Forged Alliance Forever Forged Alliance Forever Forums 2015-07-09T22:48:02+02:00 /feed.php?f=67&t=10217 2015-07-09T22:48:02+02:00 2015-07-09T22:48:02+02:00 /viewtopic.php?t=10217&p=103784#p103784 <![CDATA[Re: T2 artillery discussion]]>
Same thing for fatboy, sure if you have strats you can donate mass to the other team with dead strats. Or you can get 8 T2 artl up and kill the fatboy AND deny the Fatboy reclaim on top of it.

Statistics: Posted by Ionic — 09 Jul 2015, 22:48


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2015-07-09T22:22:21+02:00 2015-07-09T22:22:21+02:00 /viewtopic.php?t=10217&p=103780#p103780 <![CDATA[Re: T2 artillery discussion]]>
KD7BCH wrote:
ZLO_RD wrote:I thought arty was cost efficient against fatty even before it was buffed to 25% lower cost.
But ofc if fatty arrives before you have enought arty and shields you may just die, or fatty can make some shots and retreat before loosing HP, and then use mobility advantage...

T2 arty is kina funny unit for me, i really like to use it... And it may act as stationary counter to t3 mobile arty.
I would also add that effectiveness of t2 arty decreses with increasing skill of players.


Pretty good offense but if a Fattys gets in before you can get up T2 arty you need air to counter it and Air is pretty effective by the time you can get a Fatty up.


Shielded firebase that takes ages to construct is hardly an offence, it can deny alot of area, but very often it does not really worth it because opponent can get eco advantage in meantime...

It is only an offence when done on small 10km ortime in order to counter mml or t3 mobile arty...

I had that kind of games in cyb vs cyb couple of times, because if you get to t3 arty stage t2 arty can help cause of superior accuracy

Edit: it does only counter t2 maybe t3, fatty, but not exp.

Statistics: Posted by ZLO_RD — 09 Jul 2015, 22:22


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2015-07-09T22:01:24+02:00 2015-07-09T22:01:24+02:00 /viewtopic.php?t=10217&p=103776#p103776 <![CDATA[Re: T2 artillery discussion]]>
ZLO_RD wrote:
I thought arty was cost efficient against fatty even before it was buffed to 25% lower cost.
But ofc if fatty arrives before you have enought arty and shields you may just die, or fatty can make some shots and retreat before loosing HP, and then use mobility advantage...

T2 arty is kina funny unit for me, i really like to use it... And it may act as stationary counter to t3 mobile arty.
I would also add that effectiveness of t2 arty decreses with increasing skill of players.


Pretty good offense but if a Fattys gets in before you can get up T2 arty you need air to counter it and Air is pretty effective by the time you can get a Fatty up.

Statistics: Posted by KD7BCH — 09 Jul 2015, 22:01


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2015-07-09T19:04:08+02:00 2015-07-09T19:04:08+02:00 /viewtopic.php?t=10217&p=103753#p103753 <![CDATA[Re: T2 artillery discussion]]> Statistics: Posted by Ionic — 09 Jul 2015, 19:04


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2015-07-09T18:38:15+02:00 2015-07-09T18:38:15+02:00 /viewtopic.php?t=10217&p=103749#p103749 <![CDATA[Re: T2 artillery discussion]]> Statistics: Posted by Ithilis_Quo — 09 Jul 2015, 18:38


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2015-07-09T17:05:52+02:00 2015-07-09T17:05:52+02:00 /viewtopic.php?t=10217&p=103738#p103738 <![CDATA[Re: T2 artillery discussion]]> Statistics: Posted by yeager — 09 Jul 2015, 17:05


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2015-07-09T15:49:40+02:00 2015-07-09T15:49:40+02:00 /viewtopic.php?t=10217&p=103725#p103725 <![CDATA[Re: T2 artillery discussion]]> But ofc if fatty arrives before you have enought arty and shields you may just die, or fatty can make some shots and retreat before loosing HP, and then use mobility advantage...

