Forged Alliance Forever Forged Alliance Forever Forums 2015-02-13T15:22:03+02:00 /feed.php?f=42&t=9336 2015-01-29T15:39:26+02:00 2015-01-29T15:39:26+02:00 /viewtopic.php?t=9336&p=92523#p92523 <![CDATA[Re: 2th datadisc for supreme]]>
Resin_Smoker wrote:
LOWER TIER UNITS...
The whole point of tech'ing up is that it gives you a distinct advantage. Lower tech units should never have a significant place in the end game as this would make all subsequent tech advances pointless.


check 1:40
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Idea is simple, make it more as on trailer, where are huge epic fight and all tier are on bigg battle because have own place for whole game.

Teching will not lose advantage, and teching would be cheaper, less risky and more fluent.
T2 units have more concentrate dmg. you can have 3,5 striker or 1 pillar. = 1400hp with 84dps or 1300hp with 65dps of course it loock like make 3,5 striker is better, but one pillar have better manevrability, have more range, and more hp in one piece. you can better play with 10 pillars as with 35 striker, only maybe half would do damage on time when all pilars would do damage.
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units have scaled range by tier 12-18-23-28-33 -> next tier have +5 range
In finnal have pilars is better as have same mass in strikers. and have pillar with striker in front is much more better as have only pillars. Have percival in back, pillar in midle and striker in front is better as have only titans. or as have only striker. striker alone have no chance but are good for distract on mixed army.

On navy you can have 17100 hp and 576dps with frigate or 6050hp and 230+100 dps with destroyer. Does that mean frigates replace all naval units? I dont think so. And figates have own role for whole game. and thats good.

Statistics: Posted by Ithilis_Quo — 29 Jan 2015, 15:39


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2015-01-30T13:14:49+02:00 2015-01-29T15:16:05+02:00 /viewtopic.php?t=9336&p=92522#p92522 <![CDATA[Re: 2th datadisc for supreme]]>
Mad`Mozart wrote:
Looked through the list and how i see it is just some random balance changes that dont have a good footing. Some things are just not thought through, like this OC change - it will make ACU pure imba and insta death zone for any decent sized t2 army. Or this attempt to make t1 land useful vs t3 - basically buffing t1 so all 1v1 games will now be t1 shitspam to death (also mind the fact that ACU brutally murders t2 in huge numbers) then switch to t3.


I was talk with Mozart about this, and he mistake my decline OC change with some other OC suggestion what is exaktli opposite as is my change. 1v1 would not change only spamming t1 units becase have more hp. t2 factory is cheaper and have very important role. Similar as only spaming t1 navy dont win against t2.

Im nearly sure that mozart dont read it.

Statistics: Posted by Ithilis_Quo — 29 Jan 2015, 15:16


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2015-01-29T15:16:13+02:00 2015-01-29T15:03:15+02:00 /viewtopic.php?t=9336&p=92521#p92521 <![CDATA[Re: 2th datadisc for supreme]]>
da_monstr wrote:
Shit, Ithilis... this text is a complete clusterfuck, so hard to follow. Will try to finish reading.


Try google translate, Clusterfuck to English.

Statistics: Posted by Resin_Smoker — 29 Jan 2015, 15:03


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2015-01-29T14:58:02+02:00 2015-01-29T14:58:02+02:00 /viewtopic.php?t=9336&p=92519#p92519 <![CDATA[Re: 2th datadisc for supreme]]> Statistics: Posted by da_monstr — 29 Jan 2015, 14:58


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2015-01-29T15:18:02+02:00 2015-01-29T14:54:58+02:00 /viewtopic.php?t=9336&p=92518#p92518 <![CDATA[Re: 2th datadisc for supreme]]>
The whole point of tech'ing up is that it gives you a distinct advantage. Lower tech units should never have a significant place in the end game as this would make all subsequent tech advances pointless.

However I feel that the units in FA / FAF lack diversity and thus it's easier for units to be outclassed by higher tier units. Maybe bringing more diversity to the game (via fewer cookie cutter units) could improve on the gameplay / tactics considerably. Problem is that too many of the hard core players (purists) would buy off on (endorse) the idea. Reason being, any significant changes to the game, would upset the proven tactics and balance they've known for years.


