Forged Alliance Forever Forged Alliance Forever Forums 2014-03-10T06:55:44+02:00 /feed.php?f=58&t=5689 2014-03-10T06:55:44+02:00 2014-03-10T06:55:44+02:00 /viewtopic.php?t=5689&p=68447#p68447 <![CDATA[Re: Other minor changes]]> Statistics: Posted by ZooDoo4U — 10 Mar 2014, 06:55


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2014-03-09T18:37:23+02:00 2014-03-09T18:37:23+02:00 /viewtopic.php?t=5689&p=68394#p68394 <![CDATA[Re: Other minor changes]]> Statistics: Posted by pip — 09 Mar 2014, 18:37


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2014-03-09T18:14:37+02:00 2014-03-09T18:14:37+02:00 /viewtopic.php?t=5689&p=68391#p68391 <![CDATA[Re: Other minor changes]]> Statistics: Posted by ZooDoo4U — 09 Mar 2014, 18:14


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2014-03-01T09:45:44+02:00 2014-03-01T09:45:44+02:00 /viewtopic.php?t=5689&p=67403#p67403 <![CDATA[Re: Other minor changes]]> Statistics: Posted by IceDreamer — 01 Mar 2014, 09:45


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2014-02-28T22:09:34+02:00 2014-02-28T22:09:34+02:00 /viewtopic.php?t=5689&p=67367#p67367 <![CDATA[Re: Other minor changes]]>
Mycen wrote:
Aulex wrote:which is their role.


Who decided that? I thought their role was to be a T2 tank - to Auroras what the Pillar is to Strikers, for example.


http://faforever.com/forums/viewtopic.p ... 380#p48901

Ze_PilOt wrote:
You know the balance period is over right?

Yes I know, i just considered this a bug, I just thought this may give a buff to blaze which will probably need to be balanced

IceDreamer wrote:
Aulex wrote:Bug
Blazes seem to have the same bug that auroras had with retreating before the aeon buff. It can be seen in this replay at the end at minute 12:40. When the blazes try to kite they seem to circle instead of moving backwards, this can be compared to the t2 sera hover tank at a little past 6:00 minute mark.

Balance Idea
Now if this is fixed the blazes will become much better so I was thinking increasing the dps to a similar amount as the riptide but to decrease health. This will help promote shields even more but also will fix the issue of blazes not being that effective in killing hoplites/mongeese which is their role.



It's not a bug, it's how the vast majority of hover units behave. UEF and Seraphim hover tanks, Blaze, hover scouts arty flack everything. Only the Aurora got special super-dancing treatment...


Vee seem to have been able to kite perfectly fine with the sera t2 hover tank in the replay

Statistics: Posted by Aulex — 28 Feb 2014, 22:09


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2014-02-28T21:11:14+02:00 2014-02-28T21:11:14+02:00 /viewtopic.php?t=5689&p=67359#p67359 <![CDATA[Re: Other minor changes]]>
Aulex wrote:
which is their role.


Who decided that? I thought their role was to be a T2 tank - to Auroras what the Pillar is to Strikers, for example.

Statistics: Posted by Mycen — 28 Feb 2014, 21:11


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2014-02-28T00:42:15+02:00 2014-02-28T00:42:15+02:00 /viewtopic.php?t=5689&p=67266#p67266 <![CDATA[Re: Other minor changes]]>
Aulex wrote:
Bug
Blazes seem to have the same bug that auroras had with retreating before the aeon buff. It can be seen in this replay at the end at minute 12:40. When the blazes try to kite they seem to circle instead of moving backwards, this can be compared to the t2 sera hover tank at a little past 6:00 minute mark.

Balance Idea
Now if this is fixed the blazes will become much better so I was thinking increasing the dps to a similar amount as the riptide but to decrease health. This will help promote shields even more but also will fix the issue of blazes not being that effective in killing hoplites/mongeese which is their role.



It's not a bug, it's how the vast majority of hover units behave. UEF and Seraphim hover tanks, Blaze, hover scouts arty flack everything. Only the Aurora got special super-dancing treatment...

