Forged Alliance Forever Forged Alliance Forever Forums 2012-08-17T12:46:49+02:00 /feed.php?f=36&t=1564 2012-08-17T12:46:49+02:00 2012-08-17T12:46:49+02:00 /viewtopic.php?t=1564&p=18127#p18127 <![CDATA[Re: Better stealth.]]>
We disagree on the basic question if the stealth change is needed at all. I think it should be reverted because I think it creates more problems than it solves; you think the change is good and needs tweaking.

Given your decision that the stealth change is, in fact, needed, I'm perfectly fine with the tweaks as proposed in 3619.

Cheers,
--
Rien

Statistics: Posted by Rienzilla — 17 Aug 2012, 12:46


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2012-08-17T12:09:45+02:00 2012-08-17T12:09:45+02:00 /viewtopic.php?t=1564&p=18124#p18124 <![CDATA[Re: Better stealth.]]> viewtopic.php?f=36&t=1718 ?

Because you will noticed that all you are saying is already planned before you said it. And was already said on this thread.

I saw plenty of post stating that stealth was useless, .... and by looking at replay, the reason was pretty obvious.

And if I should ALWAYS listen to louder people, or just opinions, the balance testing would be a shitty mess doing every thing and his opposite.
Here, we listen about facts.

Statistics: Posted by Ze_PilOt — 17 Aug 2012, 12:09


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2012-08-17T11:59:00+02:00 2012-08-17T11:59:00+02:00 /viewtopic.php?t=1564&p=18121#p18121 <![CDATA[Re: Better stealth.]]>
Do as you see fit, but keep in mind that altering the game in a way that does not correspond to a major (if not the majority) opinion can't be good for the community.

Cheers,
--
Rien

Statistics: Posted by Rienzilla — 17 Aug 2012, 11:59


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2012-08-17T11:07:02+02:00 2012-08-17T11:07:02+02:00 /viewtopic.php?t=1564&p=18116#p18116 <![CDATA[Re: Better stealth.]]> So we will see.

You already know what is planned.

Statistics: Posted by Ze_PilOt — 17 Aug 2012, 11:07


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2012-08-17T11:00:08+02:00 2012-08-17T11:00:08+02:00 /viewtopic.php?t=1564&p=18114#p18114 <![CDATA[Re: Better stealth.]]>
So what is planned for the next version regarding this?
--
Rien

Statistics: Posted by Rienzilla — 17 Aug 2012, 11:00


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2012-08-17T10:52:20+02:00 2012-08-17T10:52:20+02:00 /viewtopic.php?t=1564&p=18113#p18113 <![CDATA[Re: Better stealth.]]> Statistics: Posted by Ze_PilOt — 17 Aug 2012, 10:52


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2012-08-17T10:46:58+02:00 2012-08-17T10:46:58+02:00 /viewtopic.php?t=1564&p=18112#p18112 <![CDATA[Re: Better stealth.]]>
I largely agree with megatron on the issue; The current targeting method makes bombing a stealthed target extremely micro-intensive. And as others have stated, in a large game of supcom there is a lot going on at once, and as a result it's impossible to micro all your units. In my opinion, large-scale gameplay should be the focus of this game, so microing a unit shouldn't be a /requirement/ for it to function; at most, microing a unit should give the player an advantage over a non-microing player.

Now, regarding this change. As I understand, the two main reasons behind the change are as follows (correct me if I'm wrong):

1. It's ridiculus that one can target a unit, and that the attacking unit will follow the targeted one all over the map, without radar or LOS intel on the unit.
2. Stealth needs a buff, in order to make stealthed armies (or navies) a match against shielded armies or navies.

Now, first: Since the change incurs a lot of frustration, one should ask oneself if the change is really necessary. I will concede that a cybran army or navy with stealth is (in a 3603-situation) probably not as strong as a uef shielded army. However, the deceiver and stealth boats give cybran other options not present for uef (or aeon, sera) players (i.e. stealthed raiding parties across large maps, hidden TML- or firebases, etc). If they have that extra possibilities, isn't it fair that they are weaker on other fronts?

If the community decides the change is in fact necessary, I still feel that it should be implemented differently. Some viable options have been presented in this thread:

1. If you lose intel, move to last known position of unit. If the unit is in intel again, reinstate attack order.
2. On loss of intel, calculate probable trajectory of unit, engage intercept course (Jean-Luc Picard ftw). When intel is reacquired, reinstate attack order.
3. Give the intel loss a lag-effect; i.e. only lose attack order if intel is lost for an extended period (possibly dependant on unit type, distance to target, speed).

Option 1 or 2 seem to be best at first glance, since they only reward stealthed units if the stealth is used properly (i.e. your stealth works in your favor if you move your units to an unpredictable position after you have been scouted). However, even if the targeted unit just stands still the scenario will most likely be

- unit is scouted
- attack order is issued
- bomber moves towards target
- bomber loses intel due to scout plane killed, but continues towards target
- bomber regains intel (own radar or LOS), but it's too late to drop the payload
- bomber passes over target and is shot down by defenses without doing any damage

Maybe the best solution would be a combination of 2 and 3? This makes stealth work as intended, but it is rendered ineffective by regular scouting, where a short temporary loss of intel will not get your attack units killed in vain.

In conclusion, my suggestion would be to either
- Revert to 3603-behaviour, because the frustration the change incurs is greater than its advantage; or
- If we must have a different behaviour, make attack units set an intercept course on loss of intel AND have them remember their targets for a couple of seconds.

