Forged Alliance Forever Forged Alliance Forever Forums 2015-08-30T00:54:20+02:00 /feed.php?f=67&t=10680 2015-08-30T00:54:20+02:00 2015-08-30T00:54:20+02:00 /viewtopic.php?t=10680&p=108835#p108835 <![CDATA[Re: T3 land upgrade buildtime]]> I always found air superiority to be the answer, as cybran fighter bombers and uef and aeon have good gunships. Not to mention swift wind makes it easy. And if flak starts coming up I swich to fighter bombers and use the remaining gunships to target Eco. all in all it depends on the maps in the ladder.

Statistics: Posted by yeager — 30 Aug 2015, 00:54


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2015-08-29T02:21:09+02:00 2015-08-29T02:21:09+02:00 /viewtopic.php?t=10680&p=108770#p108770 <![CDATA[Re: T3 land upgrade buildtime]]> Statistics: Posted by JaggedAppliance — 29 Aug 2015, 02:21


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2015-08-28T20:48:06+02:00 2015-08-28T20:48:06+02:00 /viewtopic.php?t=10680&p=108752#p108752 <![CDATA[Re: T3 land upgrade buildtime]]> Statistics: Posted by yeager — 28 Aug 2015, 20:48


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2015-08-28T17:37:32+02:00 2015-08-28T17:37:32+02:00 /viewtopic.php?t=10680&p=108716#p108716 <![CDATA[Re: T3 land upgrade buildtime]]> Statistics: Posted by Morax — 28 Aug 2015, 17:37


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2015-08-28T17:08:38+02:00 2015-08-28T17:08:38+02:00 /viewtopic.php?t=10680&p=108714#p108714 <![CDATA[Re: T3 land upgrade buildtime]]>

And the idea is good, i'm not writing it off. You could make "raid bots" win vs harbs in small numbers, but lose in high for example, or many other ways to make it work. But not with the suggested concept. If you think it can work like this, make a mod and prove me wrong. :)

Statistics: Posted by Zock — 28 Aug 2015, 17:08


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2015-08-28T16:36:58+02:00 2015-08-28T16:36:58+02:00 /viewtopic.php?t=10680&p=108708#p108708 <![CDATA[Re: T3 land upgrade buildtime]]>
Zock wrote:
Either "raid bots" beat harbs, together with other units or not, doesn't really matter, or they don't

They do? You just made harbs useless.
They don't? The problem is not solved.

is it really that simple?

by that logic:
either strikers beat thaam - and thaams are useless
or thaam beat strikers - and strikers are useless

while in reality its a draw.
in fact its even more complex than that, so lets not simplify the above to such a binary situation.

its possible to have raid bots lose to harbs, but not very hard, or even draw vs harbs. their role vs harbs would be not to beat them but to slow them down enough, and with the help of some other units, like bombers or t2 (which you would already have from earlier), be able to stop them, but at lower mass efficiency.

would also be nice if you could use those same bots as kinda harbs for raiding and such.

in any case i would not be so quick to write off the idea, without any sort of game testing in the first place, where there are too many variables to account for, even for someone like you

hope this helps

Statistics: Posted by Exotic_Retard — 28 Aug 2015, 16:36


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2015-08-28T15:43:58+02:00 2015-08-28T15:43:58+02:00 /viewtopic.php?t=10680&p=108704#p108704 <![CDATA[Re: T3 land upgrade buildtime]]> Statistics: Posted by dstojkov — 28 Aug 2015, 15:43


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2015-08-28T12:08:00+02:00 2015-08-28T12:08:00+02:00 /viewtopic.php?t=10680&p=108687#p108687 <![CDATA[Re: T3 land upgrade buildtime]]>
Either "raid bots" beat harbs, together with other units or not, doesn't really matter, or they don't

They do? You just made harbs useless.
They don't? The problem is not solved.

If range bots with shield/stealth would work even in the slightest against harbs, you would already use them now. They don't work . And it's not because of the vision radius of the harb. Stealth is too hard to use reliably, and too easily counterable to use it as key aspect to balance something. Aside from the fact that with a unit that has more range and speed, stealth is not needed. You can try your changes in a mod, but i think to have any effect, you need to buff loyalists/titans much more, and then they become OP instead of the harb. You can't have them counter the harb early, but still losing to it later. And buffing any counters to harb outside of the bots (like t2 pd, shield, stealth, rocketbots..) has other implications on t2 stage, so you can't just do that without messing with the whole balance. If you buff the shield enough to be significant (it kinda sucks now, and could maybe use a buff, but if it gets a buff it should get it because it needs it, not because harb is too strong) , it can easily make uef OP on t2, or on t3 against factions that don't have a shield disruptor.

But as said in the changelog, this is not the final change to harbs or t3, and we probably go into a similar direction, but it's more complicated than just buffing some units that could counter harbs, that's why it was not included in the last patch yet.

Statistics: Posted by Zock — 28 Aug 2015, 12:08


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2015-08-28T11:30:20+02:00 2015-08-28T11:30:20+02:00 /viewtopic.php?t=10680&p=108682#p108682 <![CDATA[Re: T3 land upgrade buildtime]]>
Here's my numbers:
Loyalist: range 26 (from 25)
dps 159.09+50 (from 159.09+30)
Titan: dps 186.67 (from 166.67)
shield HP 1300 (from 1200)
power consumption -15 e/sec (from -25)
Harbringer: vision radius 20 (from 22)

T2 stealth field would allow loyalists to shoot harbs from being in range of their weapons and not gettign shot back.
T2 shield generator would increace hp/mass in unit mix and help titans fight harbs the same way it helps pillars fight ilshavohs.
T2 range bots would add damage from long range and prevent harbs from kiting raid bots, running away or reclaiming dead titans.

However raid bots still stay shit and eventually harbs would slaughter them, but by that time i expect percivals and bricks to appear in unit mixes. Also aeon player may get use of his under used tools - omni upgrade on ACU and shield disruptor, which does exactly 1300 damage per shot to shields (if i'm not mistaken).

Othuum is a complicated unit. But i will never believe that Othuum can be shit with 2.5 speed, ok with 2.6 speed and OP with 2.7 speed. May be 50 dps transfer and 2.6 speed is enough, but that requires testing (unless it was done already by balance team). Too bad i missed a lot of stuff for last 2 months.

Statistics: Posted by Apofenas — 28 Aug 2015, 11:30


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2015-08-28T04:44:28+02:00 2015-08-28T04:44:28+02:00 /viewtopic.php?t=10680&p=108660#p108660 <![CDATA[Re: T3 land upgrade buildtime]]> Statistics: Posted by yeager — 28 Aug 2015, 04:44


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2015-08-28T01:47:11+02:00 2015-08-28T01:47:11+02:00 /viewtopic.php?t=10680&p=108652#p108652 <![CDATA[Re: T3 land upgrade buildtime]]>
Othuum should get something better than 0.1 more speed. I'd start with 2.7~2.8 speed and transfer 50~100 dps from small cannons to big one.

Statistics: Posted by Apofenas — 28 Aug 2015, 01:47


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2015-08-28T00:31:17+02:00 2015-08-28T00:31:17+02:00 /viewtopic.php?t=10680&p=108645#p108645 <![CDATA[Re: T3 land upgrade buildtime]]> Statistics: Posted by FunkOff — 28 Aug 2015, 00:31


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2015-08-27T20:06:57+02:00 2015-08-27T20:06:57+02:00 /viewtopic.php?t=10680&p=108633#p108633 <![CDATA[T3 land upgrade buildtime]]> Statistics: Posted by JaggedAppliance — 27 Aug 2015, 20:06


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