Forged Alliance Forever Forged Alliance Forever Forums 2014-06-26T08:47:14+02:00 /feed.php?f=16&t=7518 2014-06-26T08:47:14+02:00 2014-06-26T08:47:14+02:00 /viewtopic.php?t=7518&p=76107#p76107 <![CDATA[Re: Build 48 Balance Changelog]]>
Second way to use radar boost is to select several radars, then click eye icon on left side (top/middle) and then in a green area of the map where the radars have range (you can see preview of their extended radar range). This way is not finished yet.

Statistics: Posted by pip — 26 Jun 2014, 08:47


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2014-06-26T00:26:19+02:00 2014-06-26T00:26:19+02:00 /viewtopic.php?t=7518&p=76094#p76094 <![CDATA[Re: Build 48 Balance Changelog]]> one mount and something dont play so it was crapy noobstyle on my side, i know.. :)

but one T3 pgen was for make same eco, maybe we can have slightli more, but i had more problem with mass like with energy. And yes he had many time more enginer, but when you see he had biger mass problem so in final it was same. problem was that i execute much more units on stupid fight what i cant win, so in final he had more units. Enginers was not reason, because mount of mass was same.

That rambo sacu is imune to EMP is new for me, i try use capaitator, but most of time i was in stun, and he had well micro and i nearly dont micro.

For hat nomads primary need sacu is HP, so thats a reason why i think best choice is cheapest one, for use them as tank position, and most of dmg deal with novas, what are pretty strong, and for now perfect. Im not sure now, because dont try it now, but imho it is good options against UEF and cybran too, because what nomads need is time, for novas what had hight dmg from range, so when sacu for price of percis give similar efect as percis, then i can deal them with my novas in back. but how i say it need be more time try, for see how well balanced it is.

that radar abiliti is new for me. I know that nomads had radar boost, but never cant use it, when i click on radar it simply doenst work. But problem is that i in all situation simply dont care :D so when it work as you say, then it is not problem and dont must be changet radar range and is preaty well for now. recategories him to army, is in must to be :) it is realy anoyng and i dont see any reason for dont it be as army.
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radar boost on normal radar work same? +50% of range so nomad radar can had 100+50 range ?
How i can boost them? when i had on left top window boost posibility and click on it and on radar nothing hapends. I never had big atention, but how can i boost my radar? Thx for answer.

Statistics: Posted by Ithilis_Quo — 26 Jun 2014, 00:26


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2014-06-25T22:24:12+02:00 2014-06-25T22:24:12+02:00 /viewtopic.php?t=7518&p=76090#p76090 <![CDATA[Re: Build 48 Balance Changelog]]>
1) You don't counter Cybran Rambo SCU (5800 mass) with Nomad 900 mass SCU. If you want to be immune to EMP, you need to get power armor on Nomad SCU = Rambo Nomad. Then your 40 k hp SCU will be able to kill the Cybran SCU without any problem, because it will ignore EMP. ( Beamer Experimental is also immune to EMP by the way.)

Also, against shielded units, like Harbingers or UEF SCU, you need a lot of EMP tanks. Nomads EMP tanks deal lot of damages to shields for a cheap price. It's better to invest in Rambo Nomad SCU, Beamer mini experimental and EMP tanks than in t3 tanks to counter UEF Rambo SCU.

2) If you don't ever use Capacitor with Nomads SCU, they will lose all the time. Capacitor almost double DPS and double rate of repair/regen. If you retreat your Rambo SCU for 15 seconds, rapid repairs will start, then if you use capacitor and it will regen a lot of HP in 15 seconds (around 3500). After that, it can go back to fight, and each time it kills 4 t3 units, it will gain a veterancy rank (4000 hp, that's a lot, and more regen). But you have to micro them like Apofenas, if you let them immobile, they will die. He never let his SCU immobile, that is why they lasted longer.
Also, Nomads Rambo SCU have a secondary weapon that is close range (machine gun), so if you want to deal their max damage, you need to get closer, and use capacitor.

