Forged Alliance Forever Forged Alliance Forever Forums 2017-04-14T18:54:23+02:00 /feed.php?f=67&t=14361 2017-04-14T18:54:23+02:00 2017-04-14T18:54:23+02:00 /viewtopic.php?t=14361&p=146897#p146897 <![CDATA[Re: T1 submarines price down ?]]>
As for T1 subs, I've heard people talk about how OP a critical mass of them are. That's true, however a critical mass of frigates is also OP, and has much more of an immediate presence. I think the idea of a large group of subs killing frigates after frigates kill naval factories leads to an interesting gameplay and we can't have that if frigates or subs are changed too much.

Statistics: Posted by Evan_ — 14 Apr 2017, 18:54


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2017-04-14T18:20:01+02:00 2017-04-14T18:20:01+02:00 /viewtopic.php?t=14361&p=146895#p146895 <![CDATA[Re: T1 submarines price down ?]]>
anyway, as for what i explained about specialisation, in previous post, that's why i think wonder NA is better map design than wonder. No more gunship rush, blame air, noob front etc... also it make snipe/asf less easy to rush, and somehow make the game more balance.
People are less afraid air snipe and can do some more interesting attack with their acu.
But doesn't mean if there is no air player than air is useless. If a team focus a little bit more on air they can gain air control together, and then use air effectively (even snipe, but it is not as easy as before).

wonder NA still has lot of drawback, but its design is more for people that like to play with army placement, and acu upgrade for example. Example of drawback is the lack of transport play for exemple, no much raid are possible, and the game can also turn turtle (somehow having some mexx to grab on the sides allow to reduce the level of turtle.)

and i prefer to compare wonder NA to wonder and not to seton, because the dynamic / gameplay is not the same at all.

Btw i'm not sure why you call "having a control of the under-water terrain" as a niche use.

Statistics: Posted by keyser — 14 Apr 2017, 18:20


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2017-04-14T17:42:46+02:00 2017-04-14T17:42:46+02:00 /viewtopic.php?t=14361&p=146894#p146894 <![CDATA[Re: T1 submarines price down ?]]>
i also disagree with underwater mex, the idea of using what was maybe not supposed to be an editor feature to give subs a niche use is not a real good "map design" either

Statistics: Posted by biass — 14 Apr 2017, 17:42


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2017-04-14T17:25:26+02:00 2017-04-14T17:25:26+02:00 /viewtopic.php?t=14361&p=146893#p146893 <![CDATA[Re: T1 submarines price down ?]]>

well map design could be better yes; i didn't say map was bad. And was also answering to random argument from the previous "seton's bitch team member"

Statistics: Posted by keyser — 14 Apr 2017, 17:25


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2017-04-14T17:20:11+02:00 2017-04-14T17:20:11+02:00 /viewtopic.php?t=14361&p=146892#p146892 <![CDATA[Re: T1 submarines price down ?]]>
keyser wrote:
the definition of "bad map design" is a map design that allow some units to be too good or too weak.

for example, not having water mexx, makes T1 subs under-powered. (While having water mexx doesn't make them over-powered)


i think we can accord on this definition.

i would extend it to map with "air spot", which allow a fast tech of air unit, and make air snipe unit and asf/strat over-powered. But corsair or asf/strat combo are at a good place when you play map without air spot.

people play map with specific job like doing naval/land/air because they are lazy, but this also affect the balance of the game.
this is why 1v1, where you have to do everything yourself (land/air/naval) is where the game has achieve the best balance.

- big enough so all the tech levels are useful
- 8 players
- Land, water and air all used together
- Each player focuses on one thing (land, naval, air superiority)
- Teamplay is the key
- players from the same team are not too close to each other
- battle for the reclaim
- neutral islands
- each position has a different gamplay (at least at the beginning)

- mhkay, if you want; the size also reduce the acu play, so i'm not sure this is an advantage
- you can have good map without land/air but i guess this is an ok statement
- this is typically one of the worst thing that can happen to a map
- teamplay ? this is fucking 4 * 1v1; this is the worst map for teamplaying; take a wonder NA, and see people push their armys together with their coms, defend flank of their ally etc...
- same issue with com play, it makes game super slow in the early game + remove all ACU + army push for exemple
- well this is for all map wtf ?
- not sure why this would be a good point but w/e
- same argument as "everyone focus on 1 thing"


Setons doesn't have underwater mexes
Ergo setons is a example of bad map design
Am i correct in this?

