Forged Alliance Forever Forged Alliance Forever Forums 2014-04-21T18:35:11+02:00 /feed.php?f=2&t=7160 2014-04-21T18:35:11+02:00 2014-04-21T18:35:11+02:00 /viewtopic.php?t=7160&p=71564#p71564 <![CDATA[Re: Insane Emissaries]]>
Sheeo wrote:
Have you never seen someone build a paragon and still lose? This happens--and rather often actually.


Sure, I've seen people lose with Paragons before, and that's fine. But that's almost always over the short term. How many people have you seen lose with a Paragon that they've had up and running for 10+ minutes? It shouldn't be a surprise that people sometimes have trouble getting a lot of use out of it right away - people in general are not used to playing with unlimited resources, and even then their play up until that point will not have been set up that way. (You're not going to build five hundred engineers before your paragon is ready - they'd just be sitting around!)

So opponents do have a window of opportunity for victory versus someone with a paragon. But given how incredibly powerful the it is over the long term it can still be considered to have power commensurate with its cost.

Sheeo wrote:
I have never, ever, heard of someone actually build 8 smds to counter the Sera ylona. Do you have a replay? And we're not considering the range of the smds here, are we?


Funny that you've never heard of it, it's been a long-know number. I have a replay that illustrates this from a recent game I played actually, I'll dig it up for you. (I won't have access to my SupCom computer for a few days though :( ) I'm not sure what you mean by "not considering the range of the SMDs" though, can you elaborate?

I also have a much older game that is truly indicative of what I'm talking about. It was on betrayal ocean, and my opponent was largely restricted to his starting island, while my teammate and I had taken most of the rest of the map. I scouted the Yolona Oss he was building and started spamming SMD and it could not break through my defenses. Eventually he had four YOs, and still couldn't touch my base! It was only after he built a Mavor that he was able to finally finish us off by taking out the anti-nukes with the artillery.

That game was a very clear example of the limits of the Yolona Oss. He was able to, eventually, break through the SMD at my secondary bases, which allowed him to whittle down my economy in the long run. (Although that's primarily because I disdain SCUs with RAS. Against most players the peripheral bases would have been largely irrelevant.) Clearly the YO is a very powerful unit. But even after he had brought us back to an even footing economically by limiting me to my main base, he was completely unable to use Yolona Osses to defeat my base defenses. If we had made the changes that IceDreamer wants for the Mavor, he could easily have won the game with only one of those, 45 minutes to an hour earlier, because he would have been able to destroy all targets with almost 100% efficiency. That is clearly imbalanced.


Sheeo wrote:
You're saying that the Scathis isn't a game ender, and that the Monkey and Megalith cannot be used strategically? Not counting the Soulripper.


Yes, I am saying that.

In certain situations a Scathis can cetainly act as a game-ender. But its usefulness scales down as the map size goes up, to the point where on large maps it is primarily useful as a base defense. Compare that to a Mavor, Paragon, or Yolona Oss. No matter what map you're playing on you will be able to wield their full potential against any of your opponent's units that you choose, without putting the units at any sort of risk, and without your opponent being able to intercept the damage in any way.

Yes, you could build six or seven Soul Rippers for the price of one Mavor, but your opponent can see them coming a mile away, and you have to defeat whatever air force and air defenses your opponent has before you can move on to their economy proper. Fail to win those battles and you've just donated thousands of mass to your opponent. Same thing with MLs or Megas. These units are not strategic, because they do not remove the need for a conventional battle and the attendant drain on attention and risk of resources, nor do they bypass enemy forces to attack their target directly. A strategic weapon eliminates all of these requirements, allowing a player to win as long as their opponent cannot match them economically. Not all strategic weapons are game-enders (nukes, Novax, and T3 artillery, for example) but they do all share traits like I outlined above.

Cybrans have very powerful T4s, and when produced in large numbers it can be difficult for most opponents to counter them. But they still require the Cybran player to secure a path to attack the enemy, require them to put their resource investment at risk, and require them to win battles. When FA was first released Cybrans had a few strategic units, but I've seen a march of changes that removed most of them from the Cybran strategic arsenal. They already had the shortest-ranged T3 artillery, so they're more limited on medium-sized maps than other factions, although not too significantly. The change to the Scathis removed its strategic capabilities (although they were never that effective in the first place) but it was certainly justified, since not only did it make the Scathis more useful overall, but it was a reversion to its original design. The changes to nuclear missile submarines were far less justifiable, they're so short ranged now that the 'strategic' moniker is inappropriate - there's no way you can get in range of an enemy base if they have any sort of navy or ASW airforce. The only really strategic weapon Cybrans have now is nukes, and those are far from game-enders.

