Forged Alliance Forever Forged Alliance Forever Forums 2014-01-12T09:47:43+02:00 /feed.php?f=50&t=6213 2014-01-12T09:47:43+02:00 2014-01-12T09:47:43+02:00 /viewtopic.php?t=6213&p=61684#p61684 <![CDATA[Re: This new meta is kinda wierd]]> "gw is supposed to be fun, not fair"
i personally can't have fun matches when my acu could be lost even when i played very good but idk how it is with you.
with ways to survive an acu exploding this will be less of a problem though.

Statistics: Posted by Golol — 12 Jan 2014, 09:47


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2014-01-12T01:36:54+02:00 2014-01-12T01:36:54+02:00 /viewtopic.php?t=6213&p=61667#p61667 <![CDATA[Re: This new meta is kinda wierd]]>
Ze_PilOt wrote:
And I wouldn't call that bad influence.

I'm one of many that think that ACU are over-used in FA (it's not a MOBA). One of my goal on GW was to make the ACU what it's supposed to be : a Commander, not a weapon.

So I'm quite happy if people have second thoughts throwing their ACUs in the middle of a battle. That was by design. A game that play differently while the balance is exactly the same as the normal game.


I think this is actually mostly correct. The ACU was originally intended by Christ Taylor to be a sort of anti-rush tool. The ACU is strong and repels attacks by tech 1 and tech 2 units really well (particularly tech 2 when overcharge used to cost only 2000 energy). However, the meta-game for ranked, even since the early stages, quickly started to favor using the ACU offensively because the ACU is worth only 2 engineers at base, but 20 tanks in the field.

However, GW has attached considerably higher value to the ACU than merely 2 engineers and/or 20 tanks: It also allows better reinforcements, more money, more information, and it no longer comes back the same as it was after every battle. I don't agree with zep on everything, but I agree with him on this.

Statistics: Posted by FunkOff — 12 Jan 2014, 01:36


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2014-01-12T00:03:20+02:00 2014-01-12T00:03:20+02:00 /viewtopic.php?t=6213&p=61664#p61664 <![CDATA[Re: This new meta is kinda wierd]]>
I think at the very least players should be able to bring SACU reinforcements.

Statistics: Posted by Anaryl — 12 Jan 2014, 00:03


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2014-01-10T00:50:04+02:00 2014-01-10T00:50:04+02:00 /viewtopic.php?t=6213&p=61522#p61522 <![CDATA[Re: This new meta is kinda wierd]]>
Golol wrote:
first of all it has many bad influences on gameplay due to people not using their acu except as an engineer.


And I wouldn't call that bad influence.

I'm one of many that think that ACU are over-used in FA (it's not a MOBA). One of my goal on GW was to make the ACU what it's supposed to be : a Commander, not a weapon.

So I'm quite happy if people have second thoughts throwing their ACUs in the middle of a battle. That was by design. A game that play differently while the balance is exactly the same as the normal game.

Statistics: Posted by Ze_PilOt — 10 Jan 2014, 00:50


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2014-01-10T00:47:22+02:00 2014-01-10T00:47:22+02:00 /viewtopic.php?t=6213&p=61521#p61521 <![CDATA[Re: This new meta is kinda wierd]]>
But perma-death will stay. It's the core of the game. What you will have are auto-recall functions that you can buy (remember Arnold on the FA campaign when his auto-recall failed? :)

Statistics: Posted by Ze_PilOt — 10 Jan 2014, 00:47


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2014-01-10T00:32:22+02:00 2014-01-10T00:32:22+02:00 /viewtopic.php?t=6213&p=61519#p61519 <![CDATA[Re: This new meta is kinda wierd]]> first of all it has many bad influences on gameplay due to people not using their acu except as an engineer.
it was always said that galactic war is not supposed to be fair, but to be fun, and reinforcements or unsymmetrical maps are really cool for having fun matches.
but how can you have a fun game when every second you could use something you invested hours and hours into building up.
in my opinion either:
-fair matches as usal and permanent avatar loss
or
-fun matches that might be unfair but with lower penalty for failure (if you die you lose all rank abilities for a day)

i would personally prefer the second because if you want games that pump you and make you sweat play ladder :D.
a mix of both, like it is right now, seems to be a rather bad solution.