My two cents,
--
Rien

P.S. Even if I sound critical in this post, I want to emphasize that I greatly reward all the work you (Ze_Pilot and others) do on the FaF project. You keep my all-time favorite game alive and I'm grateful for that. It's impossible to get concensus on every change in the game, so I'd understand if you'd ignore my input :-)

Statistics: Posted by Rienzilla — 17 Aug 2012, 10:46


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2012-08-09T10:42:17+02:00 2012-08-09T10:42:17+02:00 /viewtopic.php?t=1564&p=17357#p17357 <![CDATA[Re: Better stealth.]]>
Eukanuba wrote:
I see that my post has been edited. However I think it is a valid point to ask if stealth should act to make spotted units untargetable, or if the benefit of stealth should be countered once the enemy has seen you.


Spotted units are not untargetable.

If they are spotted, you see them, so you can target them.

If you lose intel, you lose the spot, and lose the right to target them.

Statistics: Posted by Ze_PilOt — 09 Aug 2012, 10:42


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2012-08-09T10:38:07+02:00 2012-08-09T10:38:07+02:00 /viewtopic.php?t=1564&p=17355#p17355 <![CDATA[Re: Better stealth.]]> Statistics: Posted by Eukanuba — 09 Aug 2012, 10:38


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2012-08-09T09:52:50+02:00 2012-08-09T09:52:50+02:00 /viewtopic.php?t=1564&p=17352#p17352 <![CDATA[Re: Better stealth.]]>
It's true it's strong, and maybe there can be some adjustments to help units behave more rationally when confronted with stealth. But there are counters, that I find easier to deploy than countering the UEF shield boats. Let's examine some situations:

1) Against torp bombers:
- A UEF shields boat will nullify an air attack with torpedo bombers long enough for a Cruiser to shoot them all down. You need to sacrifice a lot of torp bombers to first kill the shield boat in one pass : 10+ to deplete the 8000 HP shield, kill she shield boat, then kill the Cruiser afterwards.
- It's easier to kill a stealth boat because only two torpedoes from a torp bomber will kill it. So if you send 5-6 air scouts, and directly afterwards 8+ torpedo bombers, you can kill one stealth boat then the cruiser as well as 10+ torp bombers can kill a shield boat + cruiser. The cruiser will shoot down torpedo bombers first, meaning you will have vision through air scouts long enough to target stealth boats. If only two torpedoes from the bombers can get through, your navy can then fight normally. Maybe it requires more micro, but that's the point of stealth.

2) Stacking / not stacking abilities and possibilities to counter :
- Several shields boats have a tremendous efficiency bonus, everything stacks, and you can withdraw shields boats to give them time to recharge. Sometimes if some units slip under a shield to destroy the shield boat, there is another shield boat that you didn't notice, and your sacrifice is in vain because there are several layers, and you couldn't kill the shield boat.
- Several stealth boats, if you get vision on them, are nullified alltogether, their ability doesn't stack (only bigger area).
- If you sacrifice units getting in the middle of a fleet, just for the purpose of countering stealth, it works well, because sinking wrecks keep their vision radius around 5 seconds after the unit is dead (for the length of the sinking animation).

All in all concerning navy battles, stealth require more micro to counter, and air scouts, frigates, subs as canon fodder to get vision, but it's cheaper (maybe not easier because of micro) to counter than shield boats. Spamming air scouts becomes mandatory against Cybran, but it's cheaper than spamming naval or anti naval units to counter shield boats with raw power.

Statistics: Posted by pip — 09 Aug 2012, 09:52


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2012-08-09T08:52:44+02:00 2012-08-09T08:52:44+02:00 /viewtopic.php?t=1564&p=17347#p17347 <![CDATA[Re: Better stealth.]]>
Eukanuba wrote:
Now though you have a situation where all factions' Air on all tech levels is broken.


Not true. The change only concern steath units. And it's not broken, it's working like vanilla supcom.

Statistics: Posted by Ze_PilOt — 09 Aug 2012, 08:52


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2012-08-09T08:54:28+02:00 2012-08-09T01:39:45+02:00 /viewtopic.php?t=1564&p=17328#p17328 <![CDATA[Re: Better stealth.]]> Statistics: Posted by Eukanuba — 09 Aug 2012, 01:39


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2012-08-08T19:59:24+02:00 2012-08-08T19:59:24+02:00 /viewtopic.php?t=1564&p=17297#p17297 <![CDATA[Re: Better stealth.]]>
Ze_PilOt wrote:
Building are already excluded (because it make no sense : They don't move).

hm ok then i did remember it wrong. maybe it was an upgrading acu that i did target. in that case its also a problem. normally you could force an acu to cancel an upgrade and move with artillery.

Statistics: Posted by Kryo — 08 Aug 2012, 19:59


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2012-08-08T16:01:18+02:00 2012-08-08T16:01:18+02:00 /viewtopic.php?t=1564&p=17280#p17280 <![CDATA[Re: Better stealth.]]> Statistics: Posted by Ze_PilOt — 08 Aug 2012, 16:01


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2012-08-08T15:08:06+02:00 2012-08-08T15:08:06+02:00 /viewtopic.php?t=1564&p=17277#p17277 <![CDATA[Re: Better stealth.]]> Statistics: Posted by Kryo — 08 Aug 2012, 15:08


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