Forged Alliance Forever Forged Alliance Forever Forums 2011-09-08T12:57:09+02:00 /feed.php?f=11&t=48 2011-09-08T12:57:09+02:00 2011-09-08T12:57:09+02:00 /viewtopic.php?t=48&p=503#p503 <![CDATA[Re: T2 Artillery]]> Statistics: Posted by Sapristi — 08 Sep 2011, 12:57


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2011-09-07T06:22:50+02:00 2011-09-07T06:22:50+02:00 /viewtopic.php?t=48&p=430#p430 <![CDATA[Re: T2 Artillery]]>
I nearly always use them as defence against ships and they are cheaper than a destroyer i think, making them more accurate will suffice.

Statistics: Posted by TAG_ROCK — 07 Sep 2011, 06:22


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2011-09-07T06:09:35+02:00 2011-09-07T06:09:35+02:00 /viewtopic.php?t=48&p=427#p427 <![CDATA[Re: T2 Artillery]]> Statistics: Posted by Gunseng — 07 Sep 2011, 06:09


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2011-09-07T02:41:07+02:00 2011-09-07T02:41:07+02:00 /viewtopic.php?t=48&p=417#p417 <![CDATA[Re: T2 Artillery]]> mod which adds a 2nd firing mode. Allowing the arty increased range with a proportional increase in firing randomness. I believe the cost remained the same as it was in 3599.

Statistics: Posted by Treble — 07 Sep 2011, 02:41


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2011-09-07T01:58:03+02:00 2011-09-07T01:58:03+02:00 /viewtopic.php?t=48&p=414#p414 <![CDATA[Re: T2 Artillery]]> Statistics: Posted by FunkOff — 07 Sep 2011, 01:58


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2011-09-06T23:00:37+02:00 2011-09-06T23:00:37+02:00 /viewtopic.php?t=48&p=397#p397 <![CDATA[Re: T2 Artillery]]>
FunkOff wrote:
Gowerly, a range increase instead of a cost decrease is fair, in my mind, and I could do that. I'd still like to see the firing randomness lowered slightly, however: They can barely hit anything as it stands, and firing randomness makes accuracy worse the further away targets are. TMLs track location, however, and are therefor 100% pin-point accurate.
Wha? they don't track moving targets. You can't even hit a Megalith with them at range without prediction. I think you might mean something else, though.

Statistics: Posted by Gowerly — 06 Sep 2011, 23:00


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2011-09-07T14:16:19+02:00 2011-09-06T22:40:03+02:00 /viewtopic.php?t=48&p=395#p395 <![CDATA[Re: T2 Artillery]]>
For me t2 artys purpose is:
Control the area in front of your base
- shell big incoming land armies
- Stop mml bombardment
- Kill sniper bots, mobile t3 arty
- stop tec 2 pd creep if no shields are up, or slow down
- counter or reduce t2 navy thread
Build in forward base as an alternative to tml
- kill t1 eng assist
- Force shields all over the base
- If you have a bigger eco, this is an easy way to put a lot of pressure on opponent (many shields -> need power -> spends a lot of mass
and time while you build your exp).

All of that would benefit by an inreased range or cost reduction.

Statistics: Posted by lebensnebel — 06 Sep 2011, 22:40


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2011-09-06T22:23:28+02:00 2011-09-06T22:23:28+02:00 /viewtopic.php?t=48&p=393#p393 <![CDATA[Re: T2 Artillery]]> Statistics: Posted by Karottenrambo — 06 Sep 2011, 22:23


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2011-09-06T22:02:47+02:00 2011-09-06T22:02:47+02:00 /viewtopic.php?t=48&p=392#p392 <![CDATA[Re: T2 Artillery]]>
What if T2 arty were designed to be shield breakers?

Currently, there's few good counters to massed shields, and breaking a heavily shielded (fire)base can be quite difficult as there is only one dedicated anti-shield unit (which is made almost useless thanks to it's short range... and faction exclusivity).

So, keep T2 arty as they are now, but give them a sizable DPS boost vs all forms of shields. Given that arties are stationary and a hefty investment, I don't think they could be abused - but would serve a useful, but niche, purpose.

Statistics: Posted by uberge3k — 06 Sep 2011, 22:02


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2011-09-06T21:25:58+02:00 2011-09-06T21:25:58+02:00 /viewtopic.php?t=48&p=382#p382 <![CDATA[Re: T2 Artillery]]> Statistics: Posted by Karottenrambo — 06 Sep 2011, 21:25


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2011-09-06T21:08:34+02:00 2011-09-06T21:08:34+02:00 /viewtopic.php?t=48&p=375#p375 <![CDATA[Re: T2 Artillery]]>
Well Better turnspeed would increase it's tracking capability if turnspeed is increased then I propose a charge up before they shoot like with oblivion cannons.

Statistics: Posted by Gunseng — 06 Sep 2011, 21:08


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2011-09-06T20:54:37+02:00 2011-09-06T20:54:37+02:00 /viewtopic.php?t=48&p=371#p371 <![CDATA[Re: T2 Artillery]]> Statistics: Posted by Zock — 06 Sep 2011, 20:54


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2011-09-06T20:44:16+02:00 2011-09-06T20:44:16+02:00 /viewtopic.php?t=48&p=370#p370 <![CDATA[Re: T2 Artillery]]>
regarding (missing) faction diverstity, I think the Aeon is the only one with damage over time.
Also plz consider if you reduce the firing randomness it will absolutely pwn t2 navy. Currently it's already good against navy on ranoakes for example.

Statistics: Posted by lebensnebel — 06 Sep 2011, 20:44


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2011-09-06T20:13:11+02:00 2011-09-06T20:13:11+02:00 /viewtopic.php?t=48&p=368#p368 <![CDATA[Re: T2 Artillery]]> Statistics: Posted by FunkOff — 06 Sep 2011, 20:13


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2011-09-06T19:53:14+02:00 2011-09-06T19:53:14+02:00 /viewtopic.php?t=48&p=362#p362 <![CDATA[Re: T2 Artillery]]> In supcom they had the same range and tmls, in FA they do not. I wouldn't be against upping their range, but that would be it.

Statistics: Posted by Gowerly — 06 Sep 2011, 19:53


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