SCUs nerf.

SCUs nerf.

Postby Ze_PilOt » 15 Feb 2013, 18:21

Remove the energy storage from the buildings the SACU can build or remove the volatile explosion if the E storage is self destroyed.
Somehow find a way to make the SACU much more vulnerable underwater. 19k HP for cybran SACU who can spam HARM, is crazy for their cost.


As the problem is the teleporting-snipe technique, I suggest a cool-down time after a teleport (the SCUs can't do anything during XX seconds) instead of removing some arbitrary building.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
User avatar
Ze_PilOt
Supreme Commander
 
Posts: 8985
Joined: 24 Aug 2011, 18:41
Location: fafland
Has liked: 18 times
Been liked: 376 times
FAF User Name: Ze_PilOt

Re: SCUs nerf.

Postby ColonelSheppard » 15 Feb 2013, 18:41

Teleport snipe with SACUs has to be nerfed. I dont really care how.
+1
User avatar
ColonelSheppard
Contributor
 
Posts: 2996
Joined: 20 Jul 2012, 12:54
Location: Germany
Has liked: 154 times
Been liked: 159 times
FAF User Name: Sheppy

Re: SCUs nerf.

Postby Mr-Smith » 15 Feb 2013, 22:19

did this ever got prooved?

any replay that says tele scu is overpoverd?
If you can't beat us...
...join us.
User avatar
Mr-Smith
Evaluator
 
Posts: 515
Joined: 27 Mar 2012, 19:15
Location: Austria
Has liked: 38 times
Been liked: 34 times
FAF User Name: Mr-Smith

Re: SCUs nerf.

Postby _PG_ » 16 Feb 2013, 02:45

^ yup there are plenty, imo take tele away from scu's
_PG_
Crusader
 
Posts: 18
Joined: 21 Sep 2011, 17:17
Has liked: 0 time
Been liked: 0 time
FAF User Name: PG

Re: SCUs nerf.

Postby ColonelSheppard » 16 Feb 2013, 02:46

what about introducing a Teleport blocker? (thinking of blackops)
User avatar
ColonelSheppard
Contributor
 
Posts: 2996
Joined: 20 Jul 2012, 12:54
Location: Germany
Has liked: 154 times
Been liked: 159 times
FAF User Name: Sheppy

Re: SCUs nerf.

Postby -_V_- » 16 Feb 2013, 04:21

OK I brought that up again for the topic creation.


Although I'm not a fan of the SACU being able to tele because there's no real significant risk involved (unlike the telemazor), I wouldn't request the removal of this ability, at least not yet.

There's really 2 issues I have seen :

- being able to teleport and able to build (super fast) a few energy storages, the SACU in this way can deposit without any warning a few extremely volatile mini bombs in your own base.
Sure you could defend some of the most critical buildings, but then those defenses are static, the SACU with tele is really not. Plus you can't possibly cover your whole base with t2 PDs "just in case".

=> the few solutions that have been discussed so far :
* removal of the E storage from the buildings the SACU can build (being extremely cheap, fast to build but EXTREMELY volatile, the E storage is an exception among the t1 buildings)
* remove the volatile aspect of the storage
* remove the explosion dps IF the E storage was self destructed
* prevent the SACU from building right after TELE

I may have forgotten some, feel free to make additions


- the cybran SACU has 19K HP without vet. Although it poses no particular issue on ground where it can be killed "quite" easily, those HP are really huge UNDERWATER.
Add to that , that the SACU can build quite fast HARMS and T2/T3 AA underwater, it's IMHO totally OP. Clearly for underwater usage, it doesn't cost enough.
The HARMS are already a tough thing to counter (DOABLE, ground fire, bla bla etc., I know the drill, but it still tough and takes time while you can get pounded by the real navy), and they're freakin stealthed!

Now obviously the costs can't be adjusted to the usage you're gonna make of the SACU.

As for the possible solutions I could think of :

* removal of the HARMS from the cyb SACU abilities (i don't like this solution much)
* create a custom nerfed version of the HARMS if it's been built by a SACU
* reduce the SACU when it's underwater (dunno if it's possible regarding of the game mechanics)
* buff the torps damages when it hits a SACU
-_V_-
Supreme Commander
 
Posts: 1463
Joined: 28 Aug 2011, 22:32
Has liked: 26 times
Been liked: 65 times

Re: SCUs nerf.

Postby Seleucus24 » 16 Feb 2013, 07:37

+1 to the cooldown idea. Expensive way to get something for sure is fine, but then getting away and doing it over and over again is lame.
Seleucus24
Crusader
 
Posts: 11
Joined: 13 Feb 2013, 03:49
Has liked: 0 time
Been liked: 0 time
FAF User Name: Seleucus24

Re: SCUs nerf.

Postby ColonelSheppard » 16 Feb 2013, 13:11

+ for SACUs not beeingable to build storrages
+ for SCAUs not beeing able to build for a few seconds

+ for Cybran ACU getting more dmg by torpedos
User avatar
ColonelSheppard
Contributor
 
Posts: 2996
Joined: 20 Jul 2012, 12:54
Location: Germany
Has liked: 154 times
Been liked: 159 times
FAF User Name: Sheppy

Re: SCUs nerf.

Postby Bibblson » 16 Feb 2013, 13:19

I'd more like the idea of a max tele range and a cooldown for tele. Porting direct in the base wouldnt be so easy as now. With right intel it can be detected and defended.
Bibblson
Crusader
 
Posts: 29
Joined: 05 Oct 2011, 15:20
Has liked: 0 time
Been liked: 0 time
FAF User Name: Bibblson

Re: SCUs nerf.

Postby Plasma_Wolf » 16 Feb 2013, 13:42

As for the teleport problem: A cooldown timer would be enough I think.

As for the Cybran SCUs underwater, I don't think it's a good idea to change the statistics of a unit that is being built, so a custom harms? No, it's just confusing. The same goes with the torpedo damage against SCUs. You could instead increase the build time of the harms. It also makes it quite a lot harder for engineers to build it, but I think that's not much of a problem when I see that 90% of the harms are already being built by SCUs.
User avatar
Plasma_Wolf
Supreme Commander
 
Posts: 1300
Joined: 20 Oct 2011, 11:28
Has liked: 20 times
Been liked: 84 times
FAF User Name: Plasma_Wolf

Next

Return to Patch 3622

Who is online

Users browsing this forum: No registered users and 1 guest