Forged Alliance Forever Forged Alliance Forever Forums 2017-09-26T19:01:58+02:00 /feed.php?f=67&t=15248 2017-09-26T19:01:58+02:00 2017-09-26T19:01:58+02:00 /viewtopic.php?t=15248&p=154575#p154575 <![CDATA[Re: Seraphim Air (specifically the new gunships)]]>
As I said in this post a while back http://forums.faforever.com/viewtopic.php?f=67&t=14852#p151871 only a slight buff would enable 2 Vulthoo gunships to fly in and take out a mobile flak without losing either one (balance team also found a better balance between cost/power).

Statistics: Posted by Evan_ — 26 Sep 2017, 19:01


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2017-09-26T14:43:12+02:00 2017-09-26T14:43:12+02:00 /viewtopic.php?t=15248&p=154567#p154567 <![CDATA[Seraphim Air (specifically the new gunships)]]>
I think the gunships were a great idea. In large part, this is overdue because seraphim air has very little distinguishing it (transports have more spots, the t1 bomber is nice, and that's pretty much it?). I never see air players on any map choose to play seraphim. It's a good idea to give them something unique.

The buff was essentially a 25% increase in both cost and effectiveness across the board, which amounts to a slight buff because the firepower is more concentrated, but essentially the same efficiency as all other gunships. Given that situation, I don't think they're buffed enough to make them stand-out at all relative to other factions. To make the gunships stick out, why not give them a slight buff from their new, current state, like a 5% speed increase, or a 3-5% decrease in price, or something. That way they are actually legitimately better than the other faction's gunships. Such a small change would go mostly unnoticed, but would give seraphim air one real advantage.

Statistics: Posted by sasin — 26 Sep 2017, 14:43


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