ACU TML

Post here any idea about current FA Balance.
REMINDER : This is NOT a community balance forum. The thread ideas won't be used in a patch.
Forum rules REMINDER : This is NOT a community balance forum. The thread ideas won't be used in a patch.

Re: ACU TML

Postby Pavese » 23 Apr 2012, 14:00

I thought it was better to have them quite close to the spots you want to protect because of the altitude the ACU TML fly. I was apparently wrong.


Only when you're playing Aeon/UEF. There TMDs have a limited projectile range while Cybran and Sera TMD can shoot everything within its radius.
Pavese
Avatar-of-War
 
Posts: 186
Joined: 19 Oct 2011, 18:39
Has liked: 0 time
Been liked: 0 time

Re: ACU TML

Postby monty » 24 Apr 2012, 06:44

Pavese wrote:
I thought it was better to have them quite close to the spots you want to protect because of the altitude the ACU TML fly. I was apparently wrong.


Only when you're playing Aeon/UEF. There TMDs have a limited projectile range while Cybran and Sera TMD can shoot everything within its radius.


aeon's TMD needs BIG buff, its the worst TMD available in the game
monty
Crusader
 
Posts: 47
Joined: 10 Oct 2011, 18:18
Has liked: 0 time
Been liked: 0 time

Re: ACU TML

Postby -_V_- » 24 Apr 2012, 06:58

You cannot say that. It's more complex than that.

It just depends on the conditions. When ONE tmd can stop countless TML, ok several TML, it can't be that bad.

I think the one that really needs some tweaking are the uef ones.

I actually never tested the following cause I hate playing cybran on land, but cybran TML versus uef TMD must be a massacre (just guessing)
Last edited by -_V_- on 24 Apr 2012, 09:27, edited 1 time in total.
-_V_-
Supreme Commander
 
Posts: 1463
Joined: 28 Aug 2011, 22:32
Has liked: 26 times
Been liked: 65 times

Re: ACU TML

Postby Pavese » 24 Apr 2012, 09:22

Yes. UEf TMD is clearly inspired by the Phalanx_CIWS and as such should have a firerate buff. 100 rounds/s would be fairly accurate.
Pavese
Avatar-of-War
 
Posts: 186
Joined: 19 Oct 2011, 18:39
Has liked: 0 time
Been liked: 0 time

Re: ACU TML

Postby SJAndrew » 24 Apr 2012, 20:25

monty wrote:
Pavese wrote:
I thought it was better to have them quite close to the spots you want to protect because of the altitude the ACU TML fly. I was apparently wrong.


Only when you're playing Aeon/UEF. There TMDs have a limited projectile range while Cybran and Sera TMD can shoot everything within its radius.


aeon's TMD needs BIG buff, its the worst TMD available in the game


Are you serious? I assume this is a joke...
SJAndrew
Avatar-of-War
 
Posts: 72
Joined: 05 Mar 2012, 21:26
Has liked: 0 time
Been liked: 1 time
FAF User Name: SJAndrew

Re: ACU TML

Postby Veta » 05 May 2012, 23:34

FunkOff wrote:I've never really saw it as a problem, but people keep reporting this as a "bug" on the repository and complaining about it in chat.


This. It's not that the ACU TML is over powered, it's that it makes for frustrating/bad gameplay when the mechanics you thought were designed to counter it don't actually work.

Someone else suggested buffing the HP from 3 to 4 on the missile, it's already better than the regular TML so I think this would be a pretty reasonable compromise. This way one lone TMD will indeed have a hard time stopping an ACU TML but it will also be obvious that the designed counter is working as intended.

Perfect balance IMO right there.

Edit: also a cool down on the TML isn't a bad idea either, in general FA needs some more cool downs to keep the game strategic. Intelligence should be vital, in many cases seeing something coming doesn't matter because you don't have time to react.

An hp buff on T1 ground/air scouts would be a great move and perhaps a buff on T3 spy planes too. Right now it seems like scouting isn't all that feasible (or even cost effective).
FA is a game of economic micromanagement (what StarCraft players mistakenly call 'macro') and tactical trumping (e.g. T2 PD countering T1 Spam).
Veta
Avatar-of-War
 
Posts: 282
Joined: 05 May 2012, 19:08
Has liked: 0 time
Been liked: 0 time

Re: ACU TML

Postby Iszh » 06 May 2012, 09:22

acu tml is to be fixed. on setons i ve seen an acu which was upgraded engi plans t3 and tml to water. since his team had ships there he could go close to enemy coast and shoot within 1 minute arround 20 t3 mexes away of the enemy team. TELL ME ONE WEAPON INGAME WHICH CAN DO ALIKE. no ship for no cost can do such imba things defeating a team completely just by good positioning. thats what we call IMBA.

