ACU upgrades that are not used and what should be done

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Re: ACU upgrades that are not used and what should be done

Postby noobymcnoobcake » 26 May 2012, 20:35

So what do you think zep? gonna change anything at all? 4 simple ones that should be not too much problem and almost universally agreed on here

chrono damper to another slot (cost decrease?)
Resto field upgrade to another slot
Billy cost decrease
UEF nano repair cost decrease
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Re: ACU upgrades that are not used and what should be done

Postby Gunseng » 27 May 2012, 05:29

noobymcnoobcake wrote:So what do you think zep? gonna change anything at all? 4 simple ones that should be not too much problem and almost universally agreed on here

chrono damper to another slot (cost decrease?)
Resto field upgrade to another slot
Billy cost decrease
UEF nano repair cost decrease


It's not that simple.....

Chrono Damper cheaper? Might be worth it to try.

Resto field to another slot? That's complicated:
1) the 1st upgrade is pretty useless, but if you buff it then it may offset balance
2) the 2nd upgrade doesn't work as intended, 3603 nerfed it due to a bug not balance

Billy cost decrease? This is a higher tiered upgrade and a cost decrease may allow players to use it sooner, which will probably just allow UEF to turtle more easily.

UEF nano repair cost decrease? I'm not sure exactly why someone would give up tech suite for it.


I think more clarity is needed on this topic.....
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Re: ACU upgrades that are not used and what should be done

Postby noobymcnoobcake » 27 May 2012, 11:10

Chorono damper is not moved at the moment because shield is so much better. I would put it as an upgrade to Enhanced Quantum Disruptor - the range upgrade. This is because it is also on the T2 slot so you could not have shield, T2 and this upgrade. Also by the time you get this upgrade, shield, both guns and a T2 pgen the enemy could have got to T3. So a cost decrease, I think, is needed as well.

You do have to be careful with resto field. You are right. I think the problem with the first upgrade is the small range. 15. Thats about the same as a T1 tank. Buff it to around 22. This is then the same range as an unupgraded ACU gun. The second one should heal buildings as well as units. This should give it a reasonable buff. It should be swapped with RAS upgrade on back.

Look at the above posts with billy. It is, mass for mass, useless. The missile should go through shields and it needs a cost decrease. Perhaps 8000 mass for launcher (from 10800) and much less energy needed for each missile. At the moment with t3 suite it uses 22590 E/s for each missile. 451800 E is needed for each missile overall. Reduce this to 250000 E and double its buildtime so it used around 6250 E/s. It should still need a T3 infrastructure to support it.

Your right. UEF Nano repair is useless. If you compare it to the T3 upgrade the upgrade is better anyway due to regen and HP buffs but then you also get 90 build power and T3 building capabilities. I dont know what to do with this upgrade. FAF devs will probably not want to give it whole new function so cost decrease is only way .

But what I would love the most is if trebles ACU upgrade paths were implemented. Doubt they will be though. So I made a mod for that. This is kinda a compromise between what I (and a few others) think is needed and what the devs are hopefully more willing to do.

Edit - fixed billy cost stats and added suggestion.
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Re: ACU upgrades that are not used and what should be done

Postby Gunseng » 27 May 2012, 20:10

noobymcnoobcake wrote:Chorono damper is not moved at the moment because shield is so much better. I would put it as an upgrade to Enhanced Quantum Disruptor - the range upgrade. This is because it is also on the T2 slot so you could not have shield, T2 and this upgrade. Also by the time you get this upgrade, shield, both guns and a T2 pgen the enemy could have got to T3. So a cost decrease, I think, is needed as well.


I will admit having it as an upgrade after the Disruptor does sound interesting.

You do have to be careful with resto field. You are right. I think the problem with the first upgrade is the small range. 15. Thats about the same as a T1 tank. Buff it to around 22. This is then the same range as an unupgraded ACU gun. The second one should heal buildings as well as units. This should give it a reasonable buff. It should be swapped with RAS upgrade on back.


It already heals buildings. The problem with this upgrade is its greatest ability was removed due to a bug. It used to give a 10% buff to health of any unit/building in the field. That means whatever is in the field takes 10% longer to die and has 10% higher regen (since it's based on max health). The problem is the 10% health buff wouldn't go away after the field/unit passed out of it. They won't even bother to change the wording on the upgrade, so most people think it still buffs health by 10%. (I've done a lot of research/stats on this upgrade, just ask if you want them.)

