason things tech so fast most of the time is the map layout. If you pick something more open like Wonder then tech 2 plays a much bigger role.

I think it'd be nice to see players encouraged to host games on a broader selection of maps and more open maps but I'm not sure how you'd do that. If Galactic War gets popular I'm sure that'll have an influence.

Statistics: Posted by BLITZ_Molloy — 30 Jun 2013, 17:15


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2013-06-30T15:30:44+02:00 2013-06-30T15:30:44+02:00 /viewtopic.php?t=4365&p=47256#p47256 <![CDATA[Re: General balance]]> Statistics: Posted by BRNKoINSANITY — 30 Jun 2013, 15:30


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2013-06-30T13:28:03+02:00 2013-06-30T13:28:03+02:00 /viewtopic.php?t=4365&p=47250#p47250 <![CDATA[Re: General balance]]>

Statistics: Posted by Blodir — 30 Jun 2013, 13:28


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2013-06-30T09:35:01+02:00 2013-06-30T09:35:01+02:00 /viewtopic.php?t=4365&p=47244#p47244 <![CDATA[Re: General balance]]>
Please edit it a bit.

Statistics: Posted by Nombringer — 30 Jun 2013, 09:35


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2013-06-30T09:26:16+02:00 2013-06-30T09:26:16+02:00 /viewtopic.php?t=4365&p=47243#p47243 <![CDATA[Re: General balance]]> Meaning it takes longer to produce but they also carry a heavier punch.
This will make it more risky to make them pushing their viability only for games where players have truly massive t2-t3 armies.

Statistics: Posted by CopyyyCattt — 30 Jun 2013, 09:26


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2013-06-30T09:23:26+02:00 2013-06-30T09:23:26+02:00 /viewtopic.php?t=4365&p=47242#p47242 <![CDATA[General balance]]> I can see why teching up to T2 should be fast, since it has more unit variety but I think that tech 3 and experimental tech should be pushed a bit further.
so many team games See experimentals being built(not to mention FFAs).
So many games are won using them..
I think their gameplay is not particularly good. Usually, lone, slow moving units which might require some micro but not that much.
Except being huge and dealing massive damage they are not that interesting.
Should they not be reserved to games That get really really porcy?
IMO experimentals should only have an advantage At breaking massive porc.
They should be more susceptible to small unit fire.
Their guns should be even more geared towards stationary targets and the damage of each shot increased while the reload rate decreased(or the movement speed of constant laser weapons).
T2-T3 units of the same metal value should have advantage over experimental units..

Smaller units en masse are much more interesting and tactical to use and control.
Experimentals should be porc breakers and should be viable in only a small amount of games, making them more nuanced and making games where they actually appear really special.

IMO teching up needs to be mitigated a bit...Not much but a bit, giving more room for t2 and t3 play...
This can be done in many different ways...Nerfing down t3 metal output or upping the price...Or making advanced energy production buildings make less energy for cost but giving them some other advatages lower tech energy buildings do not have..

In short I want to raise the point that maybe T2 should be giving more "maneuvering space" even in team games and FFAS while pushing t3 and especially experimentals more to the sidelines.

Statistics: Posted by CopyyyCattt — 30 Jun 2013, 09:23


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