Forged Alliance Forever Forged Alliance Forever Forums 2017-02-08T05:44:04+02:00 /feed.php?f=42&t=13958 2017-02-08T05:44:04+02:00 2017-02-08T05:44:04+02:00 /viewtopic.php?t=13958&p=143136#p143136 <![CDATA[Re: Transitioning between tech tiers]]>
However, more expensive T2 screws over UEF and Seraphim, factions that have weaker T1 than cybran or microed (g)aeon because their best counters (Ilshavohs, Pillars and Mongeese) are now not so easily reached.

Spoiler: show
#restore3650?

Statistics: Posted by Lieutenant Lich — 08 Feb 2017, 05:44


]]>
2017-02-08T04:03:40+02:00 2017-02-08T04:03:40+02:00 /viewtopic.php?t=13958&p=143133#p143133 <![CDATA[Re: Transitioning between tech tiers]]> Hopefully next patch will fix the problem. We'll get it right eventually. There's a sweet spot somewhere.

Statistics: Posted by Nepty — 08 Feb 2017, 04:03


]]>
2017-02-07T13:05:01+02:00 2017-02-07T13:05:01+02:00 /viewtopic.php?t=13958&p=143104#p143104 <![CDATA[Re: Transitioning between tech tiers]]> Statistics: Posted by rxnnxs — 07 Feb 2017, 13:05


]]>
2017-02-03T13:11:41+02:00 2017-02-03T13:11:41+02:00 /viewtopic.php?t=13958&p=142932#p142932 <![CDATA[Re: Transitioning between tech tiers]]> since then t2 rush (what do ou consider as a "rush"?) has become a rarity in 1v1 (are you even talking about 1v1, and on what mas since maps obviously affect teching)
greedy tech transition can easily be punished hard.

Spoiler: show
canis/closed wonder/thermo/gap/....... are just bad maps

Statistics: Posted by Turinturambar — 03 Feb 2017, 13:11


]]>
2017-02-03T07:15:35+02:00 2017-02-03T07:15:35+02:00 /viewtopic.php?t=13958&p=142924#p142924 <![CDATA[Re: Transitioning between tech tiers]]>
So there is not a huge amount of stuff you can do really

Statistics: Posted by biass — 03 Feb 2017, 07:15


]]>
2017-02-03T07:06:46+02:00 2017-02-03T07:06:46+02:00 /viewtopic.php?t=13958&p=142923#p142923 <![CDATA[Re: Transitioning between tech tiers]]>
Time gates, or teching factories costs the price of a experimental unit. No easy way to solve the situation. It gotta be something extreme or people will tech rush...

Okay, so do nothing is the logical option... Fine.
/Thread

Statistics: Posted by Nepty — 03 Feb 2017, 07:06


]]>
2017-02-03T06:20:56+02:00 2017-02-03T06:20:56+02:00 /viewtopic.php?t=13958&p=142919#p142919 <![CDATA[Re: Transitioning between tech tiers]]> Statistics: Posted by biass — 03 Feb 2017, 06:20


]]>
2017-02-03T01:58:52+02:00 2017-02-03T01:58:52+02:00 /viewtopic.php?t=13958&p=142906#p142906 <![CDATA[Re: Transitioning between tech tiers]]>
Also I agree people rush to a tech 2 or 3 way too fast. Many factors and no easy way to fix it, but I have an idea people will hate.

Time gated tech levels:

Can't go to tech 2 with anything until after 6 minutes.
Can't go to tech 3 with anything until after 15 minutes of game play.

Crazy idea I thought of. We will have to add a voice saying "tech 2 schematics uploaded" after 6 minutes have gone by. Same with the tech 3 after 15 minutes.

I'm sure this will harm UEF and Aeon a lot. Uef's tech 1 and Aeon's tech 2 is a bit questionable. I would hate to be stuck there.

Statistics: Posted by Nepty — 03 Feb 2017, 01:58


]]>
2017-02-03T00:41:17+02:00 2017-02-03T00:41:17+02:00 /viewtopic.php?t=13958&p=142904#p142904 <![CDATA[Re: Transitioning between tech tiers]]> Statistics: Posted by BRNKoINSANITY — 03 Feb 2017, 00:41


]]>
2017-02-02T12:55:05+02:00 2017-02-02T12:55:05+02:00 /viewtopic.php?t=13958&p=142887#p142887 <![CDATA[Re: Transitioning between tech tiers]]>
prodromos wrote:
The way things are now players are allowed to not expand adequately , yet being able to transition
to higher tech. Not only that , but being able to produce at large amounts.


Only because players do not punish upgrading opponents
I see where you come from, but just making them more expensive has both been done in the past and doesn't seem to do all that much...

Statistics: Posted by biass — 02 Feb 2017, 12:55


]]>
2017-02-02T12:43:36+02:00 2017-02-02T12:43:36+02:00 /viewtopic.php?t=13958&p=142886#p142886 <![CDATA[Transitioning between tech tiers]]> I can't say if it is a good idea or not , or if it has even be discussed.

It could be experimented with, I suppose.
The way things are now players are allowed to not expand adequately , yet being able to transition
to higher tech. Not only that , but being able to produce at large amounts.

Teching factories and mexes should be more expensive imo.

Statistics: Posted by prodromos — 02 Feb 2017, 12:43


]]>