3) The current best price / effectiveness SCU is the combat preset. I will add another cheap preset (what you call simplest SCU) if you want, though it has poor range, so it will only work well against Aeon and Sera, not really well against percivals (good HP though, to protect t3 tanks).

4) We can change Field engineer to army category if it's more convenient. The Scarab has radar boost ability, so when you activate it, it gets +50% radar coverage = 75.

Statistics: Posted by pip — 25 Jun 2014, 22:24


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2014-06-25T18:49:22+02:00 2014-06-25T18:49:22+02:00 /viewtopic.php?t=7518&p=76076#p76076 <![CDATA[Re: Build 48 Balance Changelog]]>
We try T2 land against cybran hopliting strategy.

Reasult is that i play it in noob strategy who dont adapt, so i build 2brute+1mml+1emp. and was slithly behing against hoplite + stealth, but notging extrem.. when i invest all mas to only mml and EMP, I raped him.

Then we try T3 land,
At first against cybran
My oponent chose invest money to cybran stun+regen sacu, and only litle to brick and arty, but in final that stun sacu with regen total kik me ass, and i cant deal with it. he stun everything, and i was loughing on situation that nomad had so big problem with stun :D, cybran stun had aoe (probably) and all my army was w8 for artilery shot, with lack of hp on my units was not problem to die for them:) maybe when i invest more money for my EMP tank it will be better, but play as noob and die as noob.
I try use my sacus against, but it was ussles, becase was non stop in stun. one sacu stun my sacu for neverending time.

as ssecond against UEF.
I was scout that he use sacu against, so i make many EMP tanks and nova, for adopting previous situation, but when unit had shield cant be stunded. I dont know if it is bug or it issue, but was suprise from that situation :D with AOE sacu dmg he kill novas, and go back.. when i build more EMP it start be better, but probably because he dont use artilery as he can.
My rambo sacu dont deal with it as him rambo. But i dont play it for long time and my micro was terible. I need try it again and more, but i think that nomad had problem with T3 tank units.

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what is bad and would really help if rework:
field enginer: make him as military unit, not as enginer. ok he dont had any gun but it is T2 scout and reclaimer, same as scout is military unit, or sparky. I realy like to use him as T2 radar and reclaim after battle, or as prevent my army to dont be TMLed, and must click it for more time, becase it is enginer and not military. When somone want to use him simly as enginer then is easy to anchor him, he would not be puted when go in fight with army.

field enginer 2: radar, he has only 50radar, T1 scout had 45(but cost 8mass), T1 air scout had 65(cost 40mas), and T1 building radar had 115(80mas), sparky had 45 (but sparky had gun and jamming, what is better choice for that money,) i thing scarab woudl had biger radar/sonar range
radar/sonar range 50->65 same as T1 spy plane what cost 40 mass.
this will make him more usefull in battle and better comparable with sparky, what is now better choice for same mass. As sparky had jaming, then nomad can had better radar. Sparky had more hp and gun, scarab had TMD. jaming is more powerfull as radar, and tmd is more powerfull as gun so in finall that would be pretty well comparable units.

simplest sacu: best choice for price ratio to performance is only sceleton sacu 700mass + 1 simply gun 500mass , this is best choice what you can get for your money, advanceg gun is less efective as simply gun for that price. (Especialy when you build sacu as tank unit, what is supost to be shield of army and not sword) And this choice is not in sacu factory option what is mistake. + when i build it manualy it is not military unit, what is wrong and very annoying.
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I must test it more, this was first T3 land testing, and this post write more for myself, for dont forget. + thing in up bar are very likely to change

Statistics: Posted by Ithilis_Quo — 25 Jun 2014, 18:49


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2014-06-14T23:29:22+02:00 2014-06-14T23:29:22+02:00 /viewtopic.php?t=7518&p=75384#p75384 <![CDATA[Re: Build 48 Balance Changelog]]> Statistics: Posted by pip — 14 Jun 2014, 23:29


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2014-06-14T20:55:30+02:00 2014-06-14T20:55:30+02:00 /viewtopic.php?t=7518&p=75373#p75373 <![CDATA[Re: Build 48 Balance Changelog]]> so not need to be nerf,
That bombard mode width change make them weaker as he was ->muth more less accurate, but more hp, make him better surviability against destroer and air.

so it is fine.

