Forged Alliance Forever Forged Alliance Forever Forums 2017-10-17T20:27:53+02:00 /feed.php?f=2&t=15317 2017-10-17T20:27:53+02:00 2017-10-17T20:27:53+02:00 /viewtopic.php?t=15317&p=155278#p155278 <![CDATA[Re: let´s talk about supcom´s way of ecoproduction a bit]]> whatever mass and power is spend on rebuilding power and especialy t2 or even t3 power is ressources not spend on offensive units to defend yourself from the next push or go for a succesfull counterattack and that is were the long term punishment will come into ... you stall the opponents overall production and combat effectiveness in more than one way .. just by blowing up one type of resourcegenerator .. that to me is a VERY good reason to atleast aleviate the pressure of massloss a bit ...

also if it isn´t bombers or cybran t1 gunships in t1 phase then it is tactical missiles in t2 phase and from what i see those are cheaper than any of their potential targets ..
and you can cripple the eco on a unsuspecting or unprepared opponend severly be that mass or power or both ..

Statistics: Posted by MrTBSC — 17 Oct 2017, 20:27


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2017-10-17T19:51:33+02:00 2017-10-17T19:51:33+02:00 /viewtopic.php?t=15317&p=155277#p155277 <![CDATA[Re: let´s talk about supcom´s way of ecoproduction a bit]]>
Stalling on e should be extremely punishing. Energy is the easier of the two resources to “manage” in some sort of fashion and so you should be severely punished for failing to do that task. There’s really no reason for this to be changed whatsoever.

Statistics: Posted by FtXCommando — 17 Oct 2017, 19:51


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2017-10-17T19:19:02+02:00 2017-10-17T19:19:02+02:00 /viewtopic.php?t=15317&p=155275#p155275 <![CDATA[Re: let´s talk about supcom´s way of ecoproduction a bit]]>
as said before massfabs are volatile and building them needs proper protection or you lose that massgain quickly .. RASsubcoms are a much safer bet not only because they can defend themselfs but they also require much less space, are mobile and in worst case can be hidden under water ..

Statistics: Posted by MrTBSC — 17 Oct 2017, 19:19


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2017-10-17T19:01:17+02:00 2017-10-17T19:01:17+02:00 /viewtopic.php?t=15317&p=155274#p155274 <![CDATA[Re: let´s talk about supcom´s way of ecoproduction a bit]]> i don't like changing the game in such a way
mass fabs are 2x as efficient in terms of pure eco compared to RAS sacus
if you don't build them and your opponent goes for sacu spam instead you will get more eco out of it

Statistics: Posted by PhilipJFry — 17 Oct 2017, 19:01


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2017-10-17T19:20:14+02:00 2017-10-17T18:59:15+02:00 /viewtopic.php?t=15317&p=155273#p155273 <![CDATA[let´s talk about supcom´s way of ecoproduction a bit]]> but here is the thing

as it stands with mexxes requiring power to produce mass it often happens too quickly that when your opponent takes out your power you not only lose the production capacity on your factories and engineers but your prime resource generators are also affected which imo is a bit too devastating a punishment for losing power and makes recovering from attacks that much more difficult ... especialy during a transition to t2 mexxes or building t2 or t3 power and if the opponent is on a same level in production progession
the difference in loss of massproduction per sec on the loss of power can often be to severe in the longrun and you already lose the power to reliably reclaim even that imo makes recovering from a attack very difficult as well .. power is already neccesary on massfabricators and people barely even use these and intead go for resource-subcommanders instead when in late game which iirc produce mass AND power which is actualy insane .. i mean think about it yes you spend resources for the upgrade but this is a unit that produces resources (mass and power) AND still is cappable to defend itself even if not in its combatloadout .. something mexxes and massfabricators (especialy t3 massfabs being supervolatile) can´t do


so yea personaly i would see mexxes requiring no power whatsoever so a powerloss is not as punishing on your primemassproductionbuildings and take away the supcommanders ability to generate resources at all and be instead a dedicated builder or combatant that is reliant on your base´s eco instead of its own
also give people a reason to go for massfarms which bring in a bit more of risk/rewardplay into the game ..

the commander having a resourcesupgrade i don´t have anything against considering if you destroy him you lose anyway ... soo yea ..

thoughts?

Statistics: Posted by MrTBSC — 17 Oct 2017, 18:59


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