Forged Alliance Forever Forged Alliance Forever Forums 2012-04-28T10:32:32+02:00 /feed.php?f=11&t=889 2012-04-28T10:32:32+02:00 2012-04-28T10:32:32+02:00 /viewtopic.php?t=889&p=11854#p11854 <![CDATA[Re: T2 stat arty increasing range]]> Statistics: Posted by noobymcnoobcake — 28 Apr 2012, 10:32


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2012-04-28T09:39:48+02:00 2012-04-28T09:39:48+02:00 /viewtopic.php?t=889&p=11849#p11849 <![CDATA[Re: T2 stat arty increasing range]]>
Crayfish wrote:
T3 arty on the other hand does need a buff, the build time for sure. Again, better to air on the side of UP, but its completely useless atm becuase it takes so long to build.


I had never problems with the buildtime of T3 Arty, there should be enough buildpower around at that stage of the game. My problem was the price you could hire a EXP to stomp the enemy base for.

Statistics: Posted by Jace — 28 Apr 2012, 09:39


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2012-04-27T22:35:50+02:00 2012-04-27T22:35:50+02:00 /viewtopic.php?t=889&p=11831#p11831 <![CDATA[Re: T2 stat arty increasing range]]> Statistics: Posted by noobymcnoobcake — 27 Apr 2012, 22:35


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2012-04-27T17:23:56+02:00 2012-04-27T17:23:56+02:00 /viewtopic.php?t=889&p=11806#p11806 <![CDATA[Re: T2 stat arty increasing range]]> Just look at the horrors of Supcom 2, and how ugly the game gets with 'usefull' arty. FA should remain focused on dynamic combat. If anything, a further small cost decrease (maybe 10%) and an accuracy buff would be ok, but not a huge one. They are a specialised shield breaker that should be tricky to deploy, and hitting shields doesnt require high accuracy. Tac Missles should be for accurately sniping high value targets, and MMLs should be used in the same way for lower value targets like T2 PD as you are breaking down shields. Any major buff to T2 arty and it starts to encroach on these other weapons.

*Remember kids 'always' surround your T2 arty with four T1 power gens. It speeds the firing cycle by 4 seconds (22%), so that almost another free arty for every 4 you build.

T3 arty on the other hand does need a buff, the build time for sure. Again, better to air on the side of UP, but its completely useless atm becuase it takes so long to build.

Statistics: Posted by Crayfish — 27 Apr 2012, 17:23


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2012-04-24T19:02:31+02:00 2012-04-24T19:02:31+02:00 /viewtopic.php?t=889&p=11522#p11522 <![CDATA[Re: T2 stat arty increasing range]]>
Stin wrote:
I personally would like to see a small RoF and range increase in static T2 Arty.
Perhaps make the adjacency bonus a little bit better to make it usefull.
I think these small modifications might make it usefull without changing the way it is used.

The reason I say this is, I think when you are on the back foot and you're base is under seige by T3 mobile artillery, it can be very difficult to defend.
You can build T2 artillery but in order to have a chance to hit the T3 mobile artillery, you have to build it right at the edge of a shield.

and pray your opponent is not clever enough to not have mobile shields or play Cybran. I find if this is the case tac missiles are far better anyways.

Statistics: Posted by noobymcnoobcake — 24 Apr 2012, 19:02


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2012-04-24T10:54:38+02:00 2012-04-24T10:54:38+02:00 /viewtopic.php?t=889&p=11483#p11483 <![CDATA[Re: T2 stat arty increasing range]]> Perhaps make the adjacency bonus a little bit better to make it usefull.
I think these small modifications might make it usefull without changing the way it is used.

The reason I say this is, I think when you are on the back foot and you're base is under seige by T3 mobile artillery, it can be very difficult to defend.
You can build T2 artillery but in order to have a chance to hit the T3 mobile artillery, you have to build it right at the edge of a shield.