The more effective we make the other factions' game-enders, the less balanced the endgame will be for Cybrans. This is worth keeping in mind as we go forward.

Statistics: Posted by Mycen — 21 Apr 2014, 18:35


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2014-04-18T13:21:15+02:00 2014-04-18T13:21:15+02:00 /viewtopic.php?t=7160&p=71372#p71372 <![CDATA[Re: Insane Emissaries]]> then SR, ML and mega are experimental and not game-ender.

Statistics: Posted by keyser — 18 Apr 2014, 13:21


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2014-04-18T09:20:34+02:00 2014-04-18T09:20:34+02:00 /viewtopic.php?t=7160&p=71364#p71364 <![CDATA[Re: Insane Emissaries]]>
Mycen wrote:
This would mean that Aeon and UEF will each have an actual game-ending unit (Aeon will still have two on maps smaller than 81x81, which is a conversation for another time). Meanwhile, Seraphim will be left with a strategic T4 that is powerful, but falls short of being a real game-ender, and Cybrans will be left not only without any game-ending units, but without even a T4 that can be used at a strategic level.



Have you never seen someone build a paragon and still lose? This happens--and rather often actually.

I have never, ever, heard of someone actually build 8 smds to counter the Sera ylona. Do you have a replay? And we're not considering the range of the smds here, are we?

You're saying that the Scathis isn't a game ender, and that the Monkey and Megalith cannot be used strategically? Not counting the Soulripper.

Statistics: Posted by Sheeo — 18 Apr 2014, 09:20


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2014-04-16T19:30:32+02:00 2014-04-16T19:30:32+02:00 /viewtopic.php?t=7160&p=71321#p71321 <![CDATA[Re: Insane Emissaries]]>
If you "base" is really spread out all over the place a Yolona is much worse to defend against than a Mavor. But if your base is highly concentraded (small map), a Yolona is easier to defend against.

Since I'm lousy with scouting I rather see an enemy Yolona than a Mavor. With this distorted shield logic (no logic) it's impossible to tell how long your shields will hold against anything, but with the Yolona you can make an easy and accurate estimate.

Statistics: Posted by E8400-CV — 16 Apr 2014, 19:30


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2014-04-16T19:05:25+02:00 2014-04-16T19:05:25+02:00 /viewtopic.php?t=7160&p=71319#p71319 <![CDATA[Re: Insane Emissaries]]> Statistics: Posted by Wakke — 16 Apr 2014, 19:05


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2014-04-16T18:44:35+02:00 2014-04-16T18:44:35+02:00 /viewtopic.php?t=7160&p=71317#p71317 <![CDATA[Re: Insane Emissaries]]> Statistics: Posted by errorblankfield — 16 Apr 2014, 18:44


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2014-04-16T17:57:05+02:00 2014-04-16T17:57:05+02:00 /viewtopic.php?t=7160&p=71315#p71315 <![CDATA[Re: Insane Emissaries]]>
IceDreamer wrote:
With that kind of an investment, it should be indefensible, in the same way a Paragon or Yolona Oss is indefensible long-run. (Yolona Oss has literal upkeep costs, Paragon's upkeep costs are in building the BuildPower to use it properly).


See, that's my problem right there. It's not that I'm opposed to making the Mavor better, I'm not. It's just that, while a Paragon is a powerful game-ender, no others are. The Yolona Oss is not - it's actually quite easy to defend against, and for a much lower cost than the Yolona Oss itself.

You were talking about how players should have to invest a similar amount of resources in their defense as the considerable amount of resources that a player has to invest in their Mavor in order to be able to successfully defend against it. (Seventy-four T3 shields.) When you consider the energy you'd need to run those shields, and the protection for that, you would need something close to that many shields up and running when the Mavor fires in order for it to not just punch right through and destroy everything anyway, despite your considerable defensive investment.