Statistics: Posted by IceDreamer — 28 Feb 2014, 00:42


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2014-02-27T22:05:33+02:00 2014-02-27T22:05:33+02:00 /viewtopic.php?t=5689&p=67246#p67246 <![CDATA[Re: Other minor changes]]> Statistics: Posted by Ze_PilOt — 27 Feb 2014, 22:05


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2014-02-27T21:19:52+02:00 2014-02-27T21:19:52+02:00 /viewtopic.php?t=5689&p=67234#p67234 <![CDATA[Re: Other minor changes]]> Bug
Blazes seem to have the same bug that auroras had with retreating before the aeon buff. It can be seen in this replay at the end at minute 12:40. When the blazes try to kite they seem to circle instead of moving backwards, this can be compared to the t2 sera hover tank at a little past 6:00 minute mark.

Balance Idea
Now if this is fixed the blazes will become much better so I was thinking increasing the dps to a similar amount as the riptide but to decrease health. This will help promote shields even more but also will fix the issue of blazes not being that effective in killing hoplites/mongeese which is their role.

Statistics: Posted by Aulex — 27 Feb 2014, 21:19


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2014-02-27T20:19:45+02:00 2014-02-27T20:19:45+02:00 /viewtopic.php?t=5689&p=67225#p67225 <![CDATA[Re: Other minor changes]]> Statistics: Posted by pip — 27 Feb 2014, 20:19


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2014-02-27T20:07:51+02:00 2014-02-27T20:07:51+02:00 /viewtopic.php?t=5689&p=67223#p67223 <![CDATA[Re: Other minor changes]]> Statistics: Posted by rockoe10 — 27 Feb 2014, 20:07


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2014-02-27T15:27:40+02:00 2014-02-27T15:27:40+02:00 /viewtopic.php?t=5689&p=67180#p67180 <![CDATA[Re: Other minor changes]]>
After the chat yesterday about aurora what has been decided ?

speed 2.9 -> 3
randomness 0.6 -> 0

I noticed also the physics where changed so that the "dancing" dodge is almost gone.

Let us have a playable aeon ffs !!!!

Statistics: Posted by dstojkov — 27 Feb 2014, 15:27


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2014-02-20T05:13:26+02:00 2014-02-20T05:13:26+02:00 /viewtopic.php?t=5689&p=66132#p66132 <![CDATA[Re: Other minor changes]]>
IceDreamer wrote:
Megalith - AA DPS multiplied by 6. Experiment with BuildPower = 100,000 (To make the unit more unique in the way it acts as a Mobile Factory, this amount of BuildPower will instantly divert your entire economy into this project, therefore allowing the Megalith to quite literally "Shit Bricks". Needs testing to make sure it's not too strong, make sure it won't replace Factories as the main method of production, and must not be allowed to Assist other projects)


Okay, I laughed.


And yea, those token changes look good (if maybe not enough for some but baby steps right?).

Statistics: Posted by errorblankfield — 20 Feb 2014, 05:13


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2014-02-20T03:58:15+02:00 2014-02-20T03:58:15+02:00 /viewtopic.php?t=5689&p=66121#p66121 <![CDATA[Re: Other minor changes]]> OK so I've drawn up a list of things which I would like to take another look at, and also things which other people have come to me saying "That's not right".

Cybran and UEF T3 Engineers - Efficiency drop is still a huge gap. I suggest a Mass cost of 380.

Aurora - This is one of mine. I was all for the changes, but every time I've seen or used Aurora post-patch they have been utterly run over. Sure they are supposed to be the weakest tank when not microed nicely, but... It just feels too far. I suggest testing Speed = 3.0, not quite as heavy a penalty as before. The FiringRandomness change is working nicely IMO.

Blaze - Several people have commented to me that the Blaze seems useless, and I have to say I agree with them. It's just lacklustre. Additional DPS was suggested, so I propose +3 Damage, to 18, for 60 DPS from 50. This DPS is higher than the Seraphim hover tank's (Which is 50 too) but the firing cycle on the Seraphim is frontloaded, and much more useful as a unit, it seems.

Medusa - No specifics here, just several requests that this unit be put under the microscope to see if the current nerf is enough, or if it needs to be even harsher.