Statistics: Posted by Stin — 24 Apr 2012, 10:54


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2012-04-22T12:10:26+02:00 2012-04-22T12:10:26+02:00 /viewtopic.php?t=889&p=11397#p11397 <![CDATA[Re: T2 stat arty increasing range]]>
Anaryl wrote:
I'm going to say that T2 arty is just fine as it is. In certain situations it really dominates. It's not really a weapon you use at T2, it's more something you spam once you are in T3. Once clustered, it's an effective area denial weapon. On certain maps, say sludge, it's a game ender.

No. T3 mobile arty is a weapon toy spam at T3 because it is so much cheaper for same damage and only lightly less range

Statistics: Posted by noobymcnoobcake — 22 Apr 2012, 12:10


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2012-04-22T11:47:38+02:00 2012-04-22T11:47:38+02:00 /viewtopic.php?t=889&p=11395#p11395 <![CDATA[Re: T2 stat arty increasing range]]> Statistics: Posted by noobymcnoobcake — 22 Apr 2012, 11:47


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2012-03-23T19:03:18+02:00 2012-03-23T19:03:18+02:00 /viewtopic.php?t=889&p=9722#p9722 <![CDATA[Re: T2 stat arty increasing range]]> a) felt great when it hit something, at the moment its like 'meh that was decent I suppose'
or b) hit more consistently, at the moment I can shoot at battleships and miss[/color

Statistics: Posted by ExamplePrime — 23 Mar 2012, 19:03


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2012-03-19T08:46:18+02:00 2012-03-19T08:46:18+02:00 /viewtopic.php?t=889&p=9378#p9378 <![CDATA[Re: T2 stat arty increasing range]]>
if you wana do something vs bunker festival decrease the hp of the shields. bunkering is only good because of good shields (thats why cybran cant do it) not of the pds. but that is a different story - i have nothing vs some towering matches.

and ravanger is very expensive - so its performance is ok for its costs. if the enemy gest 2 t3 pds i could have a t3 mex teched or 3 bricks instead. drop the bricks behind his t3 pds and he is doomed. so these things (t2 pd, t3 pd) is just a question of adaption to it,

but t2 stat arty is useless as it is now. ;)
i still try to use it in some games and i think the only positive aspect is the psycho attack! like: "omg he has an arty i must attack right now or retread my forces - wuaa what shall i do?" the problem is if he stays cool and gets a shield (doenst matter if mobile or stationary) the whole thread of the t2 arty is gone. u can get 3 t2 arties and still need over a min to get a single t2 uef stat shield down. imagine he has a single moblie shield infront of his stat shield - no way to break thru there with t2 arties.

Statistics: Posted by Batmansrueckkehr — 19 Mar 2012, 08:46


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2012-03-18T15:12:56+02:00 2012-03-18T15:12:56+02:00 /viewtopic.php?t=889&p=9333#p9333 <![CDATA[Re: T2 stat arty increasing range]]> Statistics: Posted by pip — 18 Mar 2012, 15:12


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2012-03-18T13:55:48+02:00 2012-03-18T13:55:48+02:00 /viewtopic.php?t=889&p=9331#p9331 <![CDATA[Re: T2 stat arty increasing range]]> the same should be applied to ravager, they are too good

Statistics: Posted by Amphok — 18 Mar 2012, 13:55


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2012-03-18T03:52:14+02:00 2012-03-18T03:52:14+02:00 /viewtopic.php?t=889&p=9312#p9312 <![CDATA[Re: T2 stat arty increasing range]]>
Pavese wrote:
i would rather see more T3 land play then yet another tool for T2 bunkerfest.

yeah say no to bunker fest, and I think that t2 pds are too buffed, should have a Build time increase

Statistics: Posted by Armmagedon — 18 Mar 2012, 03:52


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2012-03-17T22:29:15+02:00 2012-03-17T22:29:15+02:00 /viewtopic.php?t=889&p=9291#p9291 <![CDATA[Re: T2 stat arty increasing range]]> Statistics: Posted by Pavese — 17 Mar 2012, 22:29


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2012-03-16T19:19:15+02:00 2012-03-16T19:19:15+02:00 /viewtopic.php?t=889&p=9206#p9206 <![CDATA[Re: T2 stat arty increasing range]]> Statistics: Posted by SpinDrah — 16 Mar 2012, 19:19


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