Forged Alliance Forever Forged Alliance Forever Forums 2020-06-08T19:46:21+02:00 /feed.php?f=67&t=19195 2020-06-08T19:46:21+02:00 2020-06-08T19:46:21+02:00 /viewtopic.php?t=19195&p=184764#p184764 <![CDATA[Re: Patch 3714 Release Thread]]> https://imgur.com/a/8D83JxM

Statistics: Posted by FtXCommando — 08 Jun 2020, 19:46


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2020-06-08T11:31:16+02:00 2020-06-08T11:31:16+02:00 /viewtopic.php?t=19195&p=184747#p184747 <![CDATA[Re: Patch 3714 Release Thread]]> Statistics: Posted by PreciousRobciu — 08 Jun 2020, 11:31


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2020-05-19T00:56:00+02:00 2020-05-19T00:56:00+02:00 /viewtopic.php?t=19195&p=184248#p184248 <![CDATA[Re: Patch 3714 Release Thread]]>
It also has 0 effect on unit spam as reasonable mixes rarely include a large degree of maa so you wont get much of any additional signatures and even if you do, it will make a mass of 20 units look like 25. Who cares.

If it’s OP for t1 then add it to some unit part of t2 raids. Thing is adding it to mongoose or pillar are also gonna be said to be OP.

Statistics: Posted by FtXCommando — 19 May 2020, 00:56


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2020-05-18T20:43:00+02:00 2020-05-18T20:43:00+02:00 /viewtopic.php?t=19195&p=184240#p184240 <![CDATA[Re: Patch 3714 Release Thread]]>
Or put jamming into t1 anti-air, because that unit often isn't made. If you used the archer defensively, it would give some jamming to your base, and if you bothered to make them, you could get jamming for your raids, but it would not be an insignificant cost to send mobile AA with your raids. Given that the archer is already a "defensive" unit, giving it jamming would fit in without making the unit OP.

Statistics: Posted by armacham01 — 18 May 2020, 20:43


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2020-05-18T00:44:35+02:00 2020-05-18T00:44:35+02:00 /viewtopic.php?t=19195&p=184224#p184224 <![CDATA[Re: Patch 3714 Release Thread]]> Statistics: Posted by Dragun101 — 18 May 2020, 00:44


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2020-05-17T19:50:05+02:00 2020-05-17T19:50:05+02:00 /viewtopic.php?t=19195&p=184214#p184214 <![CDATA[Re: Patch 3714 Release Thread]]> and Cybran gets it on half their roster in ways that gel well with the ability.

Meanwhile UEF gets it on a t3 gunship when it doesn't matter if there are 4 or 8 gunships in the glob coming at you. Nor does it provide much of any utility for sparkies as you want to make like a max of 2-3 early on for potential pd and quick reclaiming on battlefields.

Frigate is really the only UEF unit that sees any utility from jamming. For jamming to be relevant at all for UEF outside of navy it would need to be attached to units expected to be on raids. This basically means either snoops or strikers.

Statistics: Posted by FtXCommando — 17 May 2020, 19:50


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2020-05-17T18:29:21+02:00 2020-05-17T18:29:21+02:00 /viewtopic.php?t=19195&p=184212#p184212 <![CDATA[Re: Patch 3714 Release Thread]]>
Dragun123 wrote:
Sparky already has jammining. In terms of cost to benefit ratio, its basically 3 T1 Engi’s, 2 Strikers and 1 Land Scout rolled into a single unit. So when reclaiming active war zones it excells due to its jamming in theory making PD’s miss. And the enemy seeing a large force than it is potentially stopping a raid on reclaim engi’s. The increase reclaim range would help in that role. Honestly Sparkies are an underrated UEF unit, and if they ever got a minor buff (like more damage output, allowing to build Intel structures or UEF getting a second land based jamming They would become a great unit.

The problem right now is that it's really easy to identify jamming. Anyone seeing the distinct movement of jamming will immediately know "hey those are sparkies" and know there's free kills to be had. Also one flyover by a scout reveals the real units for as long as they stay in radar range. Stealth is a far, far better ability because you can't see it on radar and immediately know what it is. You also need to keep continuous vision or omni to counter it, one scout pass won't do it.

Statistics: Posted by RedX — 17 May 2020, 18:29


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2020-05-17T17:22:09+02:00 2020-05-17T17:22:09+02:00 /viewtopic.php?t=19195&p=184210#p184210 <![CDATA[Re: Patch 3714 Release Thread]]> Statistics: Posted by Dragun101 — 17 May 2020, 17:22


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2020-05-16T19:50:51+02:00 2020-05-16T19:50:51+02:00 /viewtopic.php?t=19195&p=184191#p184191 <![CDATA[Re: Patch 3714 Release Thread]]>
Dragun123 wrote:
Then why not give Sparky similar range to T2 Engineers. It feels like this makes an unnecessary 'nerf' to the Sparkies then in relation to T2 Engineers (or accurately making Sparkies, a somewhat niche unit already, worse in comparison or relationship to other units). Sense Sparkies main role is reclaiming on active battlefields (and setting up quick PD's), a T2 Engineer is now able is now able to reclaim, a bit safer now then it pre-patch in relation to the Sparky.


