Forged Alliance Forever Forged Alliance Forever Forums 2016-09-15T10:12:27+02:00 /feed.php?f=67&t=12949 2016-09-15T10:12:27+02:00 2016-09-15T10:12:27+02:00 /viewtopic.php?t=12949&p=135392#p135392 <![CDATA[Re: Do you like the patch overall, yes or no]]> Statistics: Posted by Yakmann — 15 Sep 2016, 10:12


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2016-09-14T02:06:05+02:00 2016-09-14T02:06:05+02:00 /viewtopic.php?t=12949&p=135273#p135273 <![CDATA[Re: Do you like the patch overall, yes or no]]> Statistics: Posted by Lieutenant Lich — 14 Sep 2016, 02:06


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2016-09-13T15:35:34+02:00 2016-09-13T15:35:34+02:00 /viewtopic.php?t=12949&p=135210#p135210 <![CDATA[Re: Do you like the patch overall, yes or no]]>
LichKing2033 wrote:
Does no one here vet up from combat?

You speak like +3 hp/sec from each vet is any comparable to +20 from T2...

Even 5 vets have less regen than pre-nerf T2. All that assuming you need to get 120 kills...

Not to mention that putting low-hp ACU at risk to get some veterancy and regen 9 minutes instead of 10 is not exactly a good idea.

Statistics: Posted by Apofenas — 13 Sep 2016, 15:35


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2016-09-13T14:50:14+02:00 2016-09-13T14:50:14+02:00 /viewtopic.php?t=12949&p=135204#p135204 <![CDATA[Re: Do you like the patch overall, yes or no]]>
Zock wrote:
Repairing ACU with engies was removed years ago because it was the cause for countless accidental eco stalls when you were just assisting your ACU with some engies and they would start to repair it. Don't think we want that back.


And it was mistake. Problem is not accidental eco stall problem is price of ACU. When have acu normal price and not as experimental unit, accidental repair will not be problem because have hp on acu is all time good think.

Basicly you remove one game mechanism because dont know how to fix it.

Statistics: Posted by Ithilis_Quo — 13 Sep 2016, 14:50


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2016-09-13T10:15:31+02:00 2016-09-13T10:15:31+02:00 /viewtopic.php?t=12949&p=135186#p135186 <![CDATA[Re: Do you like the patch overall, yes or no]]>
OmegaMan wrote:
I agree with many on here, for team games the regen nerf makes the ACU way more risky to have up front.

Also, Now that the new patch removed the regen from t2/t3 build suite The ACU just CAN'T be repair if it gets damaged. it takes FOREVER. Can we please fix this? It makes the ACU a big liability if it gets damaged which makes offensive use very risky until LATE LATE game when the expensive upgrades can come into play. I get why the changes were made, but now ACU is glass cannon because each time you use it it's gonna take some hits and they add up over the game fast.. It makes the game a lot more static and defensive which IMHO is bad for gameplay.

I suggest increase the engineer repair rate for the ACU so you can repair it 1-2 mins with assist so it's about equal to the balance with the old regen. That way it can't dominate the field shrugging off damage.


Repairing ACU with engies was removed years ago because it was the cause for countless accidental eco stalls when you were just assisting your ACU with some engies and they would start to repair it. Don't think we want that back.

Some other upgrades will be cheaper in the next patch, which should go along well with your other points.

Statistics: Posted by Zock — 13 Sep 2016, 10:15


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2016-09-13T00:15:20+02:00 2016-09-13T00:15:20+02:00 /viewtopic.php?t=12949&p=135163#p135163 <![CDATA[Re: Do you like the patch overall, yes or no]]> Statistics: Posted by Lieutenant Lich — 13 Sep 2016, 00:15


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2016-09-12T23:21:14+02:00 2016-09-12T23:21:14+02:00 /viewtopic.php?t=12949&p=135160#p135160 <![CDATA[Re: Do you like the patch overall, yes or no]]>
Also, Now that the new patch removed the regen from t2/t3 build suite The ACU just CAN'T be repair if it gets damaged. it takes FOREVER. Can we please fix this? It makes the ACU a big liability if it gets damaged which makes offensive use very risky until LATE LATE game when the expensive upgrades can come into play. I get why the changes were made, but now ACU is glass cannon because each time you use it it's gonna take some hits and they add up over the game fast.. It makes the game a lot more static and defensive which IMHO is bad for gameplay.

I suggest increase the engineer repair rate for the ACU so you can repair it 1-2 mins with assist so it's about equal to the balance with the old regen. That way it can't dominate the field shrugging off damage.

