Forged Alliance Forever Forged Alliance Forever Forums 2012-01-31T01:08:12+02:00 /feed.php?f=11&t=231 2012-01-31T01:08:12+02:00 2012-01-31T01:08:12+02:00 /viewtopic.php?t=231&p=5610#p5610 <![CDATA[Re: Weekly Replay Frenzy !]]>
Lu_Xun_17 wrote:
T1 AA has already enough range, but most of the players forget to build a scoot (otherwise there's just the visio radius of the T1AA (which makes the AA range small yes)

And if you move your T1AA in the same direction than the bomber, 2 T1AA are enough to kill the bomber on the first pass.
Well 2 T1AA are always enough. Before all, bomber first hurts a lot when players over react to it.


It seems like in all the imba games so far, everybody who went first bomber beat everybody who didn't.

Statistics: Posted by FunkOff — 31 Jan 2012, 01:08


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2012-01-30T15:24:47+02:00 2012-01-30T15:24:47+02:00 /viewtopic.php?t=231&p=5584#p5584 <![CDATA[Re: Weekly Replay Frenzy !]]>
And if you move your T1AA in the same direction than the bomber, 2 T1AA are enough to kill the bomber on the first pass.
Well 2 T1AA are always enough. Before all, bomber first hurts a lot when players over react to it.

Statistics: Posted by Lu_Xun_17 — 30 Jan 2012, 15:24


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2012-01-13T13:13:41+02:00 2012-01-13T13:13:41+02:00 /viewtopic.php?t=231&p=4971#p4971 <![CDATA[Re: Weekly Replay Frenzy !]]>
Would it be a bit easier to counter first bomber build order if t1 mobile aa had a slightly longer range?

A flak has 40 range, t1 mobile aa 32. A mobile scout has generally 40-45 radar range. So giving t1 mobile aa 40 range could allow them to hit bombers with a few additional shots, providing there is a radar scout nearby. Bombers have radar built in.

I don't think t1 mobile AA having 40 range would change much their effectiveness against the other air units, except against mercy.

Statistics: Posted by pip — 13 Jan 2012, 13:13


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2011-11-10T01:23:21+02:00 2011-11-10T01:23:21+02:00 /viewtopic.php?t=231&p=3311#p3311 <![CDATA[Re: Weekly Replay Frenzy !]]>
Zock wrote:
here are some of my first bomber tests i started some time ago and a few syrtis games where i rush t2 air after.

The file is too big, maximum allowed size is 256 KiB.


Here you go:
http://uploaded.to/file/4iiwgvwq

see that replay ppl and you will see how gunships are unkillable with t1 AA, i think that was that, funk if you think that this is not imba i dunno wht is imba

Statistics: Posted by Armmagedon — 10 Nov 2011, 01:23


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2011-11-06T19:34:41+02:00 2011-11-06T19:34:41+02:00 /viewtopic.php?t=231&p=3160#p3160 <![CDATA[Re: Weekly Replay Frenzy !]]> Statistics: Posted by FunkOff — 06 Nov 2011, 19:34


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2011-11-06T19:25:29+02:00 2011-11-06T19:25:29+02:00 /viewtopic.php?t=231&p=3158#p3158 <![CDATA[Re: Weekly Replay Frenzy !]]>
FunkOff wrote:
Here's my example: Both defending players built mobile AA but I still got 6 kills with one bomber and relatively no effort.


I can't watch this replay for some unknown reason.

Statistics: Posted by pip — 06 Nov 2011, 19:25


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2011-10-28T18:17:21+02:00 2011-10-28T18:17:21+02:00 /viewtopic.php?t=231&p=2790#p2790 <![CDATA[Re: Weekly Replay Frenzy !]]> Statistics: Posted by FunkOff — 28 Oct 2011, 18:17


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2011-10-28T17:38:00+02:00 2011-10-28T17:38:00+02:00 /viewtopic.php?t=231&p=2785#p2785 <![CDATA[Re: Weekly Replay Frenzy !]]> Statistics: Posted by Zock — 28 Oct 2011, 17:38


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2011-10-28T16:05:59+02:00 2011-10-28T16:05:59+02:00 /viewtopic.php?t=231&p=2783#p2783 <![CDATA[Re: Weekly Replay Frenzy !]]> Statistics: Posted by Zock — 28 Oct 2011, 16:05


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2011-10-14T21:58:41+02:00 2011-10-14T21:58:41+02:00 /viewtopic.php?t=231&p=2243#p2243 <![CDATA[Re: Weekly Replay Frenzy !]]> http://ul.to/z545qr5r

Statistics: Posted by Isen — 14 Oct 2011, 21:58


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2011-10-14T15:29:05+02:00 2011-10-14T15:29:05+02:00 /viewtopic.php?t=231&p=2239#p2239 <![CDATA[Re: Weekly Replay Frenzy !]]>

Statistics: Posted by Ze_PilOt — 14 Oct 2011, 15:29


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2011-10-10T11:56:50+02:00 2011-10-10T11:56:50+02:00 /viewtopic.php?t=231&p=2135#p2135 <![CDATA[Re: Weekly Replay Frenzy !]]>
EDIT: I forgot the rule, the thread is all about replays and not balance discussion, so i removed my analysis.

About the score, there is another solution if it cannot be removed : give the same score if you build a air factory or a land factory first. What change would this imply? Would it be dramatic to adjust the cost in such a way?

Statistics: Posted by pip — 10 Oct 2011, 11:56


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2011-10-09T13:45:28+02:00 2011-10-09T13:45:28+02:00 /viewtopic.php?t=231&p=2095#p2095 <![CDATA[Re: Weekly Replay Frenzy !]]>
Gowerly wrote:
You just have to be sure that someone can't just make a mod to get the old score back.


If it's calculated sim-side... people can't make UI mods to get it back.

Statistics: Posted by FunkOff — 09 Oct 2011, 13:45


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2011-10-09T13:43:42+02:00 2011-10-09T13:43:42+02:00 /viewtopic.php?t=231&p=2094#p2094 <![CDATA[Re: Weekly Replay Frenzy !]]>
FunkOff wrote:
That would be applicable in an "air only" build. If you can follow up bombers with gunships... and murderize people... it will serve this purpose.


But are T2 gunships abuses only possible if you go "air only"? I thought they were a pain in the *** even when you had a regular start (land, then air fac) and then switched to mass gunships once your eco allows you to spam them.

Statistics: Posted by pip — 09 Oct 2011, 13:43


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2011-10-09T13:39:54+02:00 2011-10-09T13:39:54+02:00 /viewtopic.php?t=231&p=2093#p2093 <![CDATA[Re: Weekly Replay Frenzy !]]> Statistics: Posted by Gowerly — 09 Oct 2011, 13:39


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