Maybe can be changet icon from battleship icon to batlecruiser, same as is UEF it is more batlecruiser role as batleship

Statistics: Posted by Ithilis_Quo — 14 Jun 2014, 20:55


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2014-06-14T17:56:28+02:00 2014-06-14T17:56:28+02:00 /viewtopic.php?t=7518&p=75360#p75360 <![CDATA[Re: Build 48 Balance Changelog]]>
And yes, in my tests, Aeon Battleship survives against Nomads Heavy Destroyer with around 4000 hp left. And Aeon Battleship is supposed to be the worst of Battleships du to short range, so in my opinion, Nomads Heavy Destroyer is strong, but not too strong.

Statistics: Posted by pip — 14 Jun 2014, 17:56


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2014-06-14T12:44:31+02:00 2014-06-14T12:44:31+02:00 /viewtopic.php?t=7518&p=75331#p75331 <![CDATA[Re: Build 48 Balance Changelog]]> Statistics: Posted by Ithilis_Quo — 14 Jun 2014, 12:44


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2014-06-13T21:44:18+02:00 2014-06-13T21:44:18+02:00 /viewtopic.php?t=7518&p=75296#p75296 <![CDATA[Re: Build 48 Balance Changelog]]> Statistics: Posted by pip — 13 Jun 2014, 21:44


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2014-06-13T16:48:54+02:00 2014-06-13T16:48:54+02:00 /viewtopic.php?t=7518&p=75274#p75274 <![CDATA[Re: Build 48 Balance Changelog]]> you dont have time for that test?

It is not easy test on normal game, becase it is T3 tier what very rarely ocur, and when then one side had better position like other = more ships, more reasource. So in normal game is on my opinion imposible make corect balance testing. maybe with 1000+ game and statistic but this never happend:(.

Best test would be when both side would had same value of reasource, and try to push oponent, how he can.
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I dont try only batleship against nomad heavy destro, then batleship lose, (except UEF alive with cca 2000hp) I try cca same mass value 1bs + 6T2
when oponent alow nomad bs go on range, then it is like when chield in zoo go with candy near Tieger cage. It is masacre :mrgreen:


Shield and stealth help, but mobile shield are not so comon, and stealt is no value because nomad like it face to face and are trying to go on very short distance:). imho solve this would be not make one ship so strong, but buff anti-shield = make carrier stun very effective to disrupt shield. So when mobile shiled and shield boat occur then nomad had answer.
because now it is you must go with shield or you are in big trouble.

but again we need test it, you had in your mind idea what is good counter against nomad you are suposted to be best oponent to nomads. dont try it?

Statistics: Posted by Ithilis_Quo — 13 Jun 2014, 16:48


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2014-06-13T13:06:52+02:00 2014-06-13T13:06:52+02:00 /viewtopic.php?t=7518&p=75258#p75258 <![CDATA[Re: Build 48 Balance Changelog]]>
All factions have some means to counter Nomads Heavy Destroyer :
- Sera = t3 subs + battleship because both units outrange the nomads Heavy Destroyer.
- Aeon = battleship + mobile shields /t3 torp bomber / Tempest
- Cybran = cheap battleship (though for now, their battleship DPS is bugged so Nomads will win until it is fixed) + stealth / Harms to prevent Nomad Destroyer to get too close
- UEF = battleships or Battlecruiser + shield boats / Atlantis

Last thing, the Nomads Heavy Destroyer cannot shoot from behind at all. All Battleships and the battlecruiser can, so it's a big weakness if you are not careful with your micro.

So if possible, try a real game to test, on roanoke or white fire. It's not possible to check a unit's strength when it's not similar to any other. If you try to test Sera destro against Nomads destro, it's not relevant, you need to check all t2 units interactions. This is the same for the t3 heavy Destroyer : all t3 units need to be take into account.