Statistics: Posted by OmegaMan — 12 Sep 2016, 23:21


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2016-09-11T02:28:07+02:00 2016-09-11T02:28:07+02:00 /viewtopic.php?t=12949&p=135003#p135003 <![CDATA[Re: Do you like the patch overall, yes or no]]>
  • ACU HP nurf is causing folks to turtle. By far, this is the biggest complaint. Perhaps 1v1 ladder works out differently - never tried it - but this makes com forward a dangerous proposition. I'm seeing folks turtle more then they use to, which is just not fun.
  • Com drops are still viable. The lack of HP on both coms balance out. Not sure if that was one of the items they were trying to 'fix', but just makes it a bit riskier.
  • T1 bombers are worthless in larger maps. Interceptors make quick work of them for early 20x20 sized maps. The bombs do work better, but they just don't get a second or third pass in. Too spendy for what you get.
  • Still seeing a bit of hover bomb type activity. If that is what we were trying to stop, might be worth making it a bannable thing. (Rather than just something someone with good micro can pull off)
  • The TML reduction on cybran is just retarded. 4 shots go fast, and then you end up spending a bunch of time trying to load. Sure reduced the likelihood of folks getting sniped. By the time they see the missiles, you reload, they have TMD up. Don't know who asked for this... It did make sense to reduce the sera magazine from 20. Instead of folks 'wasting' mass on unused tacs, they end up wasting mass on multiple launchers to make up for the small capacity.
  • No real impact with the stealth power requirements. You see folks ask for a second transport now that beetles are t2 sized. A minor tweak/change, so won't hate on it just for the sake of change.
  • The extra HP on T1 arty does make a difference. Taking 3 shots vs 2 really makes the paper com in deep weeds if they don't have OC.
  • I like the T3 bomber tweak. Nice factional difference, does not seem to overpower anything.
  • Seeing t1 drops of cybran T1 AA, used for ground fire. LOL. The auto toggle works nicely.
  • Aeon is now a perimeter com. Holy smokes is the vision huge. Costs were not too bad before, now silly cheap. The maps I play use it quite often. The vision radius is too large, I think.
  • Cost increase on the scathis was fine. Less so the range change. On 20x20 maps, the old range was about perfect. Gimped.
  • HQ/commander cost changes - just getting use to the new meta on it. Can't say it changes much on team games at this point.
  • Cybran destroyers no longer wreck air. I'm good with this change. Makes cruisers important. Auto switching is very nice.
  • Holy smokes to T2 arty go up fast. Very easy to set up a firebase. I'm OK with this.

Not sure if it a patch thing - but WTF with TheSetoner bot? Some might consider it funny, some tasteless - but regardless - it is spamming up aeolus with crap at best. In some cases, it pulls bits from this forum, more or less mocking the folks who took the time to provide feedback. Way to piss on the users. A real person talking smack, fine. Having a bot 'carefully, slowly and sensually undress dev_nulled'.. obviously some nine year old coder had way too much time on their hands. QAI bot had value, at least.

Statistics: Posted by dev_nulled — 11 Sep 2016, 02:28


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2016-09-09T02:06:55+02:00 2016-09-09T02:06:55+02:00 /viewtopic.php?t=12949&p=134913#p134913 <![CDATA[Re: Do you like the patch overall, yes or no]]>
Spoiler: show
No, it really is coming soon

Statistics: Posted by Lieutenant Lich — 09 Sep 2016, 02:06


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2016-09-08T17:47:12+02:00 2016-09-08T17:47:12+02:00 /viewtopic.php?t=12949&p=134877#p134877 <![CDATA[Re: Do you like the patch overall, yes or no]]> Statistics: Posted by edizon — 08 Sep 2016, 17:47


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2016-09-02T20:07:31+02:00 2016-09-02T20:07:31+02:00 /viewtopic.php?t=12949&p=134436#p134436 <![CDATA[Re: Do you like the patch overall, yes or no]]>



"and remember, u are a noob, u don’t have any rights to disagree"

Statistics: Posted by nocaps — 02 Sep 2016, 20:07


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2016-09-02T17:50:46+02:00 2016-09-02T17:50:46+02:00 /viewtopic.php?t=12949&p=134414#p134414 <![CDATA[Re: Do you like the patch overall, yes or no]]> Statistics: Posted by Morax — 02 Sep 2016, 17:50


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2016-09-02T17:17:26+02:00 2016-09-02T17:17:26+02:00 /viewtopic.php?t=12949&p=134410#p134410 <![CDATA[Re: Do you like the patch overall, yes or no]]> According to FAF database, T2 gives 20/s regen bonus.
A bunch of people are screaming how fucked it is that there is no regen on T2 anymore.
viewtopic.php?f=67&t=13028
But if 20/s is nothing anyway why do they bother?


