Forged Alliance Forever Forged Alliance Forever Forums 2013-02-27T05:19:36+02:00 /feed.php?f=52&t=3080 2013-02-27T05:19:36+02:00 2013-02-27T05:19:36+02:00 /viewtopic.php?t=3080&p=32248#p32248 <![CDATA[Re: Make T1 artillery deployables]]>
Both of these scenarios assume either some surprise (enough for one pass) or air superiority...

Statistics: Posted by BRNKoINSANITY — 27 Feb 2013, 05:19


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2013-02-27T05:07:57+02:00 2013-02-27T05:07:57+02:00 /viewtopic.php?t=3080&p=32245#p32245 <![CDATA[Re: Make T1 artillery deployables]]>
The issue Gyle is trying to address is that they are capable of doing an excessive amount of damage for their cost, allowing them to demolish buildings much faster than most units, even late into the game. Its all very well that your tanks have killed the arty, but that doesnt help when all they need to do is get off 1 or 2 vollies to take down a key structure.

Making them stationary is perhaps too drastic, it was mentioned earlier that they shouldn't pre-load their shots and that sounds fairly decent to me, but no one really gave an opinion on that. Perhaps have a time delay where they have to aquire their target before they start shooting at their normal rate.

Statistics: Posted by Crunchy — 27 Feb 2013, 05:07


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2013-02-27T04:41:39+02:00 2013-02-27T04:41:39+02:00 /viewtopic.php?t=3080&p=32244#p32244 <![CDATA[Re: Make T1 artillery deployables]]>
1. I went full tank spam and he went full arty -> he lost horribly in initial engagement and every time after that.

2. South rock arty dropped my base and I succeeded in killing all arty with only 3 tanks and good intel. I lost a good bit of pgen, but not anything to cry over and still came out on top.

I think this is a showcase of how arty loses vs tanks and intel/countering. Arty does not need a nerf.

Statistics: Posted by BRNKoINSANITY — 27 Feb 2013, 04:41


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2013-02-27T01:56:03+02:00 2013-02-27T01:56:03+02:00 /viewtopic.php?t=3080&p=32232#p32232 <![CDATA[Re: Make T1 artillery deployables]]>
Gyle wrote:
The point is how much a player is punnished if a group of t1 artillery manages to breach the outter perimeter of his base.


I'm on the receiving end of this so frequently that it's rather embarrassing, but I still don't think it's a balance problem. I think it's a valid punishment for my poor scouting/drop defence.

Statistics: Posted by stalewee — 27 Feb 2013, 01:56


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2013-02-27T01:48:43+02:00 2013-02-27T01:48:43+02:00 /viewtopic.php?t=3080&p=32230#p32230 <![CDATA[Re: Make T1 artillery deployables]]>
ColonelSheppard wrote:
a guy called cpt white wanted to show me the OP-ness of fobos on water

100 Fobos are 19 UEF frigates
i used 10 and lost not one
i dont think there is a big deal to do it with 5


Its not really the point. Any unit is counterable if you have sufficient numbers of the right type of unit in the right place to fend it off with.

The point is how much a player is punnished if a group of t1 artillery manages to breach the outter perimeter of his base. If 7-8 tanks make it into your base on an attack move you will be unlucky to loose a single building. But take in the same amount of arty (for the same price) and they can carve up their opponants base very nicely indeed dishing out enough dmg to potentially swing the battle on a smaller map. Hence why you see peeps on say a roanokes, or other such naval map, building three phim land factories on a near by island, setting zthuee to repeat and just placing the rally point in their opponants base. (Exaggerating slightly but you get the idea).

You may say its a question of role fulfilment and arty is ment to go after the structures. My argument was just is it right they can do it on the move like that.

But the problem will be the huge change to the t1 dynamic. So realistically somthing like this will never make it in. I think the best that people like me, who see a problem, could hope to argue for is a dmg nerf. Was chatting with washy about this and he mentioned the figure of 70% of the current value.

