Forged Alliance Forever Forged Alliance Forever Forums 2016-08-30T16:41:26+02:00 /feed.php?f=67&t=13012 2016-08-30T16:41:26+02:00 2016-08-30T16:41:26+02:00 /viewtopic.php?t=13012&p=133946#p133946 <![CDATA[Re: Atlantis rebalance]]>
EvanGalea wrote:
The lack of default regeneration limits the longevity of the Atlantis, . It won't be getting many kills to boost it's health either.

It's actually quite easy to get a lot of veterancy on an Atlantis, you rack up kills using the SAMs. A single air battle over an atlantis can get you to two stars or more, no problem.

The point about ground fire against submerged units is a reasonable one in general. Otherwise, it sounds like you just don't really get UEF T4 units. I bet you also think the fatboy is a poor unit because it can't beat a GC. :roll:

Statistics: Posted by Mycen — 30 Aug 2016, 16:41


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2016-08-30T07:23:53+02:00 2016-08-30T07:23:53+02:00 /viewtopic.php?t=13012&p=133905#p133905 <![CDATA[Re: Atlantis rebalance]]> Statistics: Posted by PhilipJFry — 30 Aug 2016, 07:23


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2016-08-30T06:32:51+02:00 2016-08-30T06:32:51+02:00 /viewtopic.php?t=13012&p=133900#p133900 <![CDATA[Re: Atlantis rebalance]]>
Hawkei wrote:
IceDreamer wrote:If you really wanted to OP-ify Atlantis in a cool way you'd push the whole 'Surprise Attack' bit.

A 3500 dps atlantis will be quite the cool surprise to a few players i suspect.

Statistics: Posted by Mel_Gibson — 30 Aug 2016, 06:32


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2016-08-30T06:30:25+02:00 2016-08-30T06:30:25+02:00 /viewtopic.php?t=13012&p=133897#p133897 <![CDATA[Re: Atlantis rebalance]]>
IceDreamer wrote:
If you really wanted to OP-ify Atlantis in a cool way you'd push the whole 'Surprise Attack' bit.

Stealth while submerged + temporary stealth on launched planes seems like a good way to break it :D ...


IceDreamer, that is why I was pushing the speed buff while submerged. Allowing the Atlantis to move faster means it stands a better chance of getting into position to launch those surprise attacks.

Statistics: Posted by Hawkei — 30 Aug 2016, 06:30


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2016-08-30T06:26:52+02:00 2016-08-30T06:26:52+02:00 /viewtopic.php?t=13012&p=133896#p133896 <![CDATA[Re: Atlantis rebalance]]>
Swol wrote:
The ghetto Atlantis is very overpowered at the moment with it's 3500dps direct fire. Anyone calling for further buffs is clearly delusional.

http://recordit.co/jcGJ7fkCHX


How did you do that?

Statistics: Posted by Hawkei — 30 Aug 2016, 06:26


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2016-08-30T06:22:54+02:00 2016-08-30T06:22:54+02:00 /viewtopic.php?t=13012&p=133895#p133895 <![CDATA[Re: Atlantis rebalance]]>
http://recordit.co/jcGJ7fkCHX

Statistics: Posted by Mel_Gibson — 30 Aug 2016, 06:22


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2016-08-28T16:08:06+02:00 2016-08-28T16:08:06+02:00 /viewtopic.php?t=13012&p=133722#p133722 <![CDATA[Re: Atlantis rebalance]]> it does not adjust the actual hitboxes, the purpose of this change is to allow them to clip through the ground less, making it sane to give them a lower dive depth.

its still a pretty limited fix and does not magically solve all issues, pathfinding and getting stuck is also unaffected.

there is an absurdly silly engine thing that sets dive depth to the highest position that unit has ever been, so a sub thats been in shallow water stays at that height and does not go down again. i dont know how to fix this.



one way to make subs immune would be to add special armour to them, but it could take a lot of effort and im unsure if we can change armour on the fly so its disabled when the subs are surfaced.

Statistics: Posted by Exotic_Retard — 28 Aug 2016, 16:08


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2016-08-28T12:12:55+02:00 2016-08-28T12:12:55+02:00 /viewtopic.php?t=13012&p=133711#p133711 <![CDATA[Re: Atlantis rebalance]]> completely submerged units first.

The unit is supposed to be submerged to the depths, and like all other submarines - it would be stupid to operate only as low as periscope depths (think 14m below the surface) or surfaced for long periods.

IRL a submarine's strength against surface ships is the practical inability to hit a submarine with surface-based ballistic weaponry. It's just too deep. Why aren't FAF's subs effectively this deep when completely submerged? Sure, they should be vulnerable during their transition as they move through that depth-band where surface weaponry has an effect on them.