Some theorycrafting and calculations.
Ideal situation: 2 players are completely equal except for NanoUpgrade that 1 player got trough some early advantage.
If they engage in ACU + units combat, each receiving the same amount of damage.
After 5min of such combat, the NanoUpgrade player has 6k extra hp.
That looks more than nothing to me.

This completely disregards comparison of other upgrades or uses of the mass, Which is necessary to find the relative value of the upgrade.[/quote]

It's easy to know why.

10 T1 + 20 T2 = 30Hp/seg
with T3, u will be able to regen +70HP/seg, with any veterancy star.
UEF = 18000 with any kill. More 10%HP for each veterancy star and +5 Regen
28000 TOTAL.

It's mean if u are an wiselly player on the start, u are be able to counter some t3 units even an XP with low HP after late game. Or be protected with more HP to hold bombers t3, Artys T3, and other things.
Without these regens, ACU UEF must spent 20 minutes to fill his low HP, and u are FORCED to make some upgrades, u don't have a choice to battle with your desires and risks

BONUS....

The game come to a constant and dynamic battle, not with firebases war or long time with any combat.
That are the reasons.

Statistics: Posted by Destructor — 02 Sep 2016, 17:17


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2016-09-02T11:33:06+02:00 2016-09-02T11:33:06+02:00 /viewtopic.php?t=12949&p=134350#p134350 <![CDATA[Re: Do you like the patch overall, yes or no]]>
NapSpan wrote:
Agree, the old nano is the good one, expensive and USEFULL, 20 regen bonus and nothing is pretty the same because takes to much time to repair ACU and in combat you want your ACU back to full life in short time, for that reason expensive nano is better.


According to FAF database, T2 gives 20/s regen bonus.

A bunch of people are screaming how fucked it is that there is no regen on T2 anymore.
viewtopic.php?f=67&t=13028

But if 20/s is nothing anyway why do they bother?


Some theorycrafting and calculations.
Ideal situation: 2 players are completely equal except for NanoUpgrade that 1 player got trough some early advantage.
If they engage in ACU + units combat, each receiving the same amount of damage.
After 5min of such combat, the NanoUpgrade player has 6k extra hp.
That looks more than nothing to me.

This completely disregards comparison of other upgrades or uses of the mass, Which is necessary to find the relative value of the upgrade.

Statistics: Posted by KeyBlue — 02 Sep 2016, 11:33


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2016-09-02T11:12:12+02:00 2016-09-02T11:12:12+02:00 /viewtopic.php?t=12949&p=134343#p134343 <![CDATA[Re: Do you like the patch overall, yes or no]]>
angus000 wrote:
Well I like the idea of acus being more vulnerable, but the nerf may be too harsh to UEF and Sera.

Cybran and Aeon can't have a t2 guncom, so only their "engineer acu" was nerfed. However, UEF and Sera's guncom were (presumably) heavily affected: they have lost one of their advantages (and an strategic choice with that) with no compensation whatsoever (except the new uef nano, but it's pretty lame).

Now, I don't play UEF or Sera, but it's fun to have your ACU in the front lines. Sure, you've got shield and super nano, but you usually don't see those until late t2, so there is nothing offensive to upgrade in early t2 as there was T2 suit before. Maybe the uef could make use of the old nano upgrade now that t2 isn't much better.

I understand that the point of the hp nerf is to make commanders easier to kill, but EUF and Sera are supposed to have strong acus. EUF having a tough commander goes with their philosophy, so it could be made an exception with them and give them back the old nano (with adjusted cost if people still don't use it). As for Sera, we could adjust their super gun (that no one uses) so they can make it as t2 suit used to, giving them 100 more dps and 35 range (same as aeon rangecom), that way they are canon fodder, they still have a viable offensive strategy at t2, but still more vulnerable to damage as intended with this patch (it may be too op though).

Agree, the old nano is the good one, expensive and USEFULL, 20 regen bonus and nothing is pretty the same because takes to much time to repair ACU and in combat you want your ACU back to full life in short time, for that reason expensive nano is better.

Statistics: Posted by NapSpan — 02 Sep 2016, 11:12


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