Look at the above posts with billy. It is, mass for mass, useless. The missile should go through shields and it needs a cost decrease. Perhaps 8000 mass for launcher (from 10800) and much less energy needed for each missile. At the moment with t3 suite it uses 22590 E/s for each missile. 451800 E is needed for each missile overall. Reduce this to 250000 E and double its buildtime so it used around 6250 E/s. It should still need a T3 infrastructure to support it.


If buildtime for it is also increased I'd agree with it.

Your right. UEF Nano repair is useless. If you compare it to the T3 upgrade the upgrade is better anyway due to regen and HP buffs but then you also get 90 build power and T3 building capabilities. I dont know what to do with this upgrade. FAF devs will probably not want to give it whole new function so cost decrease is only way .


Well the way I see it, is if there is an upgrade on the same arm as the tech suite, then it shouldn't be used until the tech suite is no longer needed. Which means late game, but then those upgrades need to be MUCH stronger/costly.

But what I would love the most is if trebles ACU upgrade paths were implemented. Doubt they will be though. So I made a mod for that. This is kinda a compromise between what I (and a few others) think is needed and what the devs are hopefully more willing to do.

Edit - fixed billy cost stats and added suggestion.



I think the best way to get these options noticed is by making a mod and getting feedback. Right now the devs don't care at all for acu upgrades. That includes the incorrect wording on the adv resto field.

I feel like acu upgrades are more about "meta" than balance right now. They were put in the game for a reason, and it'd be nice to explore what the original devs had in mind for them. Or at least delete them from the game. It's like having the option to build a naval yard on a map without water knowing that map will never have water :( If there are plans to adjust these upgrades though, sooner is probably better. I'd rather have a headache now than months later. It could even cause previous balances to become offset.
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Re: ACU upgrades that are not used and what should be done

Postby noobymcnoobcake » 27 May 2012, 21:46

I did make a mod with trebles options implemented. Never got too many downloads though. Link in sig. I have now just made V3. Changed some stuff for better balance.
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Re: ACU upgrades that are not used and what should be done

Postby Napalm175 » 28 May 2012, 16:32

Instead of messing with the chrono dampener's placement, I have another idea. Let's replace the Chrono Dampener with a gun upgrade, maybe a second tier to one of the existing guns. This gun would take up a small amount of energy, and stun all enemies in a small radius, while doing a moderate amount of damage (like a stun version of overcharge.) Ideas on this?
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Re: ACU upgrades that are not used and what should be done

Postby noobymcnoobcake » 28 May 2012, 16:37

Like Cybran SCUs EMP cannon? Yeah that would work. But I think it would only be effective Vs high tech units and for them you got overcharge so that would make the EMP effect useless. Chrono dampner is meant for use against swarms and if it was in different slot with shield it would do this well. I also think the FAF devs are not willing to massively change the function of units or make new units. Doubt they will even implement these changes as they are TBH.


Also funny feature - Chrono dampner stuns air units. Put ACU attack ground and as long as gun is firing so will stun. Gunships stop dead in the air, as do bombers if it gets them in the right moment. Needs fixing.
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Re: ACU upgrades that are not used and what should be done

Postby Napalm175 » 28 May 2012, 16:39

Lol that's nice. Yeah my idea was just a suggestion. And you're right that it would only be useful at t3, in which case you have OC.
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Re: ACU upgrades that are not used and what should be done

Postby Pic » 29 May 2012, 02:54

right because instead of reclaming mass from many dif units ud rather just oc it smart. oc is every 4 seconds if there are many units to shoot the effectivness withers away very quickly . aeon has the best mobile shields ive stated this b4. u dont need shields on your commander as aeon. chrono is useful. sorry ive been busy with other things. but after imba cup i will bring u many replays of abusive commander upgrades of all kinds. i still feel that all com upgrades are balanced.
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Re: ACU upgrades that are not used and what should be done

Postby noobymcnoobcake » 29 May 2012, 10:35

If you can show us a replay where chrono dampner, or any other of the 4 upgrades activley helped someone win the game in 3603 or above then it would be good.
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