Forged Alliance Forever Forged Alliance Forever Forums 2016-03-24T23:12:09+02:00 /feed.php?f=67&t=11940 2016-03-24T23:12:09+02:00 2016-03-24T23:12:09+02:00 /viewtopic.php?t=11940&p=123659#p123659 <![CDATA[Re: Walled T1 PD]]>
why not make the walls higher then?

Statistics: Posted by mirroredwang — 24 Mar 2016, 23:12


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2016-03-23T15:11:11+02:00 2016-03-23T15:11:11+02:00 /viewtopic.php?t=11940&p=123437#p123437 <![CDATA[Re: Walled T1 PD]]> Statistics: Posted by IceDreamer — 23 Mar 2016, 15:11


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2016-03-19T14:23:35+02:00 2016-03-19T14:23:35+02:00 /viewtopic.php?t=11940&p=123114#p123114 <![CDATA[Re: Walled T1 PD]]>

That, too.

Statistics: Posted by Lieutenant Lich — 19 Mar 2016, 14:23


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2016-03-19T06:50:25+02:00 2016-03-19T06:50:25+02:00 /viewtopic.php?t=11940&p=123099#p123099 <![CDATA[Re: Walled T1 PD]]>
LichKing2033 wrote:
Walled T1 PD is the logical response to people spamming T1 and T2 in ladders and team games.


no
T1 pd helps secure an expansion and can provide small benefits to units who are defending, on their own, pd's are just some delaying tool, pd wont stop any army with arty in them or most t2 armies

The problem is that the time spent 'delaying' forces are inconsistent, as ZLO said, some units will have no problem chewing through PD but other units (Aeon guncom, aurora, blaze maybe, etc) need to first shoot and kill the back wall before the pd will even start taking damage, if we cannot find some way to fix the hit box then some small wall nerf like speed said would be ok, if you didnt like it that much just make the walls two layered, its only an extra 2 or w/e mass

Statistics: Posted by biass — 19 Mar 2016, 06:50


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2016-03-19T04:12:10+02:00 2016-03-19T04:12:10+02:00 /viewtopic.php?t=11940&p=123093#p123093 <![CDATA[Re: Walled T1 PD]]>

Walled T1 PD is the logical response to people spamming T1 and T2 in ladders and team games. T1 PD can chew up T1 (naturally), of which there are plenty. Walls are made to protect against weapons that shoot in a straight line as then wall will stop it, if the line of fire is below it.


P.S.: T1 adn T2 spam are the logical and are irremovable from Supreme Commander series. No matter which one.

Statistics: Posted by Lieutenant Lich — 19 Mar 2016, 04:12


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2016-03-08T14:19:20+02:00 2016-03-08T14:19:20+02:00 /viewtopic.php?t=11940&p=122155#p122155 <![CDATA[Re: Walled T1 PD]]>
TheKoopa wrote:
dstojkov wrote:
Ithilis_Quo wrote: At least i hear some talks from icedremer that he fix it


He just fix nothing


This bug is a cancer ... there is solutions but ... this implies radical change in the game play and no one want to take those measures .. a kind of statu quo

it ruins the dynamics of the game forcing to wait that your arty kills the pd not to mention that faf rebalanced the arty with randomness so that sometime it can last like forever thus leaving your opponents plenty of time to react


what


statu quo

Statistics: Posted by biass — 08 Mar 2016, 14:19


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2016-03-08T14:12:56+02:00 2016-03-08T14:12:56+02:00 /viewtopic.php?t=11940&p=122154#p122154 <![CDATA[Re: Walled T1 PD]]>
dstojkov wrote:
Ithilis_Quo wrote: At least i hear some talks from icedremer that he fix it


He just fix nothing


This bug is a cancer ... there is solutions but ... this implies radical change in the game play and no one want to take those measures .. a kind of statu quo

it ruins the dynamics of the game forcing to wait that your arty kills the pd not to mention that faf rebalanced the arty with randomness so that sometime it can last like forever thus leaving your opponents plenty of time to react


what

Statistics: Posted by TheKoopa — 08 Mar 2016, 14:12


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2016-03-08T13:57:46+02:00 2016-03-08T13:57:46+02:00 /viewtopic.php?t=11940&p=122150#p122150 <![CDATA[Re: Walled T1 PD]]>
Ithilis_Quo wrote:
At least i hear some talks from icedremer that he fix it


He just fix nothing


This bug is a cancer ... there is solutions but ... this implies radical change in the game play and no one want to take those measures .. a kind of statu quo

it ruins the dynamics of the game forcing to wait that your arty kills the pd not to mention that faf rebalanced the arty with randomness so that sometime it can last like forever thus leaving your opponents plenty of time to react

Statistics: Posted by dstojkov — 08 Mar 2016, 13:57


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2016-03-07T16:07:18+02:00 2016-03-07T16:07:18+02:00 /viewtopic.php?t=11940&p=122072#p122072 <![CDATA[Re: Walled T1 PD]]>
but real problem for me is inconsistency...
some times units shoot PD, sometimes they don't, some times they shoot front walls, sometimes shoot back walls, same wall pattern does not do anything to protect antiair PD...

it even looks as if order in witch you make buildings in template might affect result, but not 100% sure...

Statistics: Posted by ZLO_RD — 07 Mar 2016, 16:07


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2016-03-07T15:37:38+02:00 2016-03-07T15:37:38+02:00 /viewtopic.php?t=11940&p=122071#p122071 <![CDATA[Re: Walled T1 PD]]>
Less hp on wall is not absolute solution, but it help a lot. (2000hp in eq and same time for reclaim as for build)

Statistics: Posted by Ithilis_Quo — 07 Mar 2016, 15:37


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2016-03-07T15:02:04+02:00 2016-03-07T15:02:04+02:00 /viewtopic.php?t=11940&p=122069#p122069 <![CDATA[Re: Walled T1 PD]]> Statistics: Posted by speed2 — 07 Mar 2016, 15:02


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2016-03-07T14:54:55+02:00 2016-03-07T14:54:55+02:00 /viewtopic.php?t=11940&p=122068#p122068 <![CDATA[Walled T1 PD]]> Examples:
https://youtu.be/uHIKde0J3Zs?t=1616
https://youtu.be/uHIKde0J3Zs?t=1844
I recall that something has been changed with target bones a year ago or so, maybe that caused a change? Or am I wrong and has targeting of T1 PD in walls always been this bad?
I hear that it is considered to lower wall health. That sounds like a workaround to me, not solving the real problem.

Statistics: Posted by ax0lotl — 07 Mar 2016, 14:54


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