Statistics: Posted by Gyle — 27 Feb 2013, 01:48


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2013-02-27T00:11:05+02:00 2013-02-27T00:11:05+02:00 /viewtopic.php?t=3080&p=32217#p32217 <![CDATA[Re: Make T1 artillery deployables]]>
stalewee wrote:
I'm probably going full retard here, but I can't seem to find a link to the survey. Where is it?

news feed of the FAF lobby

Statistics: Posted by ColonelSheppard — 27 Feb 2013, 00:11


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2013-02-27T00:10:20+02:00 2013-02-27T00:10:20+02:00 /viewtopic.php?t=3080&p=32216#p32216 <![CDATA[Re: Make T1 artillery deployables]]> Statistics: Posted by stalewee — 27 Feb 2013, 00:10


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2013-02-27T00:01:23+02:00 2013-02-27T00:01:23+02:00 /viewtopic.php?t=3080&p=32213#p32213 <![CDATA[Re: Make T1 artillery deployables]]>
stalewee wrote:
I'm probably going full retard here, but I can't seem to find a link to the survey. Where is it?


http://www.faforever.com/?p=669

69 :)
yeah I'm imature... so what?

your personal link the servey will be at the bottom of the post if your logged in

Statistics: Posted by Crunchy — 27 Feb 2013, 00:01


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2013-02-26T23:35:46+02:00 2013-02-26T23:35:46+02:00 /viewtopic.php?t=3080&p=32209#p32209 <![CDATA[Re: Make T1 artillery deployables]]>
Firestarter wrote:
Its a shame the survey doesn't include an option to vote for very slightly increased firing randomness


I'm probably going full retard here, but I can't seem to find a link to the survey. Where is it?

Statistics: Posted by stalewee — 26 Feb 2013, 23:35


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2013-02-26T23:03:22+02:00 2013-02-26T23:03:22+02:00 /viewtopic.php?t=3080&p=32207#p32207 <![CDATA[Re: Make T1 artillery deployables]]>
100 Fobos are 19 UEF frigates
i used 10 and lost not one
i dont think there is a big deal to do it with 5

Statistics: Posted by ColonelSheppard — 26 Feb 2013, 23:03


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2013-02-27T00:00:42+02:00 2013-02-26T22:59:44+02:00 /viewtopic.php?t=3080&p=32206#p32206 <![CDATA[Re: Make T1 artillery deployables]]>
But yeah, I suppose they're stil pretty stopable if you see them coming

Statistics: Posted by Crunchy — 26 Feb 2013, 22:59


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2013-02-26T19:02:44+02:00 2013-02-26T19:02:44+02:00 /viewtopic.php?t=3080&p=32161#p32161 <![CDATA[Re: Make T1 artillery deployables]]> Statistics: Posted by Firestarter — 26 Feb 2013, 19:02


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2013-02-26T15:17:41+02:00 2013-02-26T15:17:41+02:00 /viewtopic.php?t=3080&p=32134#p32134 <![CDATA[Re: Make T1 artillery deployables]]>
GallantDragon wrote:
When I see someone use lots of arty, I laugh and cut them to shreds.

T1 arty has tons of very viable, efficient counters. It isn't OP. If anything it's underused, this would just make everyone use t1 tank spam. Also fobo doesn't need ANOTHER nerf.

Statistics: Posted by ZaphodX — 26 Feb 2013, 15:17


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2013-02-26T12:57:18+02:00 2013-02-26T12:57:18+02:00 /viewtopic.php?t=3080&p=32121#p32121 <![CDATA[Re: Make T1 artillery deployables]]> There is enough position-wars in mid-late game.

Statistics: Posted by Rediska — 26 Feb 2013, 12:57


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2013-02-26T10:16:04+02:00 2013-02-26T10:16:04+02:00 /viewtopic.php?t=3080&p=32115#p32115 <![CDATA[Re: Make T1 artillery deployables]]>
Give them less traverse speed and less turret traverse speed.

Statistics: Posted by Kryo — 26 Feb 2013, 10:16


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