T2 arty is kina funny unit for me, i really like to use it... And it may act as stationary counter to t3 mobile arty.
I would also add that effectiveness of t2 arty decreses with increasing skill of players.

Statistics: Posted by ZLO_RD — 09 Jul 2015, 15:49


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2015-07-09T15:45:14+02:00 2015-07-09T15:45:14+02:00 /viewtopic.php?t=10217&p=103724#p103724 <![CDATA[Re: T2 artillery discussion]]>
A line of massed Artillery acts as a pretty good area denial against T3 units but I think it should remain a poor option for offense and primarily defensive in nature.

Statistics: Posted by KD7BCH — 09 Jul 2015, 15:45


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2015-07-09T15:08:55+02:00 2015-07-09T15:08:55+02:00 /viewtopic.php?t=10217&p=103721#p103721 <![CDATA[Re: T2 artillery discussion]]> Statistics: Posted by yeager — 09 Jul 2015, 15:08


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2015-07-09T13:51:17+02:00 2015-07-09T13:51:17+02:00 /viewtopic.php?t=10217&p=103717#p103717 <![CDATA[Re: T2 artillery discussion]]>
I would really be against placing them in T3 class. Aside from the obvious reason that it's been a T2 units for ages, it simply needs an accuracy buff. A unit that fires so slow should always hit dead on target. Either that or keep it as is and increase rate of fire.

Statistics: Posted by Col_Walter_Kurtz — 09 Jul 2015, 13:51


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2015-07-08T16:28:07+02:00 2015-07-08T16:28:07+02:00 /viewtopic.php?t=10217&p=103609#p103609 <![CDATA[Re: artillery fun]]>
yeager wrote:
zeroAPM wrote:
yeager wrote:I don't like the idea that it could have insane cost/range and best up shields, that sounds to much like a t3 unit. Also for ppl who think they are used to kill tmd and smd for missles it doesn't work, it takes at least 2 arty to break a shields and destroy what's under it. I think this begs the question: what should arty be good for? Anti unit? Anti tml? Anti mobile arty? Anti shield?
Buffing accuracy would be nice, but extra rof would make them able to kill shields, and that ain't fair. More range also means more tutting (although tml has tons of range and it doesn't really provoke a lot of turtleing) a bigger blast would be nice, terrorizing bases that don't have shields and keeping expansions down, but that's all I can think of


Aeon: anti structure (high damage, high precision, low AoE)
Cybran: anti blob (good rof, big splash, low precisio, medium damage)
Sera: balanced
UEF: anti EXP/big unit (very high direct hit damage, very little splash, splash deal low damage, medium precision, lower fire rate) (the weapon is called APDS artillery so it shooting a Armor Piercing Discarding Sabot-like projectile would be nice)

Sera: balanced
Why does no one give a shizle about sera? Also you should make them work with the faction diversity and uef really doest need more late game units
Id say:
Aeon: anti t3/exp unit, high muzzle velocity, excelant damage, almost no splash, less rang than the others
Cybran: anti shield, it has a rate of fire and big blast, has a shell that has a small emp
Uef: higher rang but lower damage than the rest, with a small aoe and decent fire rate
Seraphim: combined properties it has an insane damage out put and splash but an awful rate of fire (kinda like aeon mobile artillery) making it the worst against shields but awesome at devastating t2-t3 armies (if they are slow) and unprotected points. Slightly more range than regular but not as much as uef, most costly


