Forged Alliance Forever Forged Alliance Forever Forums 2018-01-19T17:23:13+02:00 /feed.php?f=67&t=15752 2018-01-19T17:23:13+02:00 2018-01-19T17:23:13+02:00 /viewtopic.php?t=15752&p=159606#p159606 <![CDATA[Re: Is TML op?]]>
AdmiralZeech wrote:
Farmsletje wrote:I'd say even with the tml launcher hp being halved to 750 hp the net mass balance after air sniping it will still be about even, plus you still would've had time to load and fire some tml's



I won't dispute anything you say, since I'm not playing much these days.

But you seem to talking about the scenario where only one side builds TMLs. What if TMLs were as mandatory as tanks and mexes? What happens when both sides are definitely getting them? And rather than trying to kill it with units, they're sniping each other's mexes and TMLs with their own TMLs?


Admiral, some people prefer to place blame on anything else than their poor choice of decisions. This is why we have an ideology based "balance" team that made t1 spam pretty much immune to air units with t1 maa getting 5 star vet on less than a handful of kills with new vet system and are essentially OP vs scouts and bombers. Even T2 gunships melt to them which is ridiculous... Too many bad decisions that were not thought through have create more problems but the "anything i lose to is because of balance" attitude never changes. The counter tml with tml strategy is viable but some people think they shouldnt need to adjust their gameplay to the game in order to win. I cannot imagine any logical-minded person disagreeing with you on that.

Statistics: Posted by Evildrew — 19 Jan 2018, 17:23


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2018-01-19T17:00:28+02:00 2018-01-19T17:00:28+02:00 /viewtopic.php?t=15752&p=159604#p159604 <![CDATA[Re: Is TML op?]]> Statistics: Posted by Farmsletje — 19 Jan 2018, 17:00


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2018-01-19T16:45:36+02:00 2018-01-19T16:45:36+02:00 /viewtopic.php?t=15752&p=159603#p159603 <![CDATA[Re: Is TML op?]]>
AdmiralZeech wrote:
Farmsletje wrote:I'd say even with the tml launcher hp being halved to 750 hp the net mass balance after air sniping it will still be about even, plus you still would've had time to load and fire some tml's



I won't dispute anything you say, since I'm not playing much these days.

But you seem to talking about the scenario where only one side builds TMLs. What if TMLs were as mandatory as tanks and mexes? What happens when both sides are definitely getting them? And rather than trying to kill it with units, they're sniping each other's mexes and TMLs with their own TMLs?


About as likely as losing navy to wagner spam.

Statistics: Posted by FtXCommando — 19 Jan 2018, 16:45


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2018-01-19T16:35:33+02:00 2018-01-19T16:35:33+02:00 /viewtopic.php?t=15752&p=159600#p159600 <![CDATA[Re: Is TML op?]]>
Farmsletje wrote:
I'd say even with the tml launcher hp being halved to 750 hp the net mass balance after air sniping it will still be about even, plus you still would've had time to load and fire some tml's



I won't dispute anything you say, since I'm not playing much these days.

But you seem to talking about the scenario where only one side builds TMLs. What if TMLs were as mandatory as tanks and mexes? What happens when both sides are definitely getting them? And rather than trying to kill it with units, they're sniping each other's mexes and TMLs with their own TMLs?

Statistics: Posted by AdmiralZeech — 19 Jan 2018, 16:35


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2018-01-18T21:25:08+02:00 2018-01-18T21:25:08+02:00 /viewtopic.php?t=15752&p=159594#p159594 <![CDATA[Re: Is TML op?]]> Statistics: Posted by Plasma_Wolf — 18 Jan 2018, 21:25


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2018-01-17T22:11:40+02:00 2018-01-17T22:11:40+02:00 /viewtopic.php?t=15752&p=159571#p159571 <![CDATA[Re: Is TML op?]]>
Any further nerf to the tml launcher will render it a moot tool in an already-diminshing set.

Statistics: Posted by Morax — 17 Jan 2018, 22:11


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2018-01-17T22:09:41+02:00 2018-01-17T22:09:41+02:00 /viewtopic.php?t=15752&p=159570#p159570 <![CDATA[Re: Is TML op?]]>
The only time TML has ever been an issue for me is when it kills allies that require 3 minute warnings ahead of time followed by another warning 10 seconds before it happens because they forgot about the 3 minute warning.

I can't really recall situations where I needed 5 TMD to protect mexes (but I also don't play aeon). Usually 3 TMD built sufficiently far from the mexes are enough to protect the core as well as 4-5 expansion mexes. When you play obese 2v2 adaptive maps you obviously need like 7-8 TMD but you got about 50 mexes to protect in that situation anyway.

Sniping TMD with TML is just stupid. You either have to do it so early that it puts you behind on 2 t2 mexes or you do it later where your opponent will have like 4 t2 engies running around anyway. Would be able to build an "emergency TMD squad" of 2 t2 engies from a support factory if necessary too.

Statistics: Posted by FtXCommando — 17 Jan 2018, 22:09


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2018-01-17T20:21:26+02:00 2018-01-17T20:21:26+02:00 /viewtopic.php?t=15752&p=159568#p159568 <![CDATA[Re: Is TML op?]]>
I like the ideas of a health nerf to make them easier to kill, but I would also suggest greatly increasing the build time, as it currently takes about a minute for a single T2 engineer to build one, and as little as 17 seconds for a T2 commander. If TMLs take longer to build, it might encourage players to be more careful with their placement in order to hide them, and allow TMD to be either built later on or in response to a TML, not beforehand.