Statistics: Posted by zeroAPM — 14 Apr 2017, 17:20


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2017-04-14T16:55:35+02:00 2017-04-14T16:55:35+02:00 /viewtopic.php?t=14361&p=146891#p146891 <![CDATA[Re: T1 submarines price down ?]]>
keyser wrote:
wonder na is good map design

lmao

as for subs? i think they're cool right now, maybe if you needed to buff them decrease the build time? if you make them too good you'll void frigates for a little bit :mrgreen:

Statistics: Posted by biass — 14 Apr 2017, 16:55


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2017-04-14T16:34:02+02:00 2017-04-14T16:34:02+02:00 /viewtopic.php?t=14361&p=146890#p146890 <![CDATA[Re: T1 submarines price down ?]]>
now can we get back ontopic?

Statistics: Posted by Farmsletje — 14 Apr 2017, 16:34


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2017-04-14T16:19:21+02:00 2017-04-14T16:19:21+02:00 /viewtopic.php?t=14361&p=146889#p146889 <![CDATA[Re: T1 submarines price down ?]]>
keyser wrote:
Spoiler: show
CSI wrote:According to him it's a map without water mexes lol.

In my opinion Seton is a very god map for the following reasons :
- big enough so all the tech levels are useful
- 8 players
- Land, water and air all used together
- Each player focuses on one thing (land, naval, air superiority)
- Teamplay is the key
- players from the same team are not too close to each other
- battle for the reclaim
- neutral islands
- each position has a different gamplay (at least at the beginning)

The only negative point for me is the width of the clutch which is too tight and makes navy too strong against mid player.

- mhkay, if you want; the size also reduce the acu play, so i'm not sure this is an advantage
- you can have good map without land/air but i guess this is an ok statement
- this is typically one of the worst thing that can happen to a map
- teamplay ? this is fucking 4 * 1v1; this is the worst map for teamplaying; take a wonder NA, and see people push their armys together with their coms, defend flank of their ally etc...
- same issue with com play, it makes game super slow in the early game + remove all ACU + army push for exemple
- well this is for all map wtf ?
- not sure why this would be a good point but w/e
- same argument as "everyone focus on 1 thing"


-For sure combat time per acu is perhaps not as large as say, a Syrtis Major, however, there are a far greater number of ACU uses on Setons than the head battering against t1 land units. I dare say the array of ACU upgrades utilised on Setons far exceeds that of any other single team player map. T3 com drops, T2 com drops, TML com drops, Mazer drops, Torp coms along with all the other standard combat pushes can be viable in almost every single game that is played.

-Focusing on 1 thing is the worst thing that can happen on a team map? and a"fucking 4* 1v1, this is the worst map for team play; take wonder" As evidenced from the T3 gunship thread, it seems players of these maps are actually playing the 4* 1v1. From my, granted, limited experience on other maps, I have never felt the nuances of teamplay as strongly as i have felt on Setons (Praise be unto it). The specialisation i feel only helps this. Right from the off one must asses the likelihood of their team winning can devise multiple strategies to win the game rather than just spamming land factories. Do you need to hamper their air player? their front player? do you need to win more quickly than their rock?. Entirely sacrificing your own position to help the other 3 win is not uncommon, and what could be more teamplay than that? And when you see one of your teammates being unexpectedly rolled, the decisions to be assessed in attempts to increase your chances of winning usually involve a lot more than a move order of mantis from one point of the map to the other. Again, i feel that the specialisation helps here, as it requires constant awareness of the sizeable FAF database of units that can be at your disposal to help or could be likely to attack you, or your teammates, so that you aren't caught with your pants round your ankles blaming the noob flanks or op T3 gunships.

I could go on, but all i really want is for this blaspheming to stop.

Statistics: Posted by Mel_Gibson — 14 Apr 2017, 16:19


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2017-04-14T15:05:30+02:00 2017-04-14T15:05:30+02:00 /viewtopic.php?t=14361&p=146887#p146887 <![CDATA[Re: T1 submarines price down ?]]>
for example, not having water mexx, makes T1 subs under-powered. (While having water mexx doesn't make them over-powered)

i think we can accord on this definition.

i would extend it to map with "air spot", which allow a fast tech of air unit, and make air snipe unit and asf/strat over-powered. But corsair or asf/strat combo are at a good place when you play map without air spot.

people play map with specific job like doing naval/land/air because they are lazy, but this also affect the balance of the game.
this is why 1v1, where you have to do everything yourself (land/air/naval) is where the game has achieve the best balance.