Looks good to me.
Damn UEF frontloadedness clouding my judgement

Statistics: Posted by zeroAPM — 08 Jul 2015, 16:28


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2015-07-08T15:46:26+02:00 2015-07-08T15:46:26+02:00 /viewtopic.php?t=10217&p=103601#p103601 <![CDATA[Re: artillery fun]]>
zeroAPM wrote:
yeager wrote:I don't like the idea that it could have insane cost/range and best up shields, that sounds to much like a t3 unit. Also for ppl who think they are used to kill tmd and smd for missles it doesn't work, it takes at least 2 arty to break a shields and destroy what's under it. I think this begs the question: what should arty be good for? Anti unit? Anti tml? Anti mobile arty? Anti shield?
Buffing accuracy would be nice, but extra rof would make them able to kill shields, and that ain't fair. More range also means more tutting (although tml has tons of range and it doesn't really provoke a lot of turtleing) a bigger blast would be nice, terrorizing bases that don't have shields and keeping expansions down, but that's all I can think of


Aeon: anti structure (high damage, high precision, low AoE)
Cybran: anti blob (good rof, big splash, low precisio, medium damage)
Sera: balanced
UEF: anti EXP/big unit (very high direct hit damage, very little splash, splash deal low damage, medium precision, lower fire rate) (the weapon is called APDS artillery so it shooting a Armor Piercing Discarding Sabot-like projectile would be nice)

Sera: balanced
Why does no one give a shizle about sera? Also you should make them work with the faction diversity and uef really doest need more late game units
Id say:
Aeon: anti t3/exp unit, high muzzle velocity, excelant damage, almost no splash, less rang than the others
Cybran: anti shield, it has a rate of fire and big blast, has a shell that has a small emp
Uef: higher rang but lower damage than the rest, with a small aoe and decent fire rate
Seraphim: combined properties it has an insane damage out put and splash but an awful rate of fire (kinda like aeon mobile artillery) making it the worst against shields but awesome at devastating t2-t3 armies (if they are slow) and unprotected points. Slightly more range than regular but not as much as uef, most costly

Statistics: Posted by yeager — 08 Jul 2015, 15:46


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2015-07-08T13:29:09+02:00 2015-07-08T13:29:09+02:00 /viewtopic.php?t=10217&p=103587#p103587 <![CDATA[Re: artillery fun]]>
yeager wrote:
I don't like the idea that it could have insane cost/range and best up shields, that sounds to much like a t3 unit. Also for ppl who think they are used to kill tmd and smd for missles it doesn't work, it takes at least 2 arty to break a shields and destroy what's under it. I think this begs the question: what should arty be good for? Anti unit? Anti tml? Anti mobile arty? Anti shield?
Buffing accuracy would be nice, but extra rof would make them able to kill shields, and that ain't fair. More range also means more tutting (although tml has tons of range and it doesn't really provoke a lot of turtleing) a bigger blast would be nice, terrorizing bases that don't have shields and keeping expansions down, but that's all I can think of


Aeon: anti structure (high damage, high precision, low AoE)
Cybran: anti blob (good rof, big splash, low precisio, medium damage)
Sera: balanced
UEF: anti EXP/big unit (very high direct hit damage, very little splash, splash deal low damage, medium precision, lower fire rate) (the weapon is called APDS artillery so it shooting a Armor Piercing Discarding Sabot-like projectile would be nice)

Statistics: Posted by zeroAPM — 08 Jul 2015, 13:29


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2015-07-07T22:15:48+02:00 2015-07-07T22:15:48+02:00 /viewtopic.php?t=10217&p=103530#p103530 <![CDATA[Re: artillery fun]]> Buffing accuracy would be nice, but extra rof would make them able to kill shields, and that ain't fair. More range also means more tutting (although tml has tons of range and it doesn't really provoke a lot of turtleing) a bigger blast would be nice, terrorizing bases that don't have shields and keeping expansions down, but that's all I can think of

Statistics: Posted by yeager — 07 Jul 2015, 22:15


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2015-07-07T20:40:09+02:00 2015-07-07T20:40:09+02:00 /viewtopic.php?t=10217&p=103523#p103523 <![CDATA[Re: artillery fun]]> Statistics: Posted by KD7BCH — 07 Jul 2015, 20:40


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