Statistics: Posted by Golol — 10 Jan 2014, 00:32


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2014-01-09T09:53:05+02:00 2014-01-09T09:53:05+02:00 /viewtopic.php?t=6213&p=61444#p61444 <![CDATA[Re: This new meta is kinda wierd]]> Statistics: Posted by nine2 — 09 Jan 2014, 09:53


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2014-01-09T09:08:55+02:00 2014-01-09T09:08:55+02:00 /viewtopic.php?t=6213&p=61440#p61440 <![CDATA[Re: This new meta is kinda wierd]]>
Reinforcements & planetary defense balance will be done when every thing is implemented, not now.

Statistics: Posted by Ze_PilOt — 09 Jan 2014, 09:08


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2014-01-09T04:24:36+02:00 2014-01-09T04:24:36+02:00 /viewtopic.php?t=6213&p=61423#p61423 <![CDATA[Re: This new meta is kinda wierd]]> (or be rank 1-2 :D)

Statistics: Posted by ZLO_RD — 09 Jan 2014, 04:24


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2014-01-09T03:26:22+02:00 2014-01-09T03:26:22+02:00 /viewtopic.php?t=6213&p=61418#p61418 <![CDATA[Re: This new meta is kinda wierd]]>
Firewall wrote:
Sounds like a game of Chess. The most aggressive and powerful pieces on the Chess board are the pawns. Why? Because they are cheap and expendable. Ironically, the more powerful a piece becomes. The more risk adverse a player would be towards loosing it.

I tend to think that your meta-game has not come full circle yet. Because, if a high ranking player becomes so risk adverse that they compromise their combat effectiveness. The value in a rank will very likely be depreciated. As their ability to win matches has been impaired.


This has already happened.

Statistics: Posted by Gorton — 09 Jan 2014, 03:26


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2014-01-09T03:25:30+02:00 2014-01-09T03:25:30+02:00 /viewtopic.php?t=6213&p=61417#p61417 <![CDATA[Re: This new meta is kinda wierd]]>
I tend to think that your meta-game has not come full circle yet. Because, if a high ranking player becomes so risk adverse that they compromise their combat effectiveness. The value in a rank will very likely be depreciated. As their ability to win matches has been impaired.

Statistics: Posted by Hawkei — 09 Jan 2014, 03:25


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2014-01-09T02:48:42+02:00 2014-01-09T02:48:42+02:00 /viewtopic.php?t=6213&p=61412#p61412 <![CDATA[Re: This new meta is kinda wierd]]> like if you are close to them you recall faster, but if the enemy Acu is close, you recall at the normal rate

Statistics: Posted by Gerfand — 09 Jan 2014, 02:48


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2014-01-09T02:26:59+02:00 2014-01-09T02:26:59+02:00 /viewtopic.php?t=6213&p=61411#p61411 <![CDATA[This new meta is kinda wierd]]>
-Rank 1s and 2s are basically reckless commandos: Nobody cares if they die at this rank, so these people play like in 1v1 ranked.
-Higher ranks: These guys stay in the base, sometimes never moving the ACU from it's original spot, and retreat if it seems like they are going to lose.

Why? Because anybody can be sniped, and usually very quickly.

Seraphim has a guy who's rank 2 who walks around carrying lots of T1 and T3 reinforcements. He uses the T1 to attack noobs quickly, and the T3 to snipe pros. This is an advanced strategy.

Similarly, a rank 4 seraphim I fought never left his base. As soon as he lost map control, he attacked with all his forces (as a distraction) and recalled.

This seems almost silly: High ranking players act like cowards and are at a huge disadvantage because they cannot use their ACU actively, lest they risk being sniped by reinforcements.


This tells me reinforcements need to be nerfed in some way or recalling needs to be improved. Honestly, it's probably the latter: Recall takes far too long when away form base and it doesn't really make any sense why it should. Recall should probably take about 20-30 seconds and be the same amount regardless of where you recall from.

Also, auto recall might not be a bad idea, but it should have some kind of penalty.

Also, having a lot of small maps where utilizing the ACU offensively is essentially but where being sniped is really easy might not be the best idea.

Statistics: Posted by FunkOff — 09 Jan 2014, 02:26


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