Forged Alliance Forever Forged Alliance Forever Forums 2016-07-09T22:29:55+02:00 /feed.php?f=42&t=12699 2016-07-09T22:29:55+02:00 2016-07-09T22:29:55+02:00 /viewtopic.php?t=12699&p=130283#p130283 <![CDATA[Re: deployable modes for some units]]>
ZeRen wrote:
I say play cybran in ladder...

Every faction should be playable in every stage!


LMAO. Cybran's tech one is countered by one race, aeon. Everyone else has to go tech 2 or die. Every faction should be playable in every stage! UEF and Sera don't stand a chance. Don't worry about UEF's tech 3. You having the option of killing them before they reach tech 3 or 2. We can't kill cybran before they reach tech one...

Also don't turtle with Cybran. I seriously don't recommend that. Use only as last resort... Paper shields and poor upgrading. Crappy Cerberus...

(I'll personally spam spearheads and make a Cybran turtle cry)

Statistics: Posted by Nepty — 09 Jul 2016, 22:29


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2016-07-09T20:32:30+02:00 2016-07-09T20:32:30+02:00 /viewtopic.php?t=12699&p=130275#p130275 <![CDATA[Re: deployable modes for some units]]>
LichKing2033 wrote:
ZeRen wrote:on turrtle map is Cybran, because shields, in big disadvantage, upgrade take long,very expensive and ED1-ED-3 cover nothing, so if you are not ready before opponent has T3 arty you loose


on a turtle map is cybran


On a turtle map

IS CYBRAN

Bruh. One - why do you play turtle maps? Two - why do you play them WITH CYBRAN?! The last thing Cybran is is defensive.


ok, I can say that about UEF, why boost UEF in early game(for ladder) when they are super strong in late/on turrtle maps??????hm hm hm?? let it be then

you say dont play cybrans in turrtle? I say play cybran in ladder...


Bruh. One - why do you play turtle maps? Two - why do you play them WITH CYBRAN?! The last thing Cybran is is defensive.
every faction should be playable in every stage!

ok I guess there no point to try explain it anymore when no one care about this problem, so just shut up
btw. really nice balancing, now I am glad I dont play 1v1..

Statistics: Posted by ZeRen — 09 Jul 2016, 20:32


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2016-07-08T22:12:50+02:00 2016-07-08T22:12:50+02:00 /viewtopic.php?t=12699&p=130233#p130233 <![CDATA[Re: deployable modes for some units]]>
PsychoBoB wrote:
Mad`Mozart wrote:I got some ideas as well:
...
Also mobile stealth gen can deploy to double its range.
...

Why not switch to a cloak field? Cloaking needs really some love for the cybrans... ;)
Yes I can see this... Make two deceivers. Set one for stealth field and the other for cloak. Now you have an invisible army.

Statistics: Posted by Hawkei — 08 Jul 2016, 22:12


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2016-07-08T02:23:33+02:00 2016-07-08T02:23:33+02:00 /viewtopic.php?t=12699&p=130197#p130197 <![CDATA[Re: deployable modes for some units]]>
ZeRen wrote:
on turrtle map is Cybran, because shields, in big disadvantage, upgrade take long,very expensive and ED1-ED-3 cover nothing, so if you are not ready before opponent has T3 arty you loose


on a turtle map is cybran


On a turtle map

IS CYBRAN

Bruh. One - why do you play turtle maps? Two - why do you play them WITH CYBRAN?! The last thing Cybran is is defensive.

Statistics: Posted by Lieutenant Lich — 08 Jul 2016, 02:23


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2016-07-07T21:28:29+02:00 2016-07-07T21:28:29+02:00 /viewtopic.php?t=12699&p=130185#p130185 <![CDATA[Re: deployable modes for some units]]>
Mad`Mozart wrote:
I got some ideas as well:

Give mantis ability to run even faster at cost of disabling his guns.
Medusas deploy to double their fire rate.
Same for hoplites.
Also mobile stealth gen can deploy to double its range.
Beetles can burrow to create a mine(field).
Bricks deploy to half their fire speed, double damage and 30% range (so they can compete with percies).

The faction is about a lot of utility with mostly average units, so lets focus on that and give cyb some more love <3


I didn't know Mad-Mozart was such a big Star Craft fan:

Image

object

Statistics: Posted by Morax — 07 Jul 2016, 21:28


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2016-07-07T18:50:09+02:00 2016-07-07T18:50:09+02:00 /viewtopic.php?t=12699&p=130180#p130180 <![CDATA[Re: deployable modes for some units]]>
on turrtle map is Cybran, because shields, in big disadvantage, upgrade take long,very expensive and ED1-ED-3 cover nothing, so if you are not ready before opponent has T3 arty you loose

Statistics: Posted by ZeRen — 07 Jul 2016, 18:50


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2016-07-07T12:49:22+02:00 2016-07-07T12:49:22+02:00 /viewtopic.php?t=12699&p=130162#p130162 <![CDATA[Re: deployable modes for some units]]>
And while hovering they could be targetably by both land and air.(if that is possible?)
So deploying makes them more vulnerable.

