Tech required to make XPs

Talk about general things concerning Forged Alliance Forever.

Moderators: FtXCommando, Ze Dogfather

Tech required to make XPs

Postby FunkOff » 16 Nov 2013, 03:13

It's honestly kind of annoying that I have to spend a lot on factories to use T3 land/air to fend off a massive T1 land/air/sea spam from an enemy phantom... then he shows up with a GC in my base.

Why should any T3 grant you access simultaneously to air, land AND sea XPs?

You want Air XP? Get a T3 air hq. Sea? Get T3 sea HQ. Land? T3 land HQ. You want the game ender? well who cares about that one, nobody builds them anyways lol
FunkOff
Supreme Commander
 
Posts: 1863
Joined: 26 Aug 2011, 17:27
Has liked: 14 times
Been liked: 43 times
FAF User Name: FakeOff

Re: Tech required to make XPs

Postby Plasma_Wolf » 16 Nov 2013, 13:48

Am I missing something? Don't you need T3 HQs anyway for the engineer that builds an experimental? And is the ACU upgrade not just as costly (I'm guessing not then?)
User avatar
Plasma_Wolf
Supreme Commander
 
Posts: 1335
Joined: 20 Oct 2011, 11:28
Has liked: 23 times
Been liked: 91 times
FAF User Name: Plasma_Wolf

Re: Tech required to make XPs

Postby Gerfand » 16 Nov 2013, 15:23

Them we need to make a T-3 Air Eng, A T-3 Naval Eng ,and a T-3 Land Eng.
I Like more when you can start a MK and a SoulReaper w/ the same Eng
...
User avatar
Gerfand
Avatar-of-War
 
Posts: 263
Joined: 23 Oct 2013, 02:39
Location: Brazil-Estado de São Paulo
Has liked: 27 times
Been liked: 7 times

Re: Tech required to make XPs

Postby -_V_- » 16 Nov 2013, 17:20

You can go play a different game. No one forces you to play FA
-_V_-
Supreme Commander
 
Posts: 1463
Joined: 28 Aug 2011, 22:32
Has liked: 26 times
Been liked: 65 times

Re: Tech required to make XPs

Postby FunkOff » 16 Nov 2013, 19:36

Plasma_Wolf wrote:Am I missing something? Don't you need T3 HQs anyway for the engineer that builds an experimental? And is the ACU upgrade not just as costly (I'm guessing not then?)


Yes you are missing something: Making one T3 HQ gives you access to all XPs... you should need all 3 HQs.
FunkOff
Supreme Commander
 
Posts: 1863
Joined: 26 Aug 2011, 17:27
Has liked: 14 times
Been liked: 43 times
FAF User Name: FakeOff

Re: Tech required to make XPs

Postby Golol » 16 Nov 2013, 19:41

as if the cost of an hq is THAT relevant when building an experimental
and its propable you already have all hqs anyways
User avatar
Golol
Contributor
 
Posts: 700
Joined: 07 May 2012, 15:56
Has liked: 24 times
Been liked: 21 times
FAF User Name: Golol

Re: Tech required to make XPs

Postby Plasma_Wolf » 16 Nov 2013, 20:00

The T2+T3 land factoren costs 5440 mass, this is more than 25% of the monkeylord, significant. It's a smart tactic of a phantom to go for the T3 air factory and get air supremacy, then being able to build the ML as well, without needing the land factories, gives a sizable advantage in sped because of the high income the phantom has.

So it's not probable at all that the phantom has all HQs already.

However, I don't think that the phantom's advantage is significant enough to add this to slow him down. How good are the innocents working together?

-_V_- wrote:You can go play a different game. No one forces you to play FA

You can go read different threats. No one forces you to reply when you're not going to make a useful comment.
User avatar
Plasma_Wolf
Supreme Commander
 
Posts: 1335
Joined: 20 Oct 2011, 11:28
Has liked: 23 times
Been liked: 91 times
FAF User Name: Plasma_Wolf

Re: Tech required to make XPs

Postby Sovietpride » 16 Nov 2013, 20:07

And we're bringing phantoms into what is essentially a balance discussion... because?
Sovietpride
Avatar-of-War
 
Posts: 258
Joined: 13 Aug 2013, 17:44
Has liked: 7 times
Been liked: 109 times
FAF User Name: Sovietpride

Re: Tech required to make XPs

Postby Plasma_Wolf » 17 Nov 2013, 00:32

Because FunkOff made it a phantom balance discussion from the start.

It's honestly kind of annoying that I have to spend a lot on factories to use T3 land/air to fend off a massive T1 land/air/sea spam from an enemy phantom... then he shows up with a GC in my base.
User avatar
Plasma_Wolf
Supreme Commander
 
Posts: 1335
Joined: 20 Oct 2011, 11:28
Has liked: 23 times
Been liked: 91 times
FAF User Name: Plasma_Wolf

Re: Tech required to make XPs

Postby -_V_- » 18 Nov 2013, 17:59

Plasma_Wolf wrote:
-_V_- wrote:You can go play a different game. No one forces you to play FA

You can go read different threats. No one forces you to reply when you're not going to make a useful comment.


I could, and I often skip topics unless I see something that could threaten the game
-_V_-
Supreme Commander
 
Posts: 1463
Joined: 28 Aug 2011, 22:32
Has liked: 26 times
Been liked: 65 times

Next

Return to General Discussions

Who is online

Users browsing this forum: No registered users and 1 guest