Having the Sparky excel a bit more in its supposed role seems reasonable to me as well. I feel as a frontline engineering unit there it is already in a rather awkward nieche position and I rarely ever see the unit nor feel the incentive to build it apart from all-in t2 pd drops. I know it has a good heap more health and firepower than the standard t2 engi but that does only make it marginally better at frontline duty. When its involved in the fighting, it dies anyway. Maybe giving it jamming might help with survivability and would make it a frontline reclaimer and basebuilder?

Has btw anybody found a way to properly employ the firebeetle? I have have my problems even figuring out its role:
1. It is not a sniping tool due to com-omni and new damage profile and health decrease
2. It is not really worth to bomb t1 units as you would have to kill 5 of those on average per beetle
3. In the later t2 stage everything is covered by radar and having a scout is enough to unmask them anyways. So you could maybe hope to use them in conjuction with the deceiver (t2 mobile stealth) and your main army in army-on-army combats. I dont know about how favourable the target priorities are to the firebeetles in those battles.
4. Having them scattered on the flanks as occasional minefields for trespassers also seems reasonable but may be not an investment with good returns.
I have problems identifying some useful scenarios for that unit. What experiences have you made?

Statistics: Posted by spacewhales — 16 May 2020, 19:50


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2020-05-13T23:24:37+02:00 2020-05-13T23:24:37+02:00 /viewtopic.php?t=19195&p=184111#p184111 <![CDATA[Re: Patch 3714 Release Thread]]>
JaggedAppliance wrote:
speed2 wrote:Well if there's no better sound I would stay with the original one, it's distinguishable, other gunships have unique sound as well.

That makes sense.

Dragun123 wrote:
I know its not exactly a common thing but I like use my sparkies to help build fast aa in my base. But more on point wouldn’t this change affect reclaim range too? Giving Sparkies less reclaim range than an equivalent t2 Engineer?

Yes reclaim range is based on build range.


Then why not give Sparky similar range to T2 Engineers. It feels like this makes an unnecessary 'nerf' to the Sparkies then in relation to T2 Engineers (or accurately making Sparkies, a somewhat niche unit already, worse in comparison or relationship to other units). Sense Sparkies main role is reclaiming on active battlefields (and setting up quick PD's), a T2 Engineer is now able is now able to reclaim, a bit safer now then it pre-patch in relation to the Sparky.

Statistics: Posted by Dragun101 — 13 May 2020, 23:24


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2020-05-13T21:22:45+02:00 2020-05-13T21:22:45+02:00 /viewtopic.php?t=19195&p=184105#p184105 <![CDATA[Re: Patch 3714 Release Thread]]>
speed2 wrote:
Well if there's no better sound I would stay with the original one, it's distinguishable, other gunships have unique sound as well.

That makes sense.

Dragun123 wrote:
I know its not exactly a common thing but I like use my sparkies to help build fast aa in my base. But more on point wouldn’t this change affect reclaim range too? Giving Sparkies less reclaim range than an equivalent t2 Engineer?

Yes reclaim range is based on build range.

Statistics: Posted by JaggedAppliance — 13 May 2020, 21:22


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2020-05-12T06:27:06+02:00 2020-05-12T06:27:06+02:00 /viewtopic.php?t=19195&p=184052#p184052 <![CDATA[Re: Patch 3714 Release Thread]]>
JaggedAppliance wrote:
speed2 wrote:Why does Aeon gunship sounds like destro? Fix pls

Do you have a different suggestion? Oblivion turret sound doesn't sound appropriate and I don't think the previous sound does either.

Dragun123 wrote:
Is Sparky not getting the build range increased of T2 Engi’s intended? Or just overlooked?

That's intended, the increase was to make base building a little more pleasant so sparkies were not included.


I know its not exactly a common thing but I like use my sparkies to help build fast aa in my base. But more on point wouldn’t this change affect reclaim range too? Giving Sparkies less reclaim range than an equivalent t2 Engineer?

Statistics: Posted by Dragun101 — 12 May 2020, 06:27


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2020-05-11T21:53:56+02:00 2020-05-11T21:53:56+02:00 /viewtopic.php?t=19195&p=184048#p184048 <![CDATA[Re: Patch 3714 Release Thread]]> Statistics: Posted by speed2 — 11 May 2020, 21:53


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2020-05-11T21:37:54+02:00 2020-05-11T21:37:54+02:00 /viewtopic.php?t=19195&p=184047#p184047 <![CDATA[Re: Patch 3714 Release Thread]]>
speed2 wrote:
Why does Aeon gunship sounds like destro? Fix pls

Do you have a different suggestion? Oblivion turret sound doesn't sound appropriate and I don't think the previous sound does either.

Dragun123 wrote:
Is Sparky not getting the build range increased of T2 Engi’s intended? Or just overlooked?

That's intended, the increase was to make base building a little more pleasant so sparkies were not included.

Statistics: Posted by JaggedAppliance — 11 May 2020, 21:37


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2020-05-11T20:35:00+02:00 2020-05-11T20:35:00+02:00 /viewtopic.php?t=19195&p=184043#p184043 <![CDATA[Re: Patch 3714 Release Thread]]> Statistics: Posted by Dragun101 — 11 May 2020, 20:35


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