Statistics: Posted by pip — 13 Jun 2014, 13:06


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2014-06-12T13:38:44+02:00 2014-06-12T13:38:44+02:00 /viewtopic.php?t=7518&p=75194#p75194 <![CDATA[Re: Build 48 Balance Changelog]]>
but heavy destroer is probably too strong now. hp boost and cost price was good move, but he need lower dps(prbably long range one). on low range he is monester with cca 2x biger dps as other bs. he had best manevrable and beat UEF batlecruiser too. and probably only one who can beat tempest 2nomad bs vs tempest bs win.

I know that i was that one who was saying that nomad T3 navy need something, but now nomad it is too much.

What will (maybe) help would be lower long range dmg, 200-150. and then test it again.
or more risky and more in nomads style drastic lower long range canon dps from 200->100dps (600per shot x2canon), but on bombard mode rate of fire fire faster (but still litle lower dps as is now) = on lower range monster on long range weak -> need be agresive and dont creep on range what would oponents try to do

For now im more carefull about judge what would help and what not :)

And T3 subs look good, big price for good subs, and not paper as was. against sera subs lose because dont had torp defense but that is right. against ship is perfect but cost 4800 mass so it is fair.

Statistics: Posted by Ithilis_Quo — 12 Jun 2014, 13:38


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2014-06-10T17:43:24+02:00 2014-06-10T17:43:24+02:00 /viewtopic.php?t=7518&p=75063#p75063 <![CDATA[Re: Build 48 Balance Changelog]]>
Now that the Cruiser EMP has been significantly nerfed, the railgun carrier has been buffed so that it's good enough to counter Sera and limit the Sera ease to counter Nomads with submerged Destroyers. Now, if Sera abuse submerged Destroyers, Nomads can counter them with mass railgun carriers. But against any other destroyer, mass railgun carrier will fail badly, because they don't have a lot of HP, so Nomads will need destroyers too (and not just Cruisers, because they have been nerfed).

All in all, Nomads t2 naval units are all strong but have big weakness if you don't have all 3 units. They don't have mobile shields, nor stealth nor torpedo on destroyer, so that's meant this way. Mixed navy = strong, unmixed = weak.

Statistics: Posted by pip — 10 Jun 2014, 17:43


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2014-06-10T17:03:43+02:00 2014-06-10T17:03:43+02:00 /viewtopic.php?t=7518&p=75062#p75062 <![CDATA[Re: Build 48 Balance Changelog]]> Statistics: Posted by Ithilis_Quo — 10 Jun 2014, 17:03


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2014-05-30T09:48:29+02:00 2014-05-30T09:48:29+02:00 /viewtopic.php?t=7518&p=74215#p74215 <![CDATA[Build 48 Balance Changelog]]> b48 balance changelog:

Structures:
- T2 point defense : Rate of fire = 0.4 (from 0.39), DPS = 120 (from 114).

Land :
- ACU : ACU rate of fire not reduced when in capacitor mode
- T1 tanks speed : 3.6 (from 3.5)
- Tank destroyer various buffs : speed = 2.6 (from 2.5), max acceleration = 0.8 (from 0.7); AOE = 1.5 (from 1.2); firing randomness on the move reduced to 0.9, firing tolerance while on the move reduced to 0.5. Turret turn speed = 45 (from 40).
- EMP tank : damage to shield reduced to 140 (from 160); speed = 2.7 (from 2.6) ; range = 35 (from 32), stun durations were fixed and work properly for t1 units, stun duration = t1 : 2.5 sec, t2 : 1.25 sec, t3 0.625 sec
- Nova as t3 aurora : 3500 HP (from 5500), speed 2.5 (from 3.5); main weapon : 200 DPS = 1200 damages every 6 seconds at 40 range with 1 AOE (from 1200 damages every 7 seconds at 38 range with 1.5 AOE) ; other weapon = 160 DPS : 200 damages (from 160) with 0.8 rate of fire (from 1)
- Beamer DPS increased to 2400 (from 2250)


