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Arkansas wrote:How about increasing the damage and splash hugely, make it cost mass to shoot, reducing the fire rate hugely so its totally ineffective vs sheilds but slaughters anything it hits . This would make it only work when used in conjunction with other units.
Ze_PilOt wrote:Once it's done, I will give a little preview thingy so you can test and break it
uberge3k wrote:We should first figure out exactly what the role of T3 artillery is.
It can never be more efficient than an army, that much is obvious. But if so, what is its purpose?
The most logical solution would be to balance its role as similar to that of it's mobile T3 counterpart: something that breaks shields and harasses structures from afar. Note "harasses", not "murders bases". But somewhere between that and the current "can't break anything that's shielded with 0.X% of its cost".
It might also work as a guaranteed base cracker when used in combination with a nuke. T3 arty to kill the shielded SMD, SML to destroy the actual base. Their combined cost would be quite expensive, but worth it as the final option to break a turtle stalemate without going to a game ender such as a paragon or yolona oss.
Ze_PilOt wrote:Once it's done, I will give a little preview thingy so you can test and break it
Skilzat99X wrote:The cost of the scathis (or a little more) would be nice. However, this ties in to the shield nerf, because that nerf to stationary shields right now makes one arty able to blow through even moderately-heavily shielded bases easily.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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