Apofenas wrote:To me, it sounds like: "Why can I suddenly upgrade T1 factories to T2 support or build new ones, because I have T2 HQ?".
Exactly. There is no reason to say, "Well why not, we've come this far!" when we have stretched what makes sense quite far enough with engymod. Let's not go any further just because we can.
Apofenas wrote:The mod, first of all, changing dynamics of land factories, doesn't affect best land factory in the game.
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.
For the player who wants to build a bunch of land units, at no point ever was the Fatboy anything close to the 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.
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?
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.
Oh, I agree that given its description, it is a shame how little it is used for actually building units, but that doesn't mean the best way to push it in that direction is to impose new and arbitrary limits on
other units. Aside from increasing its build power to be triple that of T3 Land HQs again and (if possible) decreasing its rolloff time, I'm not really sure what the best way of making the Fatboy attractive as a factory is, or if there even is one. But I know it isn't this.
Apofenas wrote: so it's just a new option for this faction.
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.
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.