The Yolona Oss requires nothing close to this sort of investment in order to totally neutralize it. A player needs eight SMD in order to produce antinukes at a pace to match the Yolona, but they only need two missiles to actually be ready when the nuke launcher starts firing. By the time you've spent the price of the YO in antinukes, you've have a little over seventeen minutes of completely effective defense against the YO, all without requiring any mirco, or even attention. (No turning shields on/off, no assisting with engineers to boost regen.) Not to mention that your antinukes not only protect far more land than the shields to defend against the Mavor, they also take up far less land than a huge shield array, so while you're ignoring their YO you can do a lot more with your base. As a nice little bonus, unlike the Mavor, you get a convenient automated warning whenever the Yolona Oss starts firing.

The YO is indefensible economically in the long run, this is true. But in the short run it is very easy to defend against (you'll have SMD already anyway) and if you have a superior economy it is easy to defend against in the long-run too, just get eight SMD and keep them running. As a game-ender option for a player that is not already winning, the YO is close to useless.

What you are proposing is to make the Mavor completely indefensible from the minute it is completed. This would make it even more powerful than the Paragon, which at least requires a player to get build power up and running, and then to not feed their opponent a bunch of resources with failed attacks. This would mean that Aeon and UEF will each have an actual game-ending unit (Aeon will still have two on maps smaller than 81x81, which is a conversation for another time). Meanwhile, Seraphim will be left with a strategic T4 that is powerful, but falls short of being a real game-ender, and Cybrans will be left not only without any game-ending units, but without even a T4 that can be used at a strategic level.



I am totally in favor of game-ending units actually ending the game, as it would bring back the 'economic victory' option that was one of the things that makes SupCom such a great RTS. With that in mind I very much (most of) your ideas for the Mavor. But before we make the Mavor as ridiculously powerful as you are proposing we really need to take another look at the other factions' choices for the endgame, as things would be left hideously unfair.

Statistics: Posted by Mycen — 16 Apr 2014, 17:57


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2014-04-10T16:30:10+02:00 2014-04-10T16:30:10+02:00 /viewtopic.php?t=7160&p=70954#p70954 <![CDATA[Re: Insane Emissaries]]>
E8400-CV wrote:
W/o excellent shielding an SMD dies to two tele SCU's, even with a ring of T1 PD. Two teleporting SCU's are cheaper to deplete a full SMD than a nuke itself. Loading one SMD to 7 is rarely the best choice anyway. Might be better to cut it off earlier and build another SMD.


T3 costs 9.3 ish more mass and only has 2.8 ish more hp than a SMD.
So it would take 6 SCUs in the worst of cases (though I think 2/3 would suffice as normal) in comparison.

Not sure why you posted this to be honest, though it is a good reminder that base defense/key points crumble to another threat -one that is fraction exclusive to the aliens.

Without starting another long diatribe, add this to the list of costs for defending a T3 as well (so even more reason for a range buff in my book). Though it is something you can't really hope to defend against perfectly. Done right, your options are rather limited. Making this another reason to opt for nuke spamming over T3. (And being smart with anti's.)

Statistics: Posted by errorblankfield — 10 Apr 2014, 16:30


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2014-04-09T16:46:44+02:00 2014-04-09T16:46:44+02:00 /viewtopic.php?t=7160&p=70887#p70887 <![CDATA[Re: Insane Emissaries]]> Statistics: Posted by E8400-CV — 09 Apr 2014, 16:46


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2014-04-09T07:16:21+02:00 2014-04-09T07:16:21+02:00 /viewtopic.php?t=7160&p=70854#p70854 <![CDATA[Re: Insane Emissaries]]>
ax0lotl wrote:
Sounds like you propose to buff shields. That would mean even more turtling and difficulty to end/shift a game in late stage.

Targeting shield generators is impossible with some races, they miss.

You should be able to counter shields with mobile T3 arty (on let's say ISIS or Seton's front), which will be more difficult with your proposal.


It's a 'buff' verse artillery. Which in most of my games, isn't a common thing. Moreover, it's a buff really only verses t3 arty. T2 artillery already is this way, you have to hit the generator first or the shield toggling will make killing any target impossible.

In a way, I see this making how t2 artillery impact the game (which I think works quite nice) the same as how t3 artillery impacts the game -but scaled for tech level.