In this short time everything happened nobody had even a chance to think about tmd. those rockets need a built time adepted to 90 built power and not to 10! it is bonus enough that acu can carry this tml to the ass of the world forward and backward no matter where you need it and from where you have to protect it.
User avatar
Iszh
Evaluator
 
Posts: 827
Joined: 26 Apr 2012, 08:51
Has liked: 116 times
Been liked: 126 times
FAF User Name: Iszh

Re: ACU TML

Postby -_V_- » 06 May 2012, 10:22

Iszh wrote:acu tml is to be fixed. on setons i ve seen an acu which was upgraded engi plans t3 and tml to water. since his team had ships there he could go close to enemy coast and shoot within 1 minute arround 20 t3 mexes away of the enemy team. TELL ME ONE WEAPON INGAME WHICH CAN DO ALIKE. no ship for no cost can do such imba things defeating a team completely just by good positioning. thats what we call IMBA.

Absolutely not.
You cry way too much Iszh, even in game, even about imba t1 arties. :roll: , it really starts to be ridiculous.

If the ACU is allowd to go in plain open water (far from his coast) , like smasher would say "TASTE IT". The guy completely failed on his navy so embrace your epic fail. That's all, nothing imbaLANCED (i thought you might need a recall of its meaning) on that.

Next thing you will cry about the strat bombers that kill you cause your air player failed :roll: .

Some things definately needs some fixing (slight improvement of the uef tmd?) , ACU tml doesn't.

For the record when I know a mid player (mega, smasher, griefer, aflac and the list of bastard goes on :) ) is in opposite team and I notice he can have an opportunity to goes in mid sea and tml my mexes, I get 3 (4?) tmd and that's it. Have you considered the high risks of getting snipped compared to the costs of a FEW tmd ?

[irony on]
Nerf the t2 transports, if no air, the t3 commander can com drop in the enemy side and quickly build a base and tml all the mexes. Pooooooop!
[irony off-'till next time]
-_V_-
Supreme Commander
 
Posts: 1463
Joined: 28 Aug 2011, 22:32
Has liked: 26 times
Been liked: 65 times

Re: ACU TML

Postby Veta » 06 May 2012, 10:29

Iszh wrote:acu tml is to be fixed. on setons i ve seen an acu which was upgraded engi plans t3 and tml to water. since his team had ships there he could go close to enemy coast and shoot within 1 minute arround 20 t3 mexes away of the enemy team. TELL ME ONE WEAPON INGAME WHICH CAN DO ALIKE. no ship for no cost can do such imba things defeating a team completely just by good positioning. thats what we call IMBA.

In this short time everything happened nobody had even a chance to think about tmd. those rockets need a built time adepted to 90 built power and not to 10! it is bonus enough that acu can carry this tml to the ass of the world forward and backward no matter where you need it and from where you have to protect it.

Right, it's part of the risk/reward, but I think if you could actively counter it with missile defense then it would be only viable if it isn't scouted and they scout you. Right now you can find out where their missile defense is and just fly your TMs over their TMD ... it's silly.

And comparing it to other weapon equivalents in game just goes to show it is somewhat off kilter.

An hp buff and cooldown or simply an HP buff would be great. To whoever said that the firerate is necessary to keep it viable, that's really anecdotal and presumptive - we can't really know that unless balance is played with? But really, nobody is going to be sitting at their base countering the hypothetical limit of 1 missile per 5 seconds after the first one anyway, if they are then the element of surprise was already lost and the tactic deserves not to work.

I also agree that making the upgrade more visible would be a good move.

Edit: also scouting in big teams games right now isn't all that easy because of how easily spy planes get taken out by meager flak or ASFs flying in enemy space. You shouldn't be able to completely block a determined scouter so easily - preclude them from a part of your base.. sure if you can't even see where the enemy flak is how are you supposed to avoid it in those big macro games.

From what I can tell the most effective means to scout is just to send your entire ASF force to the enemy base. Or EoR.

I don't think a small hp buff on T1 and even T3 scouts would hurt the game at all.
Last edited by Veta on 06 May 2012, 10:35, edited 1 time in total.
FA is a game of economic micromanagement (what StarCraft players mistakenly call 'macro') and tactical trumping (e.g. T2 PD countering T1 Spam).
Veta
Avatar-of-War
 
Posts: 282
Joined: 05 May 2012, 19:08
Has liked: 0 time
Been liked: 0 time

Re: ACU TML

Postby -_V_- » 06 May 2012, 10:33

Don't be bitter cause you don't know how to use the TMD. I was in the same position not so long ago. May I suggest you watch the video from Smasher ? It will give you hints on how to improve your tmd positionning
-_V_-
Supreme Commander
 
Posts: 1463
Joined: 28 Aug 2011, 22:32
Has liked: 26 times
Been liked: 65 times

PreviousNext

Return to FA Balance Discussions

Who is online

Users browsing this forum: No registered users and 1 guest