Forged Alliance Forever Forged Alliance Forever Forums 2017-05-24T15:15:37+02:00 /feed.php?f=67&t=14194 2017-05-24T15:15:37+02:00 2017-05-24T15:15:37+02:00 /viewtopic.php?t=14194&p=149555#p149555 <![CDATA[Re: Beta 3678 feedback thread]]> however, if now you place units in your base near the map edge, when you issue a command they will loose it..
why, because they landed directed off the map, and when they take off they kinda go there...
oh wait, my mistake, need to micro...

Statistics: Posted by edmundopt — 24 May 2017, 15:15


]]>
2017-05-11T15:24:24+02:00 2017-05-11T15:24:24+02:00 /viewtopic.php?t=14194&p=148390#p148390 <![CDATA[Re: Beta 3678 feedback thread]]>
I delayed going there in favor of building up t1 artillery, and boy did it prove out. I will post replay once the vault is working again.

Statistics: Posted by Morax — 11 May 2017, 15:24


]]>
2017-05-07T18:28:05+02:00 2017-05-07T18:28:05+02:00 /viewtopic.php?t=14194&p=148038#p148038 <![CDATA[Re: Beta 3678 feedback thread]]> Statistics: Posted by SpoCk0nd0pe — 07 May 2017, 18:28


]]>
2017-05-06T18:36:23+02:00 2017-05-06T18:36:23+02:00 /viewtopic.php?t=14194&p=147993#p147993 <![CDATA[Re: Beta 3678 feedback thread]]> this.
3677 is the new and current faf patch (just a hotfix) and the beta is still the same.
I assume calling the 3678 develop patch a balance patch was a mistake.

Statistics: Posted by PhilipJFry — 06 May 2017, 18:36


]]>
2017-05-06T16:20:57+02:00 2017-05-06T16:20:57+02:00 /viewtopic.php?t=14194&p=147987#p147987 <![CDATA[Re: Beta 3678 feedback thread]]> Statistics: Posted by SpoCk0nd0pe — 06 May 2017, 16:20


]]>
2017-04-18T19:12:58+02:00 2017-04-18T19:12:58+02:00 /viewtopic.php?t=14194&p=147148#p147148 <![CDATA[Re: Beta 3678 feedback thread]]> wich means he is extremly vulnerable to a tml snipe, before balance the mass extractor would have retain 50% of mass if rebuilt, but now there's nothing there, so, well, TML buff was huge, I don't think this is balanced, not even close

Statistics: Posted by edmundopt — 18 Apr 2017, 19:12


]]>
2017-04-13T14:37:57+02:00 2017-04-13T14:37:57+02:00 /viewtopic.php?t=14194&p=146808#p146808 <![CDATA[Re: Beta 3678 feedback thread]]> Statistics: Posted by SpoCk0nd0pe — 13 Apr 2017, 14:37


]]>
2017-04-11T21:08:09+02:00 2017-04-11T21:08:09+02:00 /viewtopic.php?t=14194&p=146713#p146713 <![CDATA[Re: Beta 3678 feedback thread]]> Statistics: Posted by Deribus — 11 Apr 2017, 21:08


]]>
2017-04-02T04:32:05+02:00 2017-04-02T04:32:05+02:00 /viewtopic.php?t=14194&p=146274#p146274 <![CDATA[Re: Beta 3678 feedback thread]]> significantly. I do mean significantly, it was several times stronger. It rewards you for keeping your unit alive, rather than being HOW you keep a unit alive. Instead of instantly healing up, yes, you have to retreat a bit, but it will regen more HP than it would have instahealed in the current balance in about a minute, and from there on out you're in profit.

Combined with the better spreading of XP by mass among combat units, it plays really quite nicely.

Statistics: Posted by IceDreamer — 02 Apr 2017, 04:32


]]>
2017-04-02T00:16:18+02:00 2017-04-02T00:16:18+02:00 /viewtopic.php?t=14194&p=146265#p146265 <![CDATA[Re: Beta 3678 feedback thread]]> Btw we should keep the same instant heal no matter what life is left on the unit, because would be too hard to predict how much health you will get.
Also, i feel like basing instant heal on the left HP (like a %) is bad, because you need to use your unit at front and lose hp so you get kill and vet, so it would feel counter intuitive.

Statistics: Posted by keyser — 02 Apr 2017, 00:16


]]>
2017-04-01T23:31:04+02:00 2017-04-01T23:31:04+02:00 /viewtopic.php?t=14194&p=146260#p146260 <![CDATA[Re: Beta 3678 feedback thread]]> Exemple: an unit with 45000/45000 hp becomes an unit with 45000/49500 with a regen bonus.

Statistics: Posted by FasterJump — 01 Apr 2017, 23:31


]]>
2017-04-01T22:50:48+02:00 2017-04-01T22:50:48+02:00 /viewtopic.php?t=14194&p=146256#p146256 <![CDATA[Re: Beta 3678 feedback thread]]> Statistics: Posted by IceDreamer — 01 Apr 2017, 22:50


]]>
2017-04-01T22:36:51+02:00 2017-04-01T22:36:51+02:00 /viewtopic.php?t=14194&p=146255#p146255 <![CDATA[Re: Beta 3678 feedback thread]]>
If the unit is very low life, then the gain is divided by 2.

An unit that would normally gain 10000 hp for 1 veterancy level, if is very low life, gain only 5000 hp.
If the unit is mid life then the gain is 7500 hp.

Statistics: Posted by FasterJump — 01 Apr 2017, 22:36


]]>
2017-04-01T20:37:34+02:00 2017-04-01T20:37:34+02:00 /viewtopic.php?t=14194&p=146246#p146246 <![CDATA[Re: Beta 3678 feedback thread]]> Statistics: Posted by IceDreamer — 01 Apr 2017, 20:37


]]>
2017-03-31T23:36:50+02:00 2017-03-31T23:36:50+02:00 /viewtopic.php?t=14194&p=146208#p146208 <![CDATA[Re: Beta 3678 feedback thread]]>
IceDreamer wrote:
Making engies in attack-move and patrol switch from rock to rock faster is... Not easy... :/

Not possible? :/ Probably :'(

Maybe implementing area commands is enough. Manual reclaim pros would still have an edge, but a smaller one and it's an intuitive feature already known from other RTS titles.
PsychoBoB wrote:
...APM will just be used in less boring ways, so we might see better build orders, far greater degrees of micro in the opening fights, or any number of other inventive cleverness that those top players with godly APM figure out to do once they're no longer forced to use it to reclaim.

Would be nice to see what happens to the first "boring" 5 mins...

Maybe more lab play. That would be much more interesting then manual reclaim imho.

Statistics: Posted by SpoCk0nd0pe — 31 Mar 2017, 23:36


]]>