Forged Alliance Forever Forged Alliance Forever Forums 2012-02-09T22:17:00+02:00 /feed.php?f=11&t=580 2012-02-09T22:17:00+02:00 2012-02-09T22:17:00+02:00 /viewtopic.php?t=580&p=5955#p5955 <![CDATA[Re: Mercy Adjustment 3]]>
Don't play with share until death if it's really unbearable.

Statistics: Posted by Ze_PilOt — 09 Feb 2012, 22:17


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2012-02-09T22:15:01+02:00 2012-02-09T22:15:01+02:00 /viewtopic.php?t=580&p=5953#p5953 <![CDATA[Re: Mercy Adjustment 3]]>
again a lame game, where uber killed 2 acus (mav and me) with mercies quite late in the game, where mercies are super cheap. Mavs acu died without AA coverage but mine was beneath a shield, 2x t2aa (stat and mobile) some t1 stat AA and even ASFs by Ghost....

This shit unit sucks..

Statistics: Posted by Kryo — 09 Feb 2012, 22:15


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2012-02-06T17:50:54+02:00 2012-02-06T17:50:54+02:00 /viewtopic.php?t=580&p=5765#p5765 <![CDATA[Re: Mercy Adjustment 3]]> Statistics: Posted by pip — 06 Feb 2012, 17:50


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2012-02-06T11:48:35+02:00 2012-02-06T11:48:35+02:00 /viewtopic.php?t=580&p=5749#p5749 <![CDATA[Re: Mercy Adjustment 3]]>
Isen wrote:
really, is that too hard to just give them a range nerf? i just want my t1 aa to be able to shoot them down.
Anyone thought about making mercyes a bit bigger to avoid t1 aa or ints missing so hard?



Yes! and Yes again! lol Funk why are you trying some even more unbalanced solutions, when 80% of us agree on a single, simple and logical solution!?

Just reduce the attack range /3 and mercy will be as strong as before, as expensive as before, but will be stopped when it had to be.

Funk honestly your solution looks to be a "noob sniper" so the good player will easly dodge the mercy, and the noob will be even more fucked... I don't like this idea.

Statistics: Posted by Lu_Xun_17 — 06 Feb 2012, 11:48


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2012-02-05T22:01:49+02:00 2012-02-05T22:01:49+02:00 /viewtopic.php?t=580&p=5730#p5730 <![CDATA[Re: Mercy Adjustment 3]]> How about +20% damage and +45hp ?
But this is slight balance.

Just make it easily targetable by Flak and it should be fine I guess.

Statistics: Posted by Cobrand — 05 Feb 2012, 22:01


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2012-02-05T17:34:56+02:00 2012-02-05T17:34:56+02:00 /viewtopic.php?t=580&p=5718#p5718 <![CDATA[Re: Mercy Adjustment 3]]>
Isen wrote:
because 1 t1 aa in your base and your buildings are safe,


See this change?
Health: +90 (to 100)
This means the mercy can effectively resist small amounts of AA.


and against other units they miss like against the acu... so that dont fix the problem,


Negative. In testing, mercies will always do at least 750 damage to their original target, even if the target is moving. They just won't do the full 3000.


if you dont like solving problems easy and you like doing bigger changes for the sake of them, go ahead, all things you suggest are bigger than needed and useless too.


I just want the mercy to be useful and not overpowered.

Statistics: Posted by FunkOff — 05 Feb 2012, 17:34


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2012-02-05T13:12:01+02:00 2012-02-05T13:12:01+02:00 /viewtopic.php?t=580&p=5715#p5715 <![CDATA[Re: Mercy Adjustment 3]]>
FunkOff wrote:
Kryo wrote:sounds quite good. Will you make a mod to test it?


Hah! I made the test mod before making this topic, I just forgot to upload it XD

It is now uploaded :-)


This should make it less valuable if the ACU is already on the move, but still strong if the attacked one doesnt react at all.
And even more viable now vs Experimentals and structures (including shields).


Indeed. Less good vs acus, more good vs other targets. That is the intention.



how could one test it? The problem is, if you test it alone vs AI, it is not really helpful, as AI wont react.
If you test it with a mate, he will know you come with mercies... so no real test situation either.
Even if you get enough people to make a test game, they still know its a test.

What I would like best: Get a mod together with several changes, and make it a featured BETA mod. This would be the only way to make a lot of games via FAF without every game being a predetermined game where everyone would know what attack moves will be done.

Funkoff, can you do that? you have made quite a few change suggestion in the last few months, a lot of them have be approved by quite a few players. Make all of them in a mod, and Ze Pilot should make this testing beta mod featured, so we can host easily games with it. Thats the only way to effectively test it. Without actually starting to test in a big way, we will be always fixed to the current version.

