Forged Alliance Forever Forged Alliance Forever Forums 2013-06-02T08:21:00+02:00 /feed.php?f=57&t=4150 2013-06-02T08:21:00+02:00 2013-06-02T08:21:00+02:00 /viewtopic.php?t=4150&p=44549#p44549 <![CDATA[Re: Veterancy]]>
RoundTabler wrote:
Rather than health (somewhat unrealistic), I would like to see vet that increases: accuracy, rate of fire, energy use, etc. I think this would be more realistic and would work better. This would remove the 'magic health' people are complaining about, but would not make vet useless.

This honestly makes much more sense. Both in universe and just gameplay wise haha.

Statistics: Posted by CocoaMoko — 02 Jun 2013, 08:21


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2013-06-01T23:50:25+02:00 2013-06-01T23:50:25+02:00 /viewtopic.php?t=4150&p=44506#p44506 <![CDATA[Re: Veterancy]]> Actualy in my post (with extremly bad english :) ) i explaind about veterancy what would realy be better like its now.
It is nice feature but that feature can go cross game logic. Experiental can go through many time more mass only becase has veterancy magical heal. when it would has only max hp it would be more realistick and dont brake tactic like its now. The best strategy to def base against experimental with T2/T1 is self destruction and you must agree thats litle wired :D

mass calculation on veteranci would be more precise and it dont need the balance, becase about mass cost balance we(and developer) spend many and more time to balance it, and in veteranci it would be then the same. Mass cost is the best balance.

Statistics: Posted by Ithilis_Quo — 01 Jun 2013, 23:50


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2013-06-01T09:38:06+02:00 2013-06-01T09:38:06+02:00 /viewtopic.php?t=4150&p=44397#p44397 <![CDATA[Re: Veterancy]]>

Wildly exaggerated.


No, this is an apt description.

Statistics: Posted by Anaryl — 01 Jun 2013, 09:38


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2013-05-31T19:39:41+02:00 2013-05-31T19:39:41+02:00 /viewtopic.php?t=4150&p=44326#p44326 <![CDATA[Re: Veterancy]]> Statistics: Posted by RoundTabler — 31 May 2013, 19:39


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2013-05-31T19:34:44+02:00 2013-05-31T19:34:44+02:00 /viewtopic.php?t=4150&p=44324#p44324 <![CDATA[Re: Veterancy]]>
I think it should still apply for ACUs though, due to the vagaries of ACU combat.

Statistics: Posted by Anaryl — 31 May 2013, 19:34


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2013-05-31T19:26:17+02:00 2013-05-31T19:26:17+02:00 /viewtopic.php?t=4150&p=44322#p44322 <![CDATA[Re: Veterancy]]>
Or, if it did give HP, it should leave the HP proportional to what it was.

For example, let's say you have a unit that has 50/200HP. It get's vet, to a new 300HP. So instead of having 100/300HP, it will have 75/300HP. As opposed to getting up to like 120/300HP (total conjecture) as it seems to be now.


And/or, instead of giving free HP, give higher regen rate. If you're worried about not giving free-hp making it useless, increase regen. That way, the exp will maintain it's usability to a degree if it leaves battle, but won't be OP running through base getting tons of HP for no reason.

Statistics: Posted by CocoaMoko — 31 May 2013, 19:26


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2013-05-31T17:53:25+02:00 2013-05-31T17:53:25+02:00 /viewtopic.php?t=4150&p=44302#p44302 <![CDATA[Re: Veterancy]]>
The new vet threshold for Monkeylord (40) is maybe too low, but when it was 75, the Monkeylord was completely crap against t3 units in engy mod. So this shows that adjusting veterancy for t4 is a good way to balance them compared to t3 units, without having to change other stats like range or HP, etc.
Maybe 50 will be more appropriate? But don't take this replay as a good example : normally, you don't get 5 t3 kills for free right next where your Monkeylord is finished.

Statistics: Posted by pip — 31 May 2013, 17:53


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2013-05-31T17:26:58+02:00 2013-05-31T17:26:58+02:00 /viewtopic.php?t=4150&p=44298#p44298 <![CDATA[Re: Veterancy]]>
Bibblson wrote:
Whats the problem if veterancy gets almost useless?


Because why remove a nice feature.

Bibblson wrote:
Veterancy like now is just annoying and kills all the balance on t4 stage.


Then it needs to be balanced a bit.

Bibblson wrote:
Either a t4 is able to vet up fast enough, than its worth 2-3x its mass, or it doesnt and is insta dead...

Wildly exaggerated.

Statistics: Posted by ZaphodX — 31 May 2013, 17:26


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2013-05-31T17:20:19+02:00 2013-05-31T17:20:19+02:00 /viewtopic.php?t=4150&p=44295#p44295 <![CDATA[Re: Veterancy]]>
ZaphodX wrote:
If it only gave you max HP then it would be almost useless.

I don't think the fatty or ML needed such a massive vet level buff.


Whats the problem if veterancy gets almost useless? Yes we have to balance t4 units, if veterancy get nerfed, but where is the problem. Veterancy like now is just annoying and kills all the balance on t4 stage.

Either a t4 is able to vet up fast enough, than its worth 2-3x its mass, or it doesnt and is insta dead...

Statistics: Posted by Bibblson — 31 May 2013, 17:20


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2013-05-31T16:55:51+02:00 2013-05-31T16:55:51+02:00 /viewtopic.php?t=4150&p=44288#p44288 <![CDATA[Re: Veterancy]]>
I don't think the fatty or ML needed such a massive vet level buff.

Statistics: Posted by ZaphodX — 31 May 2013, 16:55


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2013-05-31T16:47:59+02:00 2013-05-31T16:47:59+02:00 /viewtopic.php?t=4150&p=44285#p44285 <![CDATA[Veterancy]]>
viewtopic.php?f=42&t=3780

veterancy like is now is something weird.

see that replay

that ML took 3 of us taking veterancy like hell

how you stop an experimental that can kill efficiently by mass and being feeded by t1 a t2 armys.

I think veterancy shouldnt give you free hp, should only give max hp.

that op stuff its not only with experimentals, try to kill bricks with x2 mass sera t2 bots
bricks will be feeded after it.

Statistics: Posted by Armmagedon — 31 May 2013, 16:47


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