Forged Alliance Forever Forged Alliance Forever Forums 2015-10-13T20:32:09+02:00 /feed.php?f=42&t=10932 2015-10-13T20:32:09+02:00 2015-10-13T20:32:09+02:00 /viewtopic.php?t=10932&p=112200#p112200 <![CDATA[Re: Selen managment]]>
Zock wrote:
The unit pause feature will cover this among other things when it will be implemented again.


maybe true, but still function is mcuh more noob freindly

Statistics: Posted by Ithilis_Quo — 13 Oct 2015, 20:32


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2015-10-13T13:42:58+02:00 2015-10-13T13:42:58+02:00 /viewtopic.php?t=10932&p=112175#p112175 <![CDATA[Re: Selen managment]]> Statistics: Posted by Zock — 13 Oct 2015, 13:42


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2015-10-13T12:58:41+02:00 2015-10-13T12:58:41+02:00 /viewtopic.php?t=10932&p=112173#p112173 <![CDATA[Re: Selen managment]]> Similar issues arise vs aeon (although you can push back at t2) and uef just techs and plays defense until they get t3 pd, and then it goes down hill. Im not saying sera suck, or that they are not playable (com is still good if only for nano) but they are getting there, so maybe hold back the nerfs right now

Statistics: Posted by yeager — 13 Oct 2015, 12:58


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2015-10-13T12:49:25+02:00 2015-10-13T12:49:25+02:00 /viewtopic.php?t=10932&p=112172#p112172 <![CDATA[Re: Selen managment]]> Statistics: Posted by yeager — 13 Oct 2015, 12:49


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2015-10-13T10:24:48+02:00 2015-10-13T10:24:48+02:00 /viewtopic.php?t=10932&p=112165#p112165 <![CDATA[Re: Selen managment]]> Statistics: Posted by Col_Walter_Kurtz — 13 Oct 2015, 10:24


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2015-10-12T11:37:32+02:00 2015-10-12T11:37:32+02:00 /viewtopic.php?t=10932&p=112104#p112104 <![CDATA[Re: Selen managment]]> useful addition to mod would be to make them start in hold fire mode.
a nerf could be to just give it an energy requirement of 0.001 ... the effect would be they would reveal on a power stall

(i'm not going to make the mod but that's how i would do it)

Statistics: Posted by nine2 — 12 Oct 2015, 11:37


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2015-10-12T11:13:15+02:00 2015-10-12T11:13:15+02:00 /viewtopic.php?t=10932&p=112102#p112102 <![CDATA[Re: Selen managment]]> Discusion is fine, but... i still dotn know how to code it :(

something that have prototype in mode is much more likely to be integrate in game, and 100% sure be integrate in EQ

Statistics: Posted by Ithilis_Quo — 12 Oct 2015, 11:13


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2015-10-10T22:10:53+02:00 2015-10-10T22:10:53+02:00 /viewtopic.php?t=10932&p=111997#p111997 <![CDATA[Re: Selen managment]]>
5 or 10 e would be fine, although like i said, its not really worth it, better to focus on t3 land and other bigger issues

Statistics: Posted by yeager — 10 Oct 2015, 22:10


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2015-10-10T21:35:43+02:00 2015-10-10T21:35:43+02:00 /viewtopic.php?t=10932&p=111991#p111991 <![CDATA[Re: Selen managment]]>
radar consume 20 e but for far better radar coverage. And you gonna want to cloack your selen early on, so you need to build 1-2 extra pgen early, which is an important investement.

Statistics: Posted by keyser — 10 Oct 2015, 21:35


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2015-10-10T21:13:01+02:00 2015-10-10T21:13:01+02:00 /viewtopic.php?t=10932&p=111985#p111985 <![CDATA[Re: Selen managment]]>
keyser wrote:
With selen deselect i think selens are far too powerful, there would have to be some nerf to them. I'm not sure what an appropriate nerf would be however.


add a energy comsumation when being cloack (like mole, which are far more useless) of 5 to 10 e.

I don't think that's a strong enough nerf though.

Statistics: Posted by JaggedAppliance — 10 Oct 2015, 21:13


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2015-10-10T21:09:19+02:00 2015-10-10T21:09:19+02:00 /viewtopic.php?t=10932&p=111984#p111984 <![CDATA[Re: Selen managment]]>
yeager wrote:
The point of selen on mex is to deny mass, if the engineer reclaims automaticly you are litterally GIVING them mass when you do that strategy. also if you dont play sera, why are you talking about it? this isnt even supposed to be about its bal, but whether or not to include selen deslect.
it was an off topic comment, hence the "but whatever" and "my personal opinion", forget it.

I still don't understand wht you said in your previous post though.

Statistics: Posted by Zoram — 10 Oct 2015, 21:09


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2015-10-10T21:05:41+02:00 2015-10-10T21:05:41+02:00 /viewtopic.php?t=10932&p=111983#p111983 <![CDATA[Re: Selen managment]]>
yeager wrote:
if the deselect mod makes them OP we shouldnt punship players who might not even use it, rather ban the mod, but that would be dumb


Huh? This makes no sense. If something is OP you don't not do anything about it just because some people may not use it.

Statistics: Posted by Reaper Zwei — 10 Oct 2015, 21:05


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2015-10-10T20:48:08+02:00 2015-10-10T20:48:08+02:00 /viewtopic.php?t=10932&p=111981#p111981 <![CDATA[Re: Selen managment]]>
im not sure about e cost, it wouldnt hurt, but they are fine as they are, if the deselect mod makes them OP we shouldnt punship players who might not even use it, rather ban the mod, but that would be dumb

Statistics: Posted by yeager — 10 Oct 2015, 20:48


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2015-10-10T20:32:10+02:00 2015-10-10T20:32:10+02:00 /viewtopic.php?t=10932&p=111979#p111979 <![CDATA[Re: Selen managment]]>

With selen deselect i think selens are far too powerful, there would have to be some nerf to them. I'm not sure what an appropriate nerf would be however.


add a energy comsumation when being cloack (like mole, which are far more useless) of 5 to 10 e.

Statistics: Posted by keyser — 10 Oct 2015, 20:32


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2015-10-10T20:10:25+02:00 2015-10-10T20:10:25+02:00 /viewtopic.php?t=10932&p=111977#p111977 <![CDATA[Re: Selen managment]]>
yeager wrote:
that last comment....... damn......

That's just my personal opinion, I don't play seraph, so I just suffer from them and find the mass blocking a pain, but whatever :p

yeager wrote:
as for the rest, i hate how my selens move with the rest of my army when i dont want them to, but why not just add in selen deselect? this doesnt seem like a good idea,

I don't understand, why not but it's a bad idea ?

Statistics: Posted by Zoram — 10 Oct 2015, 20:10


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