Forged Alliance Forever Forged Alliance Forever Forums 2016-07-02T02:56:34+02:00 /feed.php?f=67&t=12586 2016-07-02T02:56:34+02:00 2016-07-02T02:56:34+02:00 /viewtopic.php?t=12586&p=129788#p129788 <![CDATA[Re: Lab Balance]]> Statistics: Posted by biass — 02 Jul 2016, 02:56


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2016-07-02T02:52:00+02:00 2016-07-02T02:52:00+02:00 /viewtopic.php?t=12586&p=129787#p129787 <![CDATA[Re: Lab Balance]]>
biass wrote:
making an aeon unit a multipurpose unit? rly?


:D I really didn't want it to walk on water like Jesus... That fits aeon huh? More acceptable I know.

Statistics: Posted by Nepty — 02 Jul 2016, 02:52


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2016-07-02T02:39:30+02:00 2016-07-02T02:39:30+02:00 /viewtopic.php?t=12586&p=129784#p129784 <![CDATA[Re: Lab Balance]]> Statistics: Posted by biass — 02 Jul 2016, 02:39


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2016-07-02T02:05:38+02:00 2016-07-02T02:05:38+02:00 /viewtopic.php?t=12586&p=129782#p129782 <![CDATA[Re: Lab Balance]]>
Nepty wrote:
I have some ideas for LABS. Abilities:

UEF mech marine = Can walk underwater. This could help UEF alot on island maps. It's a Marine right?

Cybran Hunter = Stealth? Cybran is the sneaky faction. I'm okay with it. Free stealth, no power use by the way.

Aeon Flare = Shields. Cut it's HP in half, give half to shields. If too OP, give it crappy AA.

All can add good faction diversity. Hopefully someone sees this post.


Those are interesting suggestions, but I don't think it will balance very well. Also, such drastic changes will probably not make a lot of people happy.

Statistics: Posted by Aulex — 02 Jul 2016, 02:05


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2016-07-02T01:58:21+02:00 2016-07-02T01:58:21+02:00 /viewtopic.php?t=12586&p=129781#p129781 <![CDATA[Re: Lab Balance]]>
UEF mech marine = Can walk underwater. This could help UEF alot on island maps. It's a Marine right?

Cybran Hunter = Stealth? Cybran is the sneaky faction. I'm okay with it. Free stealth, no power use by the way.

Aeon Flare = Shields. Cut it's HP in half, give half to shields. If too OP, give it crappy AA.

All can add good faction diversity. Hopefully someone sees this post.

Statistics: Posted by Nepty — 02 Jul 2016, 01:58


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2016-06-22T19:59:56+02:00 2016-06-22T19:59:56+02:00 /viewtopic.php?t=12586&p=129369#p129369 <![CDATA[Re: Lab Balance]]>
LichKing2033 wrote:
I sense that this is another troll topic. FAF is declining faster than I have predicted.

Statistics: Posted by Zoram — 22 Jun 2016, 19:59


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2016-06-22T19:58:36+02:00 2016-06-22T19:58:36+02:00 /viewtopic.php?t=12586&p=129368#p129368 <![CDATA[Re: Lab Balance]]> Just a minor thing that annoys me is that LABs cannot walk under water similar to ACUs so i can't raid under water mex with them. Giving you this option would increase their usability a lot. So my suggestion is make them walk under water and give them some torp dmg.

Statistics: Posted by PhilipJFry — 22 Jun 2016, 19:58


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2016-06-22T19:02:26+02:00 2016-06-22T19:02:26+02:00 /viewtopic.php?t=12586&p=129362#p129362 <![CDATA[Re: Lab Balance]]>
LichKing2033 wrote:
I sense that this is another troll topic. FAF is declining faster than I have predicted.


Wow you just realized that the original post and most of the following conversation was a troll? Certain people take these threads seriously and try to make them serious and fail. Don't be one of those people.

Statistics: Posted by briang — 22 Jun 2016, 19:02


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2016-06-22T18:59:37+02:00 2016-06-22T18:59:37+02:00 /viewtopic.php?t=12586&p=129361#p129361 <![CDATA[Re: Lab Balance]]> Statistics: Posted by Lieutenant Lich — 22 Jun 2016, 18:59


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2016-06-22T08:00:58+02:00 2016-06-22T08:00:58+02:00 /viewtopic.php?t=12586&p=129342#p129342 <![CDATA[Re: Lab Balance]]>
biass wrote:
Hawkei wrote:Though while we are on the topic of veterancy, let us spare a thought for the poor Absolver. With such weak DPS vs. health this unit stands a poor chance of making any kills or gaining veterancy.


Eh, never used it for killing :D


Well I have actually killed stuff with it. Once the shields have been taken down the Absolvers can plink away at the units underneath. I have been known to get the occasional Shield Generator, or Omni Sensor kill with them. ;)

Statistics: Posted by Hawkei — 22 Jun 2016, 08:00


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2016-06-22T05:21:49+02:00 2016-06-22T05:21:49+02:00 /viewtopic.php?t=12586&p=129339#p129339 <![CDATA[Re: Lab Balance]]>
Hawkei wrote:
Though while we are on the topic of veterancy, let us spare a thought for the poor Absolver. With such weak DPS vs. health this unit stands a poor chance of making any kills or gaining veterancy.


