Firewall wrote:
As for the enabling dynamic within FAF 3626, it is acceptable even though it goes down the path of "Tech Tree" buildings. But just because it has started to go down the path does not mean we ought to go ever further down it. Engie Mod is not the best solution. It is an acceptable solution. In heading further down that path you risk destroying much of what Supreme Commander is and should be. So you need to carefuly ask the question: Should we go down that path? Progress is not always a good thing, unless, you first ask which direction one ought to be progressing in.
Your arguments sighted the fact that many other RTS games have tech tree structures. But you need to realise that Supreme Commander FA is the best RTS in existance. SC FA is the benchmark by which all other RTS games are measured. So why would you patch it to emulate an inferiour product?
Statistics: Posted by Apofenas — 06 Aug 2013, 15:37
Firewall wrote:
As for the enabling dynamic within FAF 3626, it is acceptable even though it goes down the path of "Tech Tree" buildings. But just because it has started to go down the path does not mean we ought to go ever further down it. Engie Mod is not the best solution. It is an acceptable solution. In heading further down that path you risk destroying much of what Supreme Commander is and should be. So you need to carefuly ask the question: Should we go down that path? Progress is not always a good thing, unless, you first ask which direction one ought to be progressing in.
Your arguments sighted the fact that many other RTS games have tech tree structures. But you need to realise that Supreme Commander FA is the best RTS in existance. SC FA is the benchmark by which all other RTS games are measured. So why would you patch it to emulate an inferiour product?
Statistics: Posted by Mycen — 05 Aug 2013, 23:45
Statistics: Posted by Hawkei — 05 Aug 2013, 05:23
Mycen wrote:
Surely you jest. The Fatboy's bizarre and extremely slow rolloff always prevented that from being the case, not to mention that even with 3x the build power, its cost was far greater than 3x, and it has the 'attack or build' tradeoff that means you're almost always wasting half its capabilities/cost. The Fatboy takes so long to build and moves so slowly that you're better off just dropping a bunch of engineers close to the frontline and building normal factories if field production is your goal.
Mycen wrote:
You started this thread arguing that Percivals are too powerful now, and this change would act as a break on UEF percival spam. Now you're saying that UEF land isn't strong enough, so this would be a needed buff? Which is it?
Mycen wrote:
But don't you see how this isn't adding options, it's taking them away? Consider this example: If you want to maximize the combat effectiveness of your ACU, you might give it the gun upgrade, or you might give it the T2 engineering suite, right? Those both maximize its effectiveness at the desired task, but in different ways. You have options. If you want to maximize your economy, you aren't going to decline to build ras on your ACU right? Because it's the only option your ACU has for increasing your economy.
Mycen wrote:
It's the same thing with trying to spam land. Right now if you want to build percivals as quickly as possible, you can build more factories, or upgrade your factories to HQs, or assist them with engineers. You have several options that will all produce the desired result (more percies) in different ways. If your change were implemented, every UEF player who wants to spam percivals would, as soon as possible, build a fatboy, because it's the only way to get that increase in production rate.
That is fewer options, not more.
Firewall wrote:
It may be true that Engie mod, has made T3 spam more accesible. But this also means that Aeon, Cybran and Seraphim T3 are also equally accesible. When matching T3 against T3, the other factions are well equipped to deal with Percies.
As for the utility of the Fatboy, I would agree that reduced rolloff time would be beneficial. But I think that this unit is best utilised in the attacking role. The ability to spam out some engineers for reclaim, or a T3 engineer to build SAM's or flak to defend against those gunships adds to the units flexibility.
Statistics: Posted by Apofenas — 02 Aug 2013, 09:27
Statistics: Posted by Hawkei — 02 Aug 2013, 09:23
Statistics: Posted by Apofenas — 02 Aug 2013, 08:25
Apofenas wrote:
The mod, first of all, changing dynamics of land factories, doesn't affect best land factory in the game.
Apofenas wrote:
Combinations of other factions with Huge direct firing units, sniper bots and a little bit worse, but still T3 bots/tanks are capable of much easier finishing game, Because T4 units are much more powerfull and can get huge health boost, by achieving veterancy levels(try to do same with army of Percivals), while UEF forces won't be successfull so much, ... So it will make UEF even to other factions in experimental fight without adding new direct firing unit.
Apofenas wrote:
because Fatboy isn't a tank or mobile firebase or battlestation, it is experimental mobile land factory, so I believe it should be used so. ... , so the best way of using it as a land factory is to make it HQ land factory, capable of increasing Percival build speed. So it will make UEF even to other factions in experimental fight without adding new direct firing unit.
Apofenas wrote:
so it's just a new option for this faction.
Statistics: Posted by Mycen — 02 Aug 2013, 08:00
Statistics: Posted by Hawkei — 02 Aug 2013, 07:05
Statistics: Posted by Apofenas — 02 Aug 2013, 06:10
Statistics: Posted by Hawkei — 02 Aug 2013, 04:39
Statistics: Posted by Apofenas — 02 Aug 2013, 04:28
to force players
Statistics: Posted by Apofenas — 01 Aug 2013, 04:36
to force players
Statistics: Posted by Mycen — 31 Jul 2013, 19:58
Statistics: Posted by Apofenas — 31 Jul 2013, 12:00