Mycen wrote:
So depending on timing, arty are useless or base destroying -very little middle ground. If you don't have enough shields up by the time the first arty fires, you're done for. You can't really hope to build more shields while under fire (unless you have insane build power). But if you do have enough shields, the arty can fire all day without any progression -waste of mass for Mr. Arty. His only option his then another expensive artillery installment. Slight tweaks to either arty or shields results in arty either killing everything or doing nothing.
So we need to dial it back a touch it sounds.


I disagree with this analysis. Just because you can't necessarily break an enemy's shields does NOT mean the artillery is useless. Having one will make it impossible for your opponent to expand anymore - you can destroy anything he builds before he can get sufficient shield coverage up. Also, one successful attack (even a suicidal one) by some unit in support of the artillery, whether it be strats, navy, tac missiles, or whatever, can take down his shields, allowing your artillery to finish the job. Don't think merely in terms of "T3 arty vs. shields", just as with every unit, long-range artillery should be used in conjunction with other units for maximum effectiveness.

I think the current balance with T3 artillery is quite good. They are still very expensive and take a while to build, but they are also well worth the investment now. If you're scouting properly you shouldn't be surprised by them. I'm quite opposed to increasing the range on them though, they already can hit most of the map on normal-sized maps, and on larger maps you should have to hold a forward base in order to bombard the enemy base. If you want to shoot from the comfort of your own base on a 40x40 or larger, build a Mavor.

By the way, when buffing the Mavor, please please please don't make it impossible to defend against. If it has extreme accuracy it will be literally impossible to defend against - something no other strategic unit can claim. It's expensive, but it's not that expensive.


I thank you for your views, though I disagree due to my -limited- experience with T3.

In every game I've seen T3 in, which is only a few cause even nuke spam has a far better chance of winning by the time T3s become viable in my games, expansion isn't happening anymore. As you said, scouting will call out the T3 LONG before it's up and that gives you a chance to buff up your expansions. (Well maybe, like I said before -with the all or nothing nature of t3s- if you can't make enough shielding fast enough, you are better off buffing up the core base so it doesn't get wiped.) Which means artillery can't really limit expanding as there is no unclaimed land.

Yes, it can kill off established expansions which will win the game -in the long run. But then you have to factor in the time risk. I'm not going to let you pepper my expansions all day -I'll try and nab the arty ASAP. Of course you'll try to stop me -but that's EVEN MORE MASS you are investing in this plan. XD
I hope you can see where this is going, but long short, cutting off a few limbs of the beast you are facing is rarely the best plan to killing it. Especially when he'll use his other limbs to fight back. Sure the long game should be yours, but it's very, very expensive making it rarely the best choice when a shot to the head would suffice. (In this example, I imagine someone hacking off a bear's arm with a saw. Hilarity ensues.)

When I see artillery in my games, it's to kill off something in the core base/ the entire core base. (Once you realize that's not happening due to millions of shields, then you switch to the above 'limb removal' method which I've found to work about half the time.) Moreover, it's at a point in the game no snipe attempt can realistically touch the core base. You can't make a million strats to kill off the shields and then clean up with artillery -but scouting always gives enough notice for countermeasures. It's an issue of scale. The time it would take to counter artillery-inhibiting-shield-spam via other non-artillery methods outweighs the time it will take counter that counter. You can't exactly hide a fleet of 50 strats and any fewer and the shields stay on. Damned if you do, damned if you don't at best.
As such, I've seen artillery largely works alone -which I don't think is an issue. They do what nothing else can -uncounterable-long-ranged damage. Well shields are a 'counter', but they counter everything equally inefficiently. You can use shields to counter strats, but ASFs are much better for a fraction of the cost.

Overall, I don't see any reason to make T3 in my games. All my attempts have gotten me killed or where just flashy finishers to a dull game. My current solution for shield heavy bases is T3 land spam or nuke spam -I've always found them to be safer end-game strategies. I don't really like either though honestly, I'm a guy with a artillery mentality. Hitting you without being hit back is the BEST. (Snipers FTW) But I can never justify their costs with their performance as they are now. Which is why I would like to see them have an ROI that is less binary. Able to kill everything or not being able to scratch a T1 pgen isn't a risk I'll ever want to take.

