Costly Tech 2/3 Artillery Installations and Experimentals

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Costly Tech 2/3 Artillery Installations and Experimentals

Postby TestPlay » 21 Nov 2012, 10:20

As you all know, the current Tech 2 and 3 artillery installations are currently underutilized (too costly to build to inflict more damage for its cost). Certain experimentals such as the Scathis, is probably too costly to build and get destroyed even before they see action. Those of you who understand and know the game will understand what I am trying to put across...

If the tech 2 artillery's cost could be reduced by 1/4 for example, we could probably see more strategy in gameplay? It takes time for the shell to travel to hit it's target, moreover the target needs to be stationary for the shell to hit accurately?

Just an idea...but maybe reducing costs on T2/3 artillery installations and certain experimentals will make the game "better"? :)
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Re: Costly Tech 2/3 Artillery Installations and Experimental

Postby Kryo » 21 Nov 2012, 10:25

artillery needs to be expensive. its strength is neither its dps/cost nor its health/cost, but its range/cost. But I agree that bot cour probably need a cost reduction of 10-15%....
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Re: Costly Tech 2/3 Artillery Installations and Experimental

Postby Batmansrueckkehr » 21 Nov 2012, 14:21

10 - 15%?
hm, you would build 1 t3 arty instead of 4 monkeys because if its range? really? and what do you shoot with this insane range? bases which are protected with shields were 1 shoot cant break thru and the time between the shoots is so long that every shield is build up again in time? so you can just hunt down outside mexes or armies. well armies will just walk under shields or just away from the impact and outside mexes can be rebuild quite easy.

so if you ask me, i go for the 4 monkeys. and as long as it is that expensive or ineffective (dmg/dps wise) everyone does.

even scathis is cheaper now than t3 arties.

so if you want them rarely used increase the efficiency - more dmg or firespeed, and keep the mass costs.
and if you want them used more often, make them cheaper. 50k mass or so this is a little more than 2 monkeys.
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Re: Costly Tech 2/3 Artillery Installations and Experimental

Postby noobymcnoobcake » 21 Nov 2012, 16:53

T3 arty is rarley usefull. but that said it does have irts uses. he scathis needs to be amphibious. now its got so short range and cant go under water this severley limits effectiveness.

T2 stationary arty will eat destoyers alive after you got 6 installations and a bit of shielding. I think thier cost is fine. They just need to have faster turret turning movement.
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Re: Costly Tech 2/3 Artillery Installations and Experimental

Postby Swkoll » 21 Nov 2012, 19:10

T2 arty is fine as a anti-naval weapon and the T3 arty is useful for shooting at exp. and unprotected structures.
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Re: Costly Tech 2/3 Artillery Installations and Experimental

Postby noobymcnoobcake » 21 Nov 2012, 22:24

Swkoll wrote:T2 arty is fine as a anti-naval weapon and the T3 arty is useful for shooting at exp. and unprotected structures.


Agree with first point. T2 arty and tac missile with multiple stacked shields can hold off a nice navy. Your still fucked if you lost navy though. Its just that your loss is delayed.

experemantals move and are impossible to hit with T3 stationary arty

unprotected structures worth shooting at don't exist when T3 arty is on the field. Everything is shielded and thats for a good reason.
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Re: Costly Tech 2/3 Artillery Installations and Experimental

Postby TestPlay » 22 Nov 2012, 06:58

Mmm...then so it seems that we may only see T2 artillery installations on naval maps only? Surely it can do on land maps too, as in forward bases?

There are so many units in FA...but most of the time we only see the most basic of units. The units which are not often used, might as well not be present (since they are too costly and not effective)?

Sad to see the powerful abilities of some of these units (even fire beetles, etc) which cannot be utilized to the full potential...
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Re: Costly Tech 2/3 Artillery Installations and Experimental

Postby Batmansrueckkehr » 22 Nov 2012, 09:27

tbh, duno much about the balance team, but it seems they focus on different things. but funny thing is the attitude:"make ur balance ideas the most played mod and the balance team will think about it" - if so the balance team should also make the changes they do in a mod and implement it to the "official" version as soon as the mod is most played... :D
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Re: Costly Tech 2/3 Artillery Installations and Experimental

Postby Ze_PilOt » 22 Nov 2012, 09:57

There is no balance team or further patch planned, so we won't have to do that :)
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Costly Tech 2/3 Artillery Installations and Experimental

Postby Batmansrueckkehr » 23 Nov 2012, 09:19

so it is considered as perfect now. ok
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