This way they would all act a little like engineering drones.
To keep actual engineering drones viable, we can let deployed engineers only assist 1 project. So before switching assisted project they first need to undeploy. And deploying takes a considerable amount of time. So constant deploy/undeploy takes a lot of time.
example: assist 1 factory - deploy - build X units - undeploy - assist fatboy - deploy - finish fatboy - undeploy - assist nuke - deploy - ...



Other pathing issue solution could be to let engineers sacrifice themselves to factories and these factories then gain BP and the engineer dissapears. This might not really be a good idea, because you can't scout actual buildpower for each factory.

Statistics: Posted by KeyBlue — 07 Jul 2016, 12:49


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2016-07-07T12:29:22+02:00 2016-07-07T12:29:22+02:00 /viewtopic.php?t=12699&p=130160#p130160 <![CDATA[Re: deployable modes for some units]]>

Statistics: Posted by ZLO_RD — 07 Jul 2016, 12:29


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2016-07-07T12:24:59+02:00 2016-07-07T12:24:59+02:00 /viewtopic.php?t=12699&p=130158#p130158 <![CDATA[Re: deployable modes for some units]]>
PsychoBoB wrote:
Mad`Mozart wrote:I got some ideas as well:
...
Also mobile stealth gen can deploy to double its range.
...

Why not switch to a cloak field? Cloaking needs really some love for the cybrans... ;)


For the sake of balance I would only allow it to cloak itself
Or add HUGE power cost so unit will be usefull in lategame

Statistics: Posted by ZLO_RD — 07 Jul 2016, 12:24


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2016-07-07T01:47:35+02:00 2016-07-07T01:47:35+02:00 /viewtopic.php?t=12699&p=130125#p130125 <![CDATA[Re: deployable modes for some units]]>
post a vid of it or smth

Statistics: Posted by biass — 07 Jul 2016, 01:47


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2016-07-06T15:47:19+02:00 2016-07-06T15:47:19+02:00 /viewtopic.php?t=12699&p=130093#p130093 <![CDATA[Re: deployable modes for some units]]>
Mad`Mozart wrote:
I got some ideas as well:
...
Also mobile stealth gen can deploy to double its range.
...

Why not switch to a cloak field? Cloaking needs really some love for the cybrans... ;)

Statistics: Posted by PsychoBoB — 06 Jul 2016, 15:47


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2016-07-06T14:46:53+02:00 2016-07-06T14:46:53+02:00 /viewtopic.php?t=12699&p=130091#p130091 <![CDATA[Re: deployable modes for some units]]>
Mad`Mozart wrote:
I got some ideas as well:

Give mantis ability to run even faster at cost of disabling his guns.
Medusas deploy to double their fire rate.
Same for hoplites.
Also mobile stealth gen can deploy to double its range.
Beetles can burrow to create a mine(field).
Bricks deploy to half their fire speed, double damage and 30% range (so they can compete with percies).

The faction is about a lot of utility with mostly average units, so lets focus on that and give cyb some more love <3


You sir are a class A troll.

Statistics: Posted by Hawkei — 06 Jul 2016, 14:46


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2016-07-06T13:58:25+02:00 2016-07-06T13:58:25+02:00 /viewtopic.php?t=12699&p=130089#p130089 <![CDATA[Re: deployable modes for some units]]>
Give mantis ability to run even faster at cost of disabling his guns.
Medusas deploy to double their fire rate.
Same for hoplites.
Also mobile stealth gen can deploy to double its range.
Beetles can burrow to create a mine(field).
Bricks deploy to half their fire speed, double damage and 30% range (so they can compete with percies).

The faction is about a lot of utility with mostly average units, so lets focus on that and give cyb some more love <3

Statistics: Posted by Mad`Mozart — 06 Jul 2016, 13:58


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2016-07-06T11:43:23+02:00 2016-07-06T11:43:23+02:00 /viewtopic.php?t=12699&p=130083#p130083 <![CDATA[Re: deployable modes for some units]]>
LichKing2033 wrote:
zeroAPM wrote:As much as i am ashamed to suggest this, i'd like to see this applied to the Fatboy.
General: higher cost, longer build time (?)

That thing already costs 28k mass and is not the most useful exp (except turtle maps. /me frowns at gap and thermo) and you want it to cost even more?

Better substitute its useless death weapon and torps for those abilities.

Idea with Aeon folding and unfolding, Ithilis, is good and you do not need to decrease their health. Their packed form should just give them some regen rate and it's all good (5 hp/s for T1, 7hp/s for T2, 12 hp/s for T3).

Overall good ideas guys but we all know the most likely outcome of this thread...


The idea was that while mobile is very vulnerable but when unpacked it goes full "YOU SHALL NOT PASS" mode (much more powerful shield, more weapons, pump out units so fast that it put a heavily assisted factory to shame, etc).

Statistics: Posted by zeroAPM — 06 Jul 2016, 11:43


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2016-07-06T09:08:28+02:00 2016-07-06T09:08:28+02:00 /viewtopic.php?t=12699&p=130081#p130081 <![CDATA[Re: deployable modes for some units]]>
Anyway, snipers always look the same, right?

Statistics: Posted by --- — 06 Jul 2016, 09:08


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