FUEL... I tend to agree with this as currently air units are OP considering that the player has very little concern about a units fuel state.

REPAIR... Never once used it in a match as its all but pointless except for the ACU.


Resin

Statistics: Posted by Resin_Smoker — 29 Jan 2015, 14:54


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2015-01-29T14:32:54+02:00 2015-01-29T14:32:54+02:00 /viewtopic.php?t=9336&p=92517#p92517 <![CDATA[Re: 2th datadisc for supreme]]>
And other dubious changes that i feel are kinda uncalled for.
I played lots of games and honestly think overall the balance is great and i enjoy it (except some minor things that give cancer). And see no reason for massive overhauling game like that.

Statistics: Posted by Mad`Mozart — 29 Jan 2015, 14:32


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2015-01-29T14:03:58+02:00 2015-01-29T14:03:58+02:00 /viewtopic.php?t=9336&p=92514#p92514 <![CDATA[Re: 2th datadisc for supreme]]> Statistics: Posted by Blodir — 29 Jan 2015, 14:03


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2015-01-29T12:48:35+02:00 2015-01-29T12:48:35+02:00 /viewtopic.php?t=9336&p=92509#p92509 <![CDATA[Re: 2th datadisc for supreme]]> Statistics: Posted by Ithilis_Quo — 29 Jan 2015, 12:48


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2015-01-29T06:47:37+02:00 2015-01-29T06:47:37+02:00 /viewtopic.php?t=9336&p=92482#p92482 <![CDATA[Re: 2th datadisc for supreme]]> Statistics: Posted by SilverKronos — 29 Jan 2015, 06:47


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2015-01-29T01:17:15+02:00 2015-01-29T01:17:15+02:00 /viewtopic.php?t=9336&p=92463#p92463 <![CDATA[Re: 2th datadisc for supreme]]>

Statistics: Posted by speed2 — 29 Jan 2015, 01:17


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2015-01-29T00:33:24+02:00 2015-01-29T00:33:24+02:00 /viewtopic.php?t=9336&p=92459#p92459 <![CDATA[Re: 2th datadisc for supreme]]> Statistics: Posted by Ithilis_Quo — 29 Jan 2015, 00:33


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2015-01-29T00:33:09+02:00 2015-01-29T00:33:09+02:00 /viewtopic.php?t=9336&p=92458#p92458 <![CDATA[Re: 2th datadisc for supreme]]> Statistics: Posted by Ithilis_Quo — 29 Jan 2015, 00:33


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2015-02-13T15:22:03+02:00 2015-01-29T00:32:24+02:00 /viewtopic.php?t=9336&p=92457#p92457 <![CDATA[2th datadisc for supreme]]>
what was a problem that i was trying to fix:
- cross tech balance (high tech make less tech less obsolete)
- useless T2 submarine (not used and mostly useless)
- high air micro, whiteout full attention air go immediately out (take it on land level)
- air poor counter-able with less tech units
- fuel is so high that is this function usless (reduce fuel)
- ras give enough energy that is not need make any Pgens (redusing ras e on half)
- veterancy instant heal make game unpredictable and cancer (especial on exp - cross tech different is even bigger)
- repair is usless (make it 2x more effective)
- late game is mostly only about spamming exp, saf & strats (make land exp build time longer)

main theme is better cross tech balance. nearly all other is linked to main theme.
Though number of change is so high and game-play would be different as is today, is hard to call it balance path. Game play would change similar as was changed from vanilla to Forget Alliance datadic. And even as in FA it add new faction.
every number what is in i was calculate with other units, everything is linked with logical system and number symmetry
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I can nott copy-paste it here, because it mess up structure of text.
.doc -> actual with work progres notes
https://mega.co.nz/#!r5cmFCZY!Dj5436YZz ... 5HeQJpRcMw


.pdf ->
https://mega.co.nz/#!Otd0EaoK!ZhqJhH-hn ... bqMFbZjMdQ

i dont know how i can make survey about what people think. If agree with potential conceptual change, or not so under this post i take two, (positive/negative) post where please declare your opinion with like one of them.
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and i cant steal this electioneering video:

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Statistics: Posted by Ithilis_Quo — 29 Jan 2015, 00:32


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