Lastly, for their costs, I don't think I should have to make another forward base for them. First off, that just adds an insane amount of cost to the already expensive tactic. They are so frail on their own and require a lot of shields (which means a lot of power). I'm already protecting my core like crazy, finding the space near my core is hard and expensive enough.
This is a minor point to me, so I don't want to quip over it, but if we say they should be their own base, they need a different buff. (Price cut, insane HP buff... something.) If I'm making a base for this, that means at a minimum, I have to protect it from weak land spam, tacs, and nukes. That last one's the kicker. Nukes are much cheaper and take ages to build. If I even want to think about artillery, I have to establish a forward base, make an expensive anti-nuke, wait for it to load a fair amount, then finally start making my t3. That's a huge time commitment! For less mass, I could have added what, three or four nukes to my core? Unlimited range. Better at 'limb removal'. Very stealthy. (Does that silo have one nuke or five? Where will he attack? Will he fire more than 7 nukes at my core? Will he snipe my anti-before nuking or just spam it down? How many antis do I need? Can I build a few and then no fill them with antis as a bluff?) <- #Depth

So yea, I vote for a range increase just to avoid that can of worms. Okay, don't give it the increase, then I think a more complex buff is in order just to make them viable from the range perspective. (Or no change of course...) I don't care about which we choose really, nuke spamming is fine. I just want to see arties be more viable yet not binary. I don't like how they either work well to a fault or not at all. (Kinda like how ASF spam is the only choice for air warfare. Very binary, just the extremes are 'you make more or you lose' rather than 'the shields hold or you lose'.)

Oh, and the mavor buff should totally be undefendable! I want it on par with a paragon in terms of game ending-ness. Kinda like a wonder in age of empires. You have a window to snipe it, but if you don't, game over. As such, I'd personally tweak the mavor to be more inline with paragons and sera T4 nukes and less of a T3.5.
Moreover, I'd give cybran one of these enders for balance sake... Take the Aeon salvation, make it a wee bit more cybrany and up the cost to the other game enders and bam -all fractions have a wonder to build. :/
(Again, not a big point to me.)

Twas fun chatting. I hope this continues or we agree to disagree.

Statistics: Posted by errorblankfield — 09 Apr 2014, 07:16


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2014-04-08T22:27:25+02:00 2014-04-08T22:27:25+02:00 /viewtopic.php?t=7160&p=70823#p70823 <![CDATA[Re: Insane Emissaries]]> Statistics: Posted by IceDreamer — 08 Apr 2014, 22:27


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2014-04-08T22:16:36+02:00 2014-04-08T22:16:36+02:00 /viewtopic.php?t=7160&p=70821#p70821 <![CDATA[Re: Insane Emissaries]]> Statistics: Posted by E8400-CV — 08 Apr 2014, 22:16


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2014-04-08T22:09:19+02:00 2014-04-08T22:09:19+02:00 /viewtopic.php?t=7160&p=70820#p70820 <![CDATA[Re: Insane Emissaries]]> Statistics: Posted by IceDreamer — 08 Apr 2014, 22:09


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2014-04-08T22:06:00+02:00 2014-04-08T22:06:00+02:00 /viewtopic.php?t=7160&p=70818#p70818 <![CDATA[Re: Insane Emissaries]]>
IceDreamer wrote:
Before FAF, T3 Artillery was 90K Mass and Shields stacked with no downside. Building T3 Artillery wasn't just pointless or stupid, it was suicidal.

Now, with Shields transferring Damage internally and cheaper costs for the Artillery in the first place, we are seeing them A: Built and B: Winning games.

The only one left out now is Mavor.


Shields stacked with logic. Now, judging from the specs you see you still don't know what you get.

Statistics: Posted by E8400-CV — 08 Apr 2014, 22:06


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2014-04-08T19:12:27+02:00 2014-04-08T19:12:27+02:00 /viewtopic.php?t=7160&p=70811#p70811 <![CDATA[Re: Insane Emissaries]]>

It's expensive, but it's not that expensive.

i do think it is that expensive. while someone is building a mortar there is plenty of time to build t4 units to attack him and even when the mortar is finished it can still be sniped

Statistics: Posted by Golol — 08 Apr 2014, 19:12


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