Forged Alliance Forever Forged Alliance Forever Forums 2013-07-24T08:48:02+02:00 /feed.php?f=57&t=4146 2013-07-24T08:48:02+02:00 2013-07-24T08:48:02+02:00 /viewtopic.php?t=4146&p=49050#p49050 <![CDATA[Re: Experimentals]]>
The part where they carry strength of entire armies - couldn't laugh my ass off any harder. T4 is a just a bad joke for the player building it within the current FAf balance direction

Statistics: Posted by VoiceofReason — 24 Jul 2013, 08:48


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2013-07-16T20:16:10+02:00 2013-07-16T20:16:10+02:00 /viewtopic.php?t=4146&p=48591#p48591 <![CDATA[Re: Experimentals]]>
Don't know if that'd make games slow as f*** but I figure computers are only getting more powerful they should be able to handle it at this stage.

One other problem is that Aeon and Seraphim don't really have the t3 units to match the Percie. The Brick can only sort of manage it.

Statistics: Posted by BLITZ_Molloy — 16 Jul 2013, 20:16


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2013-07-15T12:59:38+02:00 2013-07-15T12:59:38+02:00 /viewtopic.php?t=4146&p=48437#p48437 <![CDATA[Re: Experimentals]]> Sera regen field ^^
I know no one ever builds it but it exists. I also think those passive bonuses dont fit into the supcom universe.

Btw the vetbuff to the ML has really helped i had few games recently where building a monkey in engmod was no horrible waste of mass. Good job here balance crew

Statistics: Posted by laPPen — 15 Jul 2013, 12:59


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2013-07-15T07:23:09+02:00 2013-07-15T07:23:09+02:00 /viewtopic.php?t=4146&p=48421#p48421 <![CDATA[Re: Experimentals]]> Increases HP of nearby units by 3500 while active."

Statistics: Posted by Ato0theJ — 15 Jul 2013, 07:23


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2013-07-15T05:05:48+02:00 2013-07-15T05:05:48+02:00 /viewtopic.php?t=4146&p=48415#p48415 <![CDATA[Re: Experimentals]]>
Mycen wrote:
Passive bonuses to nearby units? That's for Blizzard rts games, ewww...

The Fatboy does increase the damage of surrounding units. It prevents their DPS from being lowered by blasting the units that would kill them. :D


Basically this. There is no mechanic in SupCom where units "buff" each other. That is some magic crap and here at SupCom we don't believe in magic! We believe in smashing our opponents to pulp through CONVENTIONAL means. Not some weird mystic inside a fatboy singing hymns to increase the damage of some bots near it.

Statistics: Posted by Astrofoo — 15 Jul 2013, 05:05


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2013-07-11T21:36:37+02:00 2013-07-11T21:36:37+02:00 /viewtopic.php?t=4146&p=48209#p48209 <![CDATA[Re: Experimentals]]>
The Fatboy does increase the damage of surrounding units. It prevents their DPS from being lowered by blasting the units that would kill them. :D

Statistics: Posted by Mycen — 11 Jul 2013, 21:36


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2013-07-11T18:21:30+02:00 2013-07-11T18:21:30+02:00 /viewtopic.php?t=4146&p=48200#p48200 <![CDATA[Re: Experimentals]]> I think for example some kind of fatboy that increases the damage by units surrounding it would kind of fit

Statistics: Posted by Golol — 11 Jul 2013, 18:21


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2013-07-09T20:07:57+02:00 2013-07-09T20:07:57+02:00 /viewtopic.php?t=4146&p=48046#p48046 <![CDATA[Re: Experimentals]]>
ShadowKnight wrote:
Experimentals need to be carefully crafted into what the Developers wanted them to be, as evidenced in the original E3 trailer: Units which waltz into battle surrounded by dozens of smaller units, and provide both huge firepower, a meatshield, and most importantly looking freakin' AWESOME.

This sums up my thoughts :)

Statistics: Posted by NuclearStorm — 09 Jul 2013, 20:07


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2013-05-31T14:46:21+02:00 2013-05-31T14:46:21+02:00 /viewtopic.php?t=4146&p=44262#p44262 <![CDATA[Re: Experimentals]]> looking freakin' AWESOME.

Statistics: Posted by IceDreamer — 31 May 2013, 14:46


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2013-05-31T14:14:24+02:00 2013-05-31T14:14:24+02:00 /viewtopic.php?t=4146&p=44257#p44257 <![CDATA[Experimentals]]>
In pre engymod era t3 spam was very limited. You had to build experimentals to get enough firepower out in lategame. But now we do have engymod and can spam t3 units quite easy, so this role experimentals dont have to fill in, and are not that good at it either.

Also we could adress the veterancy problem experimental unit-balancing has. They get 10%*maxhealth*vetlvl each time they vet up. In summary a vet5 GC has received +150k hp. In 3599 and later their biggest strengh was their veterancy but now they face t3 were they just cant vet up and die utterly.

Now my thoughts:
Increase buildtime of experimentals extremly (factor 2-10) but make them more mass efficent. Either lower their cost of just buff them with enough health to survive some percy shells.
And change veterancy, that units either dont get free hp, or give them always +10%maxhealth, not like now vet5 50%. (without free hp the regen could be buffed big times).

This would make Experimentals in a later stage of the game than they are now, but beeing masswise way better than now.

Statistics: Posted by Bibblson — 31 May 2013, 14:14


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