Corsair - Aulex and Blackheart have told me of a particular complaint here. Apparently, the new Corsair's reduced range is a better situation, but a side effect is that it's now totally impossible to dodge the missiles. The time in flight is too short now. It seems the best solution may be to experiment with slowing the missiles down so that the Fire -> Impact time is the same as it used to be.

Hunter - Reduce HP by 1 to prevent extreme overkill. I believe there are similar complaints for the Aeon LAB.

Mongoose - It still struggles to hit things properly and be useful in fights. Upping the MuzzleVelocity to 30 should make them better at their job.

Trebuchet - Talking to Aulex, he highlighted that this unit is unbelievably powerful compared to the others. The combination of massive AOE and the fastest RateOfFire mean that it's incredibly efficient for stopping T1/T2 armies, as well as T2 Firebases, much more so then the other Factions' versions. Is it truly imbalanced, or is this just a very powerful example of Faction Diversity at play?

Cybran T1 Frigate - I found this today. I know Cybran T1 Frigates are supposed to be the best, I get that, and it's OK... Not by this much though. If you actually look at the unit stats, they are ABSURDLY more efficient. It's actually a bit dumb just how much better they are. No wonder the other factions don't stand a chance early game in the seas. It is actually cheaper and has better Direct Fire DPS than the Aeon Frigate, despite the latter being dedicated Direct Fire!

UEF sACU Bubble Shields - Really, Damage transfer has killed this unit :(


Token Weapon Improvements

This is just a personal request. When I look at this game, and see units with weapons which are cool features, but utterly ineffective, I just sort of die inside. I have been through the entire game and found as many of these "Token" weapons as I can, then looked at lower tech sources of this weaponry to build a reasonable comparison, as well as the unit equivalent in other factions. It's a long list, so get ready!

Aeon T2 Transport - AA Damage = 12 (From 6)
Seraphim T2 Transpoert - Direct Fire Damage = 4 (From 2)
UEF Strategic Bomber - AA Damage = 32 (From 16), Mass = 2200 (From 2100)
Cybran Strategic Bomber - AA Damage = 10 (From 5), Mass = 2200 (From 2100)
Broadsword - AA Damage = 32 (From 8)
Wailer - AA Damage = 18 (6)
Czar - Depth Charge Damage = 300 (From 150)
Wagner - Torpedo Damage = 30 (From 6)
Brick - Torpedo Damage multiplied by 6, Anti-Torpedo RateOfFire doubled
Othuum - Torpedo Damage = 80 (10)
Spiderbot - AA and Torpedo weapon DPS doubled
Megalith - AA DPS multiplied by 6. Experiment with BuildPower = 100,000 (To make the unit more unique in the way it acts as a Mobile Factory, this amount of BuildPower will instantly divert your entire economy into this project, therefore allowing the Megalith to quite literally "Shit Bricks". Needs testing to make sure it's not too strong, make sure it won't replace Factories as the main method of production, and must not be allowed to Assist other projects)
Fatboy - AA and Torpedo weapon DPS doubled
UEF Destroyer - AA Damage = 40 (From 10)
Cybran Battleship - AA Damage = 9 (From 6), Torpedo weapon DPS tripled
UEF Battleship - AA Damage = 30 (From 12)
Seraphim Battleship - AA weapon DPS quadrupled
UEF Battlecruiser - Torpedo weapon DPS multiplied by 5


Some of these look like massive changes which will instantly unbalance everything, but honestly I don't think that will be the case. Giving a Battleship, a 9000 Mass unit, the AA firepower of a single T1 tower, or the Megalith the power of a single T2 Mobile Flack... Not much, really, not when you look at those Mass costs.

Statistics: Posted by IceDreamer — 20 Feb 2014, 03:58


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2014-02-16T22:38:16+02:00 2014-02-16T22:38:16+02:00 /viewtopic.php?t=5689&p=65560#p65560 <![CDATA[Re: Other minor changes]]> http://www.faforever.com/?p=1319

It's pretty clear to me, Rockoe.

Statistics: Posted by Gorton — 16 Feb 2014, 22:38


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