The great and powerful Tempest

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

Re: The great and powerful Tempest

Postby Veta » 08 May 2012, 02:46

noobymcnoobcake wrote:Atlantis cost 50 mass/buildtime. Kennels are 35. No it doe no need buff because on top of that you get a very powerful submarine and 150 air staging platforms.

Aeon T3 battleship is more like the UEF battlecruiser as an anti ship unit. Fast (3.6 speed instead of summits 2.5), Low range(100 instead of 128 or 150), high DPS and low trajectory. The missile ship is the anti base unit. It is the worst battleship and I would like to make it cheaper than the other battleships as it does not fill the same role.



that's a pretty astute analysis, i think that's probably the best way to address aeon navy, relative to other navy. that would see aeon battleships more in line with battlecruisers (role/cost wise) and then the tempest would be the ultimate in naval bombardment/domination.

Stuff that be a problem off the top of my head includes how aircraft carriers fit in (specifically the uef) relative to a buffed tempest and aeon cruiser-esque battleship. that wouldn't be too hard to address though - just buff aircraft carrier hp
FA is a game of economic micromanagement (what StarCraft players mistakenly call 'macro') and tactical trumping (e.g. T2 PD countering T1 Spam).
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Re: The great and powerful Tempest

Postby Crayfish » 08 May 2012, 19:31

This is not a serious proposal for a balance change but I was just thinking about the Tempest and the CZAR, since both are being debated in seperate threads, that since they both have vague - semi useless roles (and are even the same shape!) what if the designers had combined the two into a single unit, would that have actually made it usefull? What I mean is, get rid of the floating battleship element, and just have a CZAR that can dive below the water to avoid ASFs. It could fly over enemy fleets and attck them with its beam and depth charges, and dive underwater if too many ASFs come to the rescue. Conversely it could travel underwater to enemy islands, launch out and beam the eco and go back underwater again. Ofc HP and DPS would require some tweaking for a fair tradeoff, but this could be an interesting way of making the Tempest usefull and making the CZAR a viable combat / harrasment tool and not just a kamikaze T4 mercy.
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Re: The great and powerful Tempest

Postby Jace » 08 May 2012, 19:35

From the time i was modding i think there could be a few technical problems with having a flying Unit go to ground level and still move though :/
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Re: The great and powerful Tempest

Postby Crayfish » 08 May 2012, 19:41

Jace wrote:From the time i was modding i think there could be a few technical problems with having a flying Unit go to ground level and still move though :/


Yeah i though there might since Supcom has no Sea Planes (like T.A had), or shallows that land units can 'wade' through, perhaps also why the underwater transports that were announced before Vanilla release had to be cut.
Still it would be awsome to see a CZAR suddenly surface out of the water next to your base and start beaming you. CZAR was the most impressive unit when you first saw it in Vanilla, now when u see one coming toward you, you just laugh.. shame.
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