Fixing ASF lag/swarm.

Re: Fixing ASF lag/swarm.

Postby brn4meplz » 26 Feb 2013, 01:48

Pilots don't need to exit the ACU to relieve themselves. How did you think it generated 1 mass and 10 energy?

Thermal energy and mass from hot waste material
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Re: Fixing ASF lag/swarm.

Postby stalewee » 26 Feb 2013, 02:20

RAS = diarrhea?
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Re: Fixing ASF lag/swarm.

Postby Badsearcher » 26 Feb 2013, 02:41

Ok, ridiculous strawman arguments aside, there's just no legitimate reason to have every sam shoot at the same exact target and if the additional layer of programming had been done when SC or FA was released, then we wouldn't even be having this discussion right now. The developers probably didn't go through the extra effort due to time constraints. (because it takes additional programming for the different units to get designated separate targets contingent on multiple variables like hitpoints, damage, and what not)

A bug is not a feature.

Why is this even controversial?

I have to figure it's only controversial for people who rely 100% on t3 air spam and don't want anything to stop the party and know that rational targetting would in fact be an effective counter.
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Re: Fixing ASF lag/swarm.

Postby Badsearcher » 26 Feb 2013, 02:49

It's the same in every strategy game community, there are always some people who want the ego boost of unearned victories using overpowered strategies and tactics and they will insist that there is no problem even though they know that's not true.

And yes, ASF spam is overpowered, because there is no effective counter and because of the nature of aircraft in the current version of FA there are no diminishing returns for massing ASF.
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Re: Fixing ASF lag/swarm.

Postby stalewee » 26 Feb 2013, 04:14

What is this thread about? ASF being overpowered? Or lag?

There is no counter to ASF, but what's wrong with that? ASF can't actually kill you. If someone dedicates all their resources to air domination and does so better than the other team, then they deserve to rule the skies. Then they have to start building something that they can actually attack with. If you let that happen, then you deserve to be beaten. Note that this pretty much never happens in 1v1.

Making SAMS more efficient than ASFs would make ASFs useless and promotes turtling.

IMO the only balance problem with air is that it's a bit too strong againt naval AA (and pretty much immune to cybran navy). And that has nothing to do with ASFs.

Lag, I'm not sure about.
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Re: Fixing ASF lag/swarm.

Postby Badsearcher » 26 Feb 2013, 04:25

stalewee wrote:Making SAMS more efficient than ASFs would make ASFs useless and promotes turtling.


So there would be no counter to turtling, what's wrong with that? Turtling can't actually kill you.
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Re: Fixing ASF lag/swarm.

Postby -_V_- » 26 Feb 2013, 04:51

rootbeer23 wrote:i was trying to say that if 2 players spend 10 minutes to build up an army, one of them will be far ahead after they fight it out - far enough as to be able to destroy all the rest of the units on the map. whether it is land or air.
typically when you win with t3 air, you have that period where you build up large numbers of units and that is the reason why many games are ended by strategic bombers. the other part of the argument is that if you play a map like 5v5 wonder, where at minute 20 100 vs 80 bricks suddenly join the action after being horded by the back player, you will find that t3 land is OP.

This
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Re: Fixing ASF lag/swarm.

Postby uberge3k » 26 Feb 2013, 05:42

Badsearcher wrote:It's the same in every strategy game community, there are always some people who want the ego boost of unearned victories using overpowered strategies and tactics

In what way is a victory "unearned" if you found and used "overpowered strategies and tactics"? In a competitive situation, as every online game is, each player should strive to use whatever tools they have at their disposal to increase their chances of winning.

See http://www.sirlin.net/ptw-book/intermediates-guide.html

stalewee wrote:Should our coms have to periodically get out of the ACU for toilet breaks as well?

Someone get Legion_Darrath on the line, I think we have a new featured mod... :)
Ze_PilOt wrote:If you want something to happen, do it yourself.
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Re: Fixing ASF lag/swarm.

Postby Badsearcher » 26 Feb 2013, 07:17

ubergeek, do you have any line for what might constitute something being overpowered?

Or is there no such thing as overpowered in your book?

To use an example from another game. In the early balances of Dawn of War 2 Vanilla, the tyranids were able to make tunnels easily and send self-destructing units through them. The tunnels would appear instantly, and units would be transported through them instantly, a sort of de facto teleport.

Players would use that tactic to basically cause all of their opponents' armies to basically explode relatively early in game and guarantee for themselves victories and up until the last minute they would say 'stupid noob, nids are fine, l2p'.

Fortunately, the developers disagreed.

So I ask you again, is there such a thing as overpowered?
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Re: Fixing ASF lag/swarm.

Postby ColonelSheppard » 26 Feb 2013, 08:00

stalewee wrote:Should our coms have to periodically get out of the ACU for toilet breaks as well?

....

If the SAMs would recive this (in myopinion) massiv buff, it could probably prevent people from fighting over an hostile base (you wouldn't do that with ints, too)
I like the idea
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