Eh, never used it for killing :D

Statistics: Posted by biass — 22 Jun 2016, 05:21


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2016-06-22T05:09:24+02:00 2016-06-22T05:09:24+02:00 /viewtopic.php?t=12586&p=129338#p129338 <![CDATA[Re: Lab Balance]]>
Mycen wrote:
ZLO_RD wrote:I like idea about labs not giving veteranicy, but it is a bit weird still, tank that killed 3 labs does deserve a vet level... if labs do not give vet... should scouts do? Snoops can kill other scouts and radars pretty well and they should get vet for killing other scouts xD


I threw that idea out because I think it would be interesting, but I've never actually tried it...

I think it would be a pretty significant change at T1 - if you couldn't collect veterancy from them, labs could become quite powerful against an acu. I don't think the veterancy would really matter a lot for other T1 units though - tanks may deserve veterancy from labs, but it generally isn't all that useful - you have be microing really hard to squeeze utility out of the extra one or two shot's worth of hp you get, and once you get more than a few units it isn't really important. But that would be another example of how this change could be pretty far-reaching.

Of course scouts should still give vet - everything else except labs.

At other tech levels I do wonder - I know with certain units it might be really effective at drawing fire - percivals, megaliths, ravagers, T3 arty, etc. come to mind. I also wonder how effective they would actually be at putting damage on a large target. Like so much else though, pathfinding issues might render the whole thing moot anyway.

ZLO_RD wrote:
Sera only faction that does not have labs and they also have worst t1 tank against labs.


Sera are trash and deserve to die. 8-)

More seriously though, it's hard to make labs useful when they're so different across factions.


Well LAB's still receive vet - and this can sometimes be very useful. Happens rarely, but I have noted those fortunate LAB teams who make a run-by on Setons. With 12 and 25 kills to their name. When the veterancy kicks in on a LAB they can get real nasty.

As for LAB giving vet to other units. I still think it should give veterancy. But with something like a 0.25 or 0.5 modifier, when compared with other T1 units.

***

Though while we are on the topic of veterancy, let us spare a thought for the poor Absolver. With such weak DPS vs. health this unit stands a poor chance of making any kills or gaining veterancy.

Statistics: Posted by Hawkei — 22 Jun 2016, 05:09


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2016-06-22T04:27:02+02:00 2016-06-22T04:27:02+02:00 /viewtopic.php?t=12586&p=129337#p129337 <![CDATA[Re: Lab Balance]]>
ZLO_RD wrote:
I like idea about labs not giving veteranicy, but it is a bit weird still, tank that killed 3 labs does deserve a vet level... if labs do not give vet... should scouts do? Snoops can kill other scouts and radars pretty well and they should get vet for killing other scouts xD


I threw that idea out because I think it would be interesting, but I've never actually tried it...

I think it would be a pretty significant change at T1 - if you couldn't collect veterancy from them, labs could become quite powerful against an acu. I don't think the veterancy would really matter a lot for other T1 units though - tanks may deserve veterancy from labs, but it generally isn't all that useful - you have be microing really hard to squeeze utility out of the extra one or two shot's worth of hp you get, and once you get more than a few units it isn't really important. But that would be another example of how this change could be pretty far-reaching.

Of course scouts should still give vet - everything else except labs.

At other tech levels I do wonder - I know with certain units it might be really effective at drawing fire - percivals, megaliths, ravagers, T3 arty, etc. come to mind. I also wonder how effective they would actually be at putting damage on a large target. Like so much else though, pathfinding issues might render the whole thing moot anyway.

ZLO_RD wrote:
Sera only faction that does not have labs and they also have worst t1 tank against labs.


Sera are trash and deserve to die. 8-)

More seriously though, it's hard to make labs useful when they're so different across factions.

Statistics: Posted by Mycen — 22 Jun 2016, 04:27


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2016-06-21T01:51:08+02:00 2016-06-21T01:51:08+02:00 /viewtopic.php?t=12586&p=129259#p129259 <![CDATA[Re: Lab Balance]]>
Ithilis_Quo wrote:
Morax wrote:Played only a few games with labs against yorick and the effect was quite high


placebo effect :D

1sec more = 4range differences in distance, did you know how tiny it is?


When try-harding goes full try-hard 1 sec or 4 range makes or breaks a game in many situations, did you know?

Statistics: Posted by Morax — 21 Jun 2016, 01:51


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2016-06-21T00:49:13+02:00 2016-06-21T00:49:13+02:00 /viewtopic.php?t=12586&p=129252#p129252 <![CDATA[Re: Lab Balance]]> Statistics: Posted by ZLO_RD — 21 Jun 2016, 00:49


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