- big enough so all the tech levels are useful
- 8 players
- Land, water and air all used together
- Each player focuses on one thing (land, naval, air superiority)
- Teamplay is the key
- players from the same team are not too close to each other
- battle for the reclaim
- neutral islands
- each position has a different gamplay (at least at the beginning)

- mhkay, if you want; the size also reduce the acu play, so i'm not sure this is an advantage
- you can have good map without land/air but i guess this is an ok statement
- this is typically one of the worst thing that can happen to a map
- teamplay ? this is fucking 4 * 1v1; this is the worst map for teamplaying; take a wonder NA, and see people push their armys together with their coms, defend flank of their ally etc...
- same issue with com play, it makes game super slow in the early game + remove all ACU + army push for exemple
- well this is for all map wtf ?
- not sure why this would be a good point but w/e
- same argument as "everyone focus on 1 thing"

Statistics: Posted by keyser — 14 Apr 2017, 15:05


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2017-04-14T14:21:18+02:00 2017-04-14T14:21:18+02:00 /viewtopic.php?t=14361&p=146884#p146884 <![CDATA[Re: T1 submarines price down ?]]> And not even in the same direction to achieve a constant air flow either.
As long as we have X different people all with their own definition of "bad map design", with X>1, nothing will get done because everybody will have their definition of "bad map design" that, at best, will barely intersect with all other people's definitions.

Statistics: Posted by zeroAPM — 14 Apr 2017, 14:21


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2017-04-14T13:26:25+02:00 2017-04-14T13:26:25+02:00 /viewtopic.php?t=14361&p=146882#p146882 <![CDATA[Re: T1 submarines price down ?]]> Statistics: Posted by Farmsletje — 14 Apr 2017, 13:26


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2017-04-14T12:15:13+02:00 2017-04-14T12:15:13+02:00 /viewtopic.php?t=14361&p=146878#p146878 <![CDATA[Re: T1 submarines price down ?]]> Statistics: Posted by zeroAPM — 14 Apr 2017, 12:15


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2017-04-13T20:47:28+02:00 2017-04-13T20:47:28+02:00 /viewtopic.php?t=14361&p=146839#p146839 <![CDATA[Re: T1 submarines price down ?]]>
CSI wrote:
-lots of pointless text-

On almost every current map t1 subs are usefull, but in the past few months i've never seen a single t1 sub being build on setons. That leaves you with 2 options:

A: t1 sub is too weak (and is therefor not well balanced in the game)
B: the map design doesn't allow for the usage of t1 subs.

Don't shove words in my mouth that i didn't say. I don't think setons is a bad map. However, no map is perfect.
zeroAPM wrote:
What is a "bad map" though?


zeroAPM wrote:
What is a "bad map" though?

I shouldn't ahve said 'bad maps' but 'bad map design'

Statistics: Posted by Farmsletje — 13 Apr 2017, 20:47


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2017-04-13T20:35:57+02:00 2017-04-13T20:35:57+02:00 /viewtopic.php?t=14361&p=146838#p146838 <![CDATA[Re: T1 submarines price down ?]]>
Also if you want a game balanced around setons, go play gala's balance mod. Strange to see he hasn't messed with t1 subs if they're so garbage on the map tho.

Statistics: Posted by FtXCommando — 13 Apr 2017, 20:35


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2017-04-13T19:14:50+02:00 2017-04-13T19:14:50+02:00 /viewtopic.php?t=14361&p=146832#p146832 <![CDATA[Re: T1 submarines price down ?]]>
In my opinion Seton is a very god map for the following reasons :
- big enough so all the tech levels are useful
- 8 players
- Land, water and air all used together
- Each player focuses on one thing (land, naval, air superiority)
- Teamplay is the key
- players from the same team are not too close to each other
- battle for the reclaim
- neutral islands
- each position has a different gamplay (at least at the beginning)

The only negative point for me is the width of the clutch which is too tight and makes navy too strong against mid player.

Statistics: Posted by CSI — 13 Apr 2017, 19:14


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