Forged Alliance Forever Forged Alliance Forever Forums 2013-07-03T22:36:14+02:00 /feed.php?f=2&t=4387 2013-07-03T22:36:14+02:00 2013-07-03T22:36:14+02:00 /viewtopic.php?t=4387&p=47507#p47507 <![CDATA[Re: Experimentals and Engiemod]]>

Statistics: Posted by IceDreamer — 03 Jul 2013, 22:36


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2013-07-03T22:20:19+02:00 2013-07-03T22:20:19+02:00 /viewtopic.php?t=4387&p=47506#p47506 <![CDATA[Re: Experimentals and Engiemod]]> Statistics: Posted by Blodir — 03 Jul 2013, 22:20


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2013-07-03T10:10:54+02:00 2013-07-03T10:10:54+02:00 /viewtopic.php?t=4387&p=47448#p47448 <![CDATA[Re: Experimentals and Engiemod]]> Statistics: Posted by IceDreamer — 03 Jul 2013, 10:10


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2013-07-03T05:05:43+02:00 2013-07-03T05:05:43+02:00 /viewtopic.php?t=4387&p=47439#p47439 <![CDATA[Re: Experimentals and Engiemod]]> Statistics: Posted by Ato0theJ — 03 Jul 2013, 05:05


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2013-07-03T01:30:56+02:00 2013-07-03T01:30:56+02:00 /viewtopic.php?t=4387&p=47435#p47435 <![CDATA[Re: Experimentals and Engiemod]]> Statistics: Posted by Nombringer — 03 Jul 2013, 01:30


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2013-07-03T00:47:29+02:00 2013-07-03T00:47:29+02:00 /viewtopic.php?t=4387&p=47433#p47433 <![CDATA[Experimentals and Engiemod]]>
Fatboy - Has survived Engiemod better than the others. The unbelievable DPS the unit can poop out has a lot more relevance against a field swamped with units.

Atlantis - With Engiemod, the buildpower advantages of an Atlantis have been dramatically reduced. I propose that people put their heads together and first come up with what we want Atlantis's role to be; if we want it to be a Mobile Factory first and a Submarine second, I propose we build in a Mass, Energy, and Buildtime reduction in the costs of all units it can produce. If we want the opposite, if we want it to be King of the Seas, I propose a huge increase in Torpedo effectiveness, and an immense buff to the AA making the unit into a real threat in the seas.

Monkeylord - The cost reduction to 19,000 Mass seems a good plan to me, so for now we'll see what happens with that.

Megalith - I just watched a couple of games in Engiemod conditions with good players where multiple Megalith hit the battlefield. I noticed that the greatest thing between them and being usably effective (The Megaliths lost many fights they shouldn't have) is because they seem unable to get many of their shots to hit. This is down to poor statistics in FiringRandomness, FiringTolerance, Turret Movement Speeds, and TurnRate on the unit itself. Before changing any fundamentals like DPS, HP, Speed, or Cost, I'd like to see what happens if we just remove some hoops and allow the unit to hit home more frequently.

Colossus - We need to get that beam hitting much more reliably, and a simple increase to the firing rate of the Magnet Arms would bring the unit back to effective regions.

Tempest - See Atlantis.

Ythotha - I have no idea... It's undoubtedly been hit the same as the others, but I don't know how to fix it. More DPS on the big cannon?

Statistics: Posted by IceDreamer — 03 Jul 2013, 00:47


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