Forged Alliance Forever Forged Alliance Forever Forums 2014-02-02T05:17:57+02:00 /feed.php?f=42&t=6511 2014-02-02T05:17:57+02:00 2014-02-02T05:17:57+02:00 /viewtopic.php?t=6511&p=63880#p63880 <![CDATA[Re: For the next patch]]> Statistics: Posted by BRNKoINSANITY — 02 Feb 2014, 05:17


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2014-02-02T03:18:32+02:00 2014-02-02T03:18:32+02:00 /viewtopic.php?t=6511&p=63878#p63878 <![CDATA[Re: For the next patch]]>
FunkOff wrote:
I would like the following issues addressed:

1. Seraphim needs support units. This is easily their greatest weakness. (The other is predictability... you always know what seraphim is gonna build.)


What? That's how the faction is. I think adding units is an ewww idea, but adding random abilities to existing units just to 'spice things up' is almost more distasteful somehow...

FunkOff wrote:
2. MMLs still need work. Cybran's MML is the only one worth a damn. The others need something. Ideas below:
--Aeon MML missile does double damage to shields
--UEF MML missile has double hp
--Seraphim MML fires 2 missiles at once
--Cybran MML missile splits on damage (no change)


The UEF and Sera ideas are interesting, but the Aeon one I don't like. Even less incentive to build absolvers than there already is...

Also, the UEF and Aeon ideas seem rather arbitrary. Why would the MMLs have different abilities than the normal TMLs? And why would they be better than the normal TMLs? That makes little sense, and I dislike "because we wanted to make the unit better" as an answer.

FunkOff wrote:
3. T3 mobile arty needs double hp. They are way, way too easy to kill which is why nobody uses them still. (The damage/splash is fine... the cost is good... they just need to die less easily, ffs they have less hp than T2 units)


Yeah!

FunkOff wrote:
4. Do something to ASFs.


We have a zillion pages of ideas about this already. More specifically, what were you thinking?

Statistics: Posted by Mycen — 02 Feb 2014, 03:18


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2014-02-02T00:46:42+02:00 2014-02-02T00:46:42+02:00 /viewtopic.php?t=6511&p=63864#p63864 <![CDATA[Re: For the next patch]]> 2: They are OK... They do their thing, breaking T2 bases, but they take their time huh. TBH, I think they just need a smidge more damage, all except the Cybran one which HAS a smidge more damage since it can't be stopped.
3: If T3 Mobile Artillery is engaged by a direct fire unit, it should just die. It has such range if you use it properly, this should never happen.
4: OK
5: It doesn't? OK then.

Statistics: Posted by IceDreamer — 02 Feb 2014, 00:46


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2014-02-01T23:53:04+02:00 2014-02-01T23:53:04+02:00 /viewtopic.php?t=6511&p=63855#p63855 <![CDATA[For the next patch]]>
1. Seraphim needs support units. This is easily their greatest weakness. (The other is predictability... you always know what seraphim is gonna build.)
-They need some kind of tech 2 land and naval support unit. Ideas below:
--T2 MML costs 300 mass, but doubles as a jammer or mobile shield.
--T2 Torpedo launcher has a modest ( ~1000 hp) shield (to compensate for it's lessor health)

2. MMLs still need work. Cybran's MML is the only one worth a damn. The others need something. Ideas below:
--Aeon MML missile does double damage to shields
--UEF MML missile has double hp
--Seraphim MML fires 2 missiles at once
--Cybran MML missile splits on damage (no change)

3. T3 mobile arty needs double hp. They are way, way too easy to kill which is why nobody uses them still. (The damage/splash is fine... the cost is good... they just need to die less easily, ffs they have less hp than T2 units)

4. Do something to ASFs.

5. Seraphim t3 carrier TML missile weapon should have the same range as SMS TML missile weapons

Statistics: Posted by FunkOff — 01 Feb 2014, 23:53


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