Statistics: Posted by Kryo — 05 Feb 2012, 13:12


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2012-02-05T13:08:44+02:00 2012-02-05T13:08:44+02:00 /viewtopic.php?t=580&p=5714#p5714 <![CDATA[Re: Mercy Adjustment 3]]> Statistics: Posted by Isen — 05 Feb 2012, 13:08


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2012-02-05T01:00:28+02:00 2012-02-05T01:00:28+02:00 /viewtopic.php?t=580&p=5709#p5709 <![CDATA[Re: Mercy Adjustment 3]]>

Statistics: Posted by IceDreamer — 05 Feb 2012, 01:00


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2012-02-04T19:39:31+02:00 2012-02-04T19:39:31+02:00 /viewtopic.php?t=580&p=5705#p5705 <![CDATA[Re: Mercy Adjustment 3]]>
Kryo wrote:
sounds quite good. Will you make a mod to test it?


Hah! I made the test mod before making this topic, I just forgot to upload it XD

It is now uploaded :-)


This should make it less valuable if the ACU is already on the move, but still strong if the attacked one doesnt react at all.
And even more viable now vs Experimentals and structures (including shields).


Indeed. Less good vs acus, more good vs other targets. That is the intention.

Statistics: Posted by FunkOff — 04 Feb 2012, 19:39


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2012-02-04T17:24:57+02:00 2012-02-04T17:24:57+02:00 /viewtopic.php?t=580&p=5701#p5701 <![CDATA[Re: Mercy Adjustment 3]]>
Also, read the "be part of balance team" thread.

Statistics: Posted by Ze_PilOt — 04 Feb 2012, 17:24


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2012-02-04T16:28:49+02:00 2012-02-04T16:28:49+02:00 /viewtopic.php?t=580&p=5697#p5697 <![CDATA[Re: Mercy Adjustment 3]]>
Isen wrote:
really, is that too hard to just give them a range nerf? i just want my t1 aa to be able to shoot them down.
Anyone thought about making mercyes a bit bigger to avoid t1 aa or ints missing so hard?

Yes, this was about the first mercy change suggestion. But a range nerf and a bigger hitbox would propably just end in Mercy-upness, because if any mobile t1 aa would be near your acu, a large amount of mercies could be countered (still better than the current state, but meh). So making them useful in other ways than acu-snipe gives you the opportunity to make them more reliable and generally easier to balance, because they don't insta-win the match if they succeed.


But actually, I think we can stop posting in this subforum, it has now 5 pages of "How the game could be improved" and not a single idea was realized. It seems zep does not want balancing changes.

Statistics: Posted by Karottenrambo — 04 Feb 2012, 16:28


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2012-02-04T14:06:46+02:00 2012-02-04T14:06:46+02:00 /viewtopic.php?t=580&p=5695#p5695 <![CDATA[Re: Mercy Adjustment 3]]> Anyone thought about making mercyes a bit bigger to avoid t1 aa or ints missing so hard?

Statistics: Posted by Isen — 04 Feb 2012, 14:06


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2012-02-04T12:02:38+02:00 2012-02-04T12:02:38+02:00 /viewtopic.php?t=580&p=5694#p5694 <![CDATA[Re: Mercy Adjustment 3]]>
FunkOff wrote:
This adjustment abandons the shotgun approach for a different approach as follows:
Buffs:
Damage: +25% (to 3000)
Health: +90 (to 100)
Turn speed: +a lot
Fuel regen: +infinity% (to 3, from 0)

Nerfs:
Tracking: Homing removed (No longer tracks target, tracks target ground instead)
Miniprojecile velocity: All mini projectiles now spawn with different velocities, so they hit the target location at different times.

In testing, with these changes, the mercy was able to kill an unupgraded ACU in 4 hits if the ACU was not moving. However, is the ACU was move away from the mercies, the ACU could reliably survive up to 10 mercies (if it started from full health).

With these changes, the mercy is vastly more effective against stationary targets oh all kinds, can be used against large moving targets and columns of small moving targets. However, it is less effective against individual, small moving targets with high hp.


sounds quite good. Will you make a mod to test it?

This should make it less valuable if the ACU is already on the move, but still strong if the attacked one doesnt react at all.
And even more viable now vs Experimentals and structures (including shields).

Statistics: Posted by Kryo — 04 Feb 2012, 12:02


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2012-02-04T19:38:03+02:00 2012-02-04T06:47:28+02:00 /viewtopic.php?t=580&p=5693#p5693 <![CDATA[Mercy Adjustment 3]]> Buffs:
Damage: +25% (to 3000)
Health: +90 (to 100)
Turn speed: +a lot
Fuel regen: +infinity% (to 3, from 0)

Nerfs:
Tracking: Homing removed (No longer tracks target, tracks target ground instead)
Miniprojecile velocity: All mini projectiles now spawn with different velocities, so they hit the target location at different times.

In testing, with these changes, the mercy was able to kill an unupgraded ACU in 4 hits if the ACU was not moving. However, is the ACU was move away from the mercies, the ACU could reliably survive up to 10 mercies (if it started from full health).

With these changes, the mercy is vastly more effective against stationary targets oh all kinds, can be used against large moving targets and columns of small moving targets. However, it is less effective against individual, small moving targets with high hp.

Statistics: Posted by FunkOff — 04 Feb 2012, 06:47


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