Can we push the submersibles dive depth past the AoE effect of surface weaponry to safe depths? Or must this be simulated? I say, thoughtfully re-work submarines, not just the Atlantis.

Tempest and Atlantis users will want to make use of deeper water, post-beta:
https://github.com/FAForever/fa/pull/1367

Statistics: Posted by snuffles — 28 Aug 2016, 12:12


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2016-08-28T12:05:32+02:00 2016-08-28T12:05:32+02:00 /viewtopic.php?t=13012&p=133710#p133710 <![CDATA[Re: Atlantis rebalance]]> Statistics: Posted by Iszh — 28 Aug 2016, 12:05


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2016-08-28T11:50:51+02:00 2016-08-28T11:50:51+02:00 /viewtopic.php?t=13012&p=133709#p133709 <![CDATA[Re: Atlantis rebalance]]>
Iszh wrote:
I thought carriers should get anti nuke?!? Has anybody solved the issued with built power?

My idea would be to introduce special carrier planes. Means to add lots of new units to the game. Copy all planes in a naval version just with alike names and much higher built time so the carrier can have 1024 built power not to spam anti nuke rockets and cannot produce its planes insanely fast. If somebody is bored he can give those new planes other models and maybe even minor balance features (e.g. better designed gainst naval stuff) :lol:

Easyer to copy jsut missile with less build time rather than all planes

Statistics: Posted by ZLO_RD — 28 Aug 2016, 11:50


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2016-08-28T10:58:54+02:00 2016-08-28T10:58:54+02:00 /viewtopic.php?t=13012&p=133704#p133704 <![CDATA[Re: Atlantis rebalance]]>
My idea would be to introduce special carrier planes. Means to add lots of new units to the game. Copy all planes in a naval version just with alike names and much higher built time so the carrier can have 1024 built power not to spam anti nuke rockets and cannot produce its planes insanely fast. If somebody is bored he can give those new planes other models and maybe even minor balance features (e.g. better designed gainst naval stuff) :lol:

Statistics: Posted by Iszh — 28 Aug 2016, 10:58


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2016-08-28T10:52:49+02:00 2016-08-28T10:52:49+02:00 /viewtopic.php?t=13012&p=133703#p133703 <![CDATA[Re: Atlantis rebalance]]>
Stealth while submerged + temporary stealth on launched planes seems like a good way to break it :D

(Realistically, I'd like to allow it to fire the AA while submerged. Unique, cool, powerful, and not game-breaking).

Statistics: Posted by IceDreamer — 28 Aug 2016, 10:52


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2016-08-28T10:23:01+02:00 2016-08-28T10:23:01+02:00 /viewtopic.php?t=13012&p=133701#p133701 <![CDATA[Re: Atlantis rebalance]]>
If you build an Atlantis to fight Tempests you might as well make cruiser to kill subs.

Things you want to have an Atlantis for:
    Making Air units
    Outranging other submerged units
    Killing Air units (only when you have Bulwarks to cover you of course)

edit:
Atlantis: 80r 0reg 252sonar, water-vision 100, storage 150units 2.8sp → 75r 15HP/s reg 250sonar 55water-vision 50air-storag 3.5sp

reload time 2s; damage 200 → reload time 1s; damage 100
Elevation 5 → 15, and also added proper hit-boxes and animation
@Exotic_Retard care to explain what the motivation behind the atlantis changes are in equilibrium?

another edit:
UEF has arguably the best/most specialized late game naval units of all factions. There is basically nothing that can destroy a decent UEF navy mix at the t3 stage. Giving the Atlantis more capabilities is not needed in my humbly opinion.

Statistics: Posted by PhilipJFry — 28 Aug 2016, 10:23


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2016-08-28T08:53:04+02:00 2016-08-28T08:53:04+02:00 /viewtopic.php?t=13012&p=133697#p133697 <![CDATA[Re: Atlantis rebalance]]>
Does this however justify the cost of the unit, or it's status as a T4? Well not really. That capability is just not very useful in real games. If it had a little bit more to it, the unit could be better.

I have made previous suggestions on what could make the unit better.
Spoiler: show
1. Add dual riot cannon weapons (with precisely the same capabilities as Fatboy. Allowing the unit to shoot at surface targets when surfaced.
2. Increase movement speed when submerged.

Statistics: Posted by Hawkei — 28 Aug 2016, 08:53


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2016-08-27T21:33:45+02:00 2016-08-27T21:33:45+02:00 /viewtopic.php?t=13012&p=133663#p133663 <![CDATA[Re: Atlantis rebalance]]> fixed in equilibrium
http://equilibrium.x10host.com/changelog/#t3navy
*drive off spreading propaganda leaflets everywhere*

Statistics: Posted by Exotic_Retard — 27 Aug 2016, 21:33


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