Naval changes:
- Destroyer : bombard rate of fire = 0.4 (from 0.45), bombardturretturnspeed = 10 (from no value)
- Cruiser nerf : AA weapon rate of fire = 0.625 (from 0.65) ; EMP range = 75 (from 80), stun duration = tech 1 2 sec / tech 2 1 sec / tech 3 0.5 sec, rate of fire = 0.625 (from 0.75)
- Railgun Carrier : HP reduced to 2600 (from 2700), cost reduced to 1280 mass, 9600 energy, 4800 buildtime (from 1500/10800/5400)
- Heavy destroyer buff :
> general changes = 8000 mass (from 7000) and 34 000 HP (from 28 000) ; veterancy = 30 / 60 / 90 / 120 / 150 (from 25/50, etc). Speed = 4 (from 4.2) ; turn rate = 35 (from 25)
> main cannon rate of fire = 0.2 (from 0.18), bombard rate of fire = 0.333; bombardturretturnspeed = 5 (from no value); muzzle velocity = 40 (from 45), bombard firing randomness = 0.8 (from 0.5), yaw range = 150 (from 100) and yaw speed = 70 (from 60) ;
> AA weapon : muzzle velocity = 35 (from 22), damage = 50 (from 30), rate of fire = 3.333 (from 4); AOE = 2 (from 3), firing randomness = 2 (from 3) ; range = 50 (from 45) ;
> stingray cannon range = 50 (from 45)
- T3 sub buffs : Health = 6000 HP (from 5000) ; missiles damages = 800 (from 675) DPS = 240 (from 202.5), muzzle salvo delay = 0.8 (from 1); torpedo initial speed = 1 ; acceleration = 3
- T3 aircraft carrier buff : cost = 3800 mass and 38000 energy (from 4000 and 40 000), buildtime = 12000 (from 14400); range= 85 (from 100); damage = 30 (from 20), rate of fire = 2.5 (from 3.4) DPS = 600 (from 533) ; firingrandomness = 0.75 (from 0.05)


Air:
- T1 Bomber : different rates of fire fixed, AOE = 2.6 (from 2.5), firing randomness = 1 (from 0.75)
- T1 gunship : 4050 energy (from 4500)
- Torpedo Gunship : torpedo weapon DPS increased to 50 (from 45)

SCU Rework:
- SACU Factory : Health = 8000 HP (from 10 000), cost = 2000 mass, 2000 energy, 2000 buildtime (from 3000, 30000, 3000)

- SACU upgrades have been made cheaper overall.
- RAS upgrade changed into a Resource Generator that produces 2 mass and 400 energy (from +5 mass and + 1500 energy), speeds up capacitor charge (20 seconds instead of 50) ; explosion when Resource Generator is equipped reduced to 3500 (from 7000); cost changed to 800 mass / 50 000 energy / 3600 buildtime (from 3200 mass, 60000 energy, 4800 buildtime)

- Regular SACU : cheaper, weaker, doesn't produce any resources if not equipped with a resource generator upgrade (from +1 mass and +20 energy)
Cost = 1400 mass, 10 800 buildtime (from 2000 mass, 14400 buildtime)
12 000 HP (from 14 000), base weapon : DPS = 281 DPS (from 300), range = 25.

- Offensive SACU : cost reduced across the board ; are now selected like attack units (since they cannot build anything)
- New Presets :
* Fast Combat Preset : cannon and machinegun + locomotor upgrade (1900 mass ; speed = 3.3, 581 DPS at 25 range)
*Gunslinger (uses the single gun icon) : equipped with double left gun only (1600 masscost; 12 000 HP, 562 DPS, 35 range)
* Heavy Gunslinger (uses double gun icon) : double left gun + capacitor addon + rapid repair (3000 masscost; 16000 HP, 562 DPS, 35 range, 30 seconds capacitor time)
* Combat preset (uses now explosion icon) : dual weapons with left gun upgrade (2200 masscost; 12 000 HP, one weapon with 562 DPS, 35 range, another one with 300 DPS, 25 range)
* Energy Rocket Launcher (uses AOE icon) : dual rocket launchers + Resource generator (3100 mass; 12 000 HP, 360 DPS and 50 range, capacitor charge time is 20 seconds instead of 50 seconds)

Statistics: Posted by pip — 30 May 2014, 09:48


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