Lab Balance

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Re: Lab Balance

Postby biass » 15 Jun 2016, 06:00

Image

Im surprised this workedso well
Map thread: https://bit.ly/2PBsa5H

Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
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Re: Lab Balance

Postby Lieutenant Lich » 16 Jun 2016, 01:29

This topic is as futile as most of my balance topics.
Don't complain about that which you aren't willing to change.

My mod:
viewtopic.php?f=67&t=12864
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Re: Lab Balance

Postby Apofenas » 16 Jun 2016, 02:14

Give LABs special resist against flak...
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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Re: Lab Balance

Postby Hawkei » 16 Jun 2016, 04:04

Need the mother of all invention - and I don't see the need. /thread
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Re: Lab Balance

Postby Mycen » 16 Jun 2016, 04:49

Make them not provide any veterancy. Then they can be proper cannon fodder.
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Re: Lab Balance

Postby biass » 16 Jun 2016, 05:36

Seeing as i am a passionate raider, and my favorite faction UEF is the best used for early game aggression, i decided to pour a lot of effort into attempting to balance out the Mech Marine and the Striker tank.
About a day or so's research and rigorous testing has lead me to believe i have found a good balance between the two units, where none really makes the other one void.

See my end results in the image below.

Spoiler: show
Image

roasted #noobstryingbalance


Hope my efforts can assist in the crusade to really make this game balanced and worthwhile.
Map thread: https://bit.ly/2PBsa5H

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Re: Lab Balance

Postby Zock » 17 Jun 2016, 10:50

ZLO_RD wrote:Giving a build time buff is best idea so far...
Usually when I build labs to kill enemy engies I end up lacking engineers myself cause of how long it takes to make 3 labs and 1 scout... some times I have 2 labs killing 2 mantis and 1 engy but I still don't feel like success cause opponent made his engies earlyer and got factories earlyer, while I had to build labs early to be able to hit good timing


We are trying a small BT buff now in the current balance alpha testing.
gg no re

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Re: Lab Balance

Postby Ithilis_Quo » 17 Jun 2016, 22:22

Zock wrote:We are trying a small BT buff now in the current balance alpha testing.


And you believe that 1 sec buff or 3 sec for first 3 lab what is about 30s(factory)+18s(3labs)+4s(scout) 52/55s will make some differencies?

lab speed is 4, for 1s will cross range of 4. lab range is 14
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Re: Lab Balance

Postby Zock » 17 Jun 2016, 23:18

No, i am just bored and have nothing better to do, so i test changes that won't make a difference. Come on, shouldn't that be obvious?

Maybe i should've locked this thread. Suggestion was taken and is tried out, if you want to help with it, join the testing team and play some games with it. :)
gg no re

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Re: Lab Balance

Postby NapSpan » 17 Jun 2016, 23:23

Its just build time after all, the difference will be that my LABs will be further than before at same time mark and that now build gettho gunship will take less time, but no more.
We have "Continentals" so moving shit around must be important.
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