Also, there already is a price difference in TMLs, but I'd say it isn't enough. The quality difference between Cybran TMLs and all others is quite significant, and so I think warrants a larger price difference. Currently, the mass costs are as such:

Cybran: 850
Seraphim: 825
UEF: 800
Aeon: 700

I think Cybran TMLs should be 950 mass at the very least, to make them more similar in risk vs reward to the others.

Statistics: Posted by Deribus — 17 Jan 2018, 20:21


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2018-01-17T16:19:25+02:00 2018-01-17T16:19:25+02:00 /viewtopic.php?t=15752&p=159555#p159555 <![CDATA[Re: Is TML op?]]>
AdmiralZeech wrote:
I'm saying the status quo is fine. TMD is fine as an imperfect defense against TML. It's fine if a TML is guaranteed to dish out some hurt if you complete it.
It's fine if it becomes mandatory to rush a TML or two, and exchanging missiles is a standard part of the game along with spamming tanks and planes.

If it's something everyone would always do because it has a 100% success rate (not saying it is now, but it is what you're suggesting) it's basically a complete garbage gameplay aspect because it isn't even strategic. Even t1 spam would require more strategic thinking because of the constant decision making you have to do.

Also: "counter it by destroying it". Have you not played a teamgame in the last 3 years? Supcom has a big defenders advantage because of the reclaim you'll leave behind and an equal mass invested in stationary defenses will almost always win versus an equal mass invested in units (unless you specifically make mml's or t3 mobile arty, but those take time to build up). Not only that but a tml is so cheap that you will still have the same army size as your opponent unless you literally do a no units ultra fast tml rush (which might even work cause #Teamgames).

Kill it with air?
- Currently you need 6 - 8 bomb drops before you kill a tml (if your opponent won't repair it)
- If your opponent has tml he can easily rush t1 aa turrets with lots of buildpower
- Current t1 bomber build time is about as fast as it takes for a tml to load 1,5 missile and you still have travel time, gl
- Even if you manage to air snipe the tml your enemy your air will leave behind reclaim + the reclaim from the tml launcher
(unless these values are outdated kappa http://spooky.github.io/unitdb/#/UEB210 ... 03,XSA0103)

I'd say even with the tml launcher hp being halved to 750 hp the net mass balance after air sniping it will still be about even, plus you still would've had time to load and fire some tml's

Statistics: Posted by Farmsletje — 17 Jan 2018, 16:19


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2018-01-17T15:19:47+02:00 2018-01-17T15:19:47+02:00 /viewtopic.php?t=15752&p=159553#p159553 <![CDATA[Re: Is TML op?]]>
Farmsletje wrote:
AdmiralZeech wrote:I think it's better to have some offense that cannot be passively defended against. Where the only counter is to scout it and destroy it before it does too much damage.

So what is your suggestion for this? Remove tmd? smd? shields? AA? or what?


I'm saying the status quo is fine. TMD is fine as an imperfect defense against TML. It's fine if a TML is guaranteed to dish out some hurt if you complete it.
It's fine if it becomes mandatory to rush a TML or two, and exchanging missiles is a standard part of the game along with spamming tanks and planes.

Statistics: Posted by AdmiralZeech — 17 Jan 2018, 15:19


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2018-01-17T15:05:53+02:00 2018-01-17T15:05:53+02:00 /viewtopic.php?t=15752&p=159552#p159552 <![CDATA[Re: Is TML op?]]>
i mean a lil?
making it more vulnerable is a nice idea, makes it more of a plan then a sporadic idea

Statistics: Posted by biass — 17 Jan 2018, 15:05


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2018-01-17T14:17:17+02:00 2018-01-17T14:17:17+02:00 /viewtopic.php?t=15752&p=159551#p159551 <![CDATA[Re: Is TML op?]]>

Is TML op?

No.

Statistics: Posted by Plasma_Wolf — 17 Jan 2018, 14:17


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2018-01-17T00:51:50+02:00 2018-01-17T00:51:50+02:00 /viewtopic.php?t=15752&p=159536#p159536 <![CDATA[Re: Is TML op?]]>
I see nothing wrong with TML in its current state as a great way to stop games from taking too long and by punishing overly-aggressive behavior.

Above is exhibit A where I tml a player that decided to be a jerk and kill my teammate, followed by me TML'ing nearly every mex Clinch had because he was being a bully to Asparagus thanks to SYSTEM letting have the middle of the map.

What I am trying to say is that people who do not respect the tml are those who lose to the tml. It's not that hard to build a couple tmd to protect yourself, but people like the OP, Clinch, System_Failure, and tjockswhateverswedishperson DO NOT RESPECT THE TML.

Statistics: Posted by Morax — 17 Jan 2018, 00:51


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2018-01-16T21:01:06+02:00 2018-01-16T21:01:06+02:00 /viewtopic.php?t=15752&p=159531#p159531 <![CDATA[Re: Is TML op?]]>
AdmiralZeech wrote:
In TA there were no shields, and once a Bertha artillery was raining shells onto your base, stuff would randomly be destroyed and have to be rebuilt. The counter was to kill the Bertha.

Incorrect. The counter was to keep spamming power generators because those would block the shot and be destroyed instead of whatever more important it was shooting at. Like your own BB.

Statistics: Posted by JoonasTo — 16 Jan 2018, 21:01


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2018-01-16T20:41:43+02:00 2018-01-16T20:41:43+02:00 /viewtopic.php?t=15752&p=159530#p159530 <![CDATA[Re: Is TML op?]]>
Farmsletje wrote:
Since tml'ing t2 mexes leaves no reclaim behind you only need to kill 1 t2 mex for your tml to be costefficient (because you can reclaim the tml launcher).

Thats the only reason why i would consider TML "OP"

Statistics: Posted by EcoNoob — 16 Jan 2018, 20:41


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