Tech 3 Heavy Artillery Installations

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Tech 3 Heavy Artillery Installations

Postby TestPlay » 19 May 2014, 09:40

Most of the units in FAF now, are more or less balanced. However, the Tech 3 Heavy Artillery Installations are way too expensive (about the cost of about 2 Megaliths) and has too little health to justify it's costs for it's damage (and massive power needed to fire and reload). It probably takes plenty of shielding to protect it, but it will most likely be useless when (almost anything) comes close enough to destroy it? It should be one of the most devastating structures in the game, but hardly anybody would want to use it? It is certainly too costly to lose, or to even choose a good location for a Tech 3 Heavy Artillery Installation set up, for it to be useful...

The Tech 2 Artillery Installation is probably about all right, but the Tech 3 Heavy Artillery Installation is underused?
Last edited by TestPlay on 19 May 2014, 09:57, edited 1 time in total.
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Re: Tech 3 Heavy Artillery Installations

Postby TEA_Downside » 19 May 2014, 09:50

There was a post not so long ago with somebody saying this unit was overpowered, I think it was somebody who had played gap of Rohan and they felt it went through their t3 shields too easily. I've never built it myself but on a recent Phantom game I had three of them tore through multiple shielding destroying most of my base till that particular player was killed. This is all I have to put into this topic really, I think it's a really powerful unit in a turtle situation, but never building one myself I dunno. But afaik somebody was complaining that it was overpowered so if be surprised if it gets changed.

But what do I know... :)
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Re: Tech 3 Heavy Artillery Installations

Postby TestPlay » 19 May 2014, 10:05

TEA_Downside wrote:There was a post not so long ago with somebody saying this unit was overpowered, I think it was somebody who had played gap of Rohan and they felt it went through their t3 shields too easily.


By the time the enemy gets a chance to get a Tech 3 Heavy Artillery Installation set up, any Cybran player would be able to get about 2 Megaliths for about the same costs, to pound his base...
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Re: Tech 3 Heavy Artillery Installations

Postby Iszh » 19 May 2014, 10:19

T3 arti is a game ender if you can protect it for some time. It costs like a game ender. You can increase efficiency to 166,7%. You have to buil t3 pgens arround which is a must. reload speed is reduced to 60%. New values are:

UEF Duke - 550 dps --> 916,85 dps every 6s 1 shot // 85000 Mass
UEF Mavor - 1500 dps --> 2500,5 dps every 4,8s 1 shot // 237775 Mass
Aeon Emissary 600 dps --> 1000 dps every 12s 1 shot // 86200 Mass
Aeon Salvation is not mentioned in here because it is bugged you can add maximum 3 t3 pgens or you will slow down the gun, ATTENTION here!
Cybran Disruptor 460 dps --> 766,82 dps every 6s 1 shot // 82600 Mass
Seraphim Hovatham 500 dps --> 833,5 dps every 6s 1 shot // 83800 Mass


Mass cost increase by 13 k mass will increase dps so much. With this dps all those guns are like small Mavors. Btw this works for mavor as well ;) But mavor has no dps advantage. Only range makes mavor useful because if the enemy is in range 3 times t3 arti costs the same and make the same dps, but the fire rate is times higher than 1 mavor.

T3 artis are very useful in different game positions. 2 megaliths can be stopped by air and are hell slow. It takes minutes to move them over the map. And it is used in different games not so often but used.


p.s. never ever use a seraphim t3 arti if you can avoid it because it is the most inaccurate and simply will not hit what you want to destroy!
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Game with a t3 arti which is destroyed after 300 kills. I posted this already and it was casted so for people who know it might be boring. "The holiest place in all of RTS - BC_Stack vs Setons Classics"
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Re: Tech 3 Heavy Artillery Installations

Postby TestPlay » 19 May 2014, 10:48

Iszh wrote:T3 arti is a game ender if you can protect it for some time. It costs like a game ender. You can increase efficiency to 166,7%. You have to buil t3 pgens arround which is a must. reload speed is reduced to 60%.


Yes, this is true in a way. But with those T3 Power Generators around it, you might as well get something else which is more efficient. Maybe a horde of cheaper Monkeylords? By the time the Tech 3 Heavy Artillery Installation is even halfway complete, the enemy experimental is already coming your way, not to mention a huge drain on the current resource (which means you have no units)?
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Re: Tech 3 Heavy Artillery Installations

Postby Iszh » 19 May 2014, 10:51

Yes sure Monkey lords are way more useful but what if enemy has huge navys and you cannot pass? or there are percivals and ravagers waiting you. Or the enemy got air control you just will donate the monkeys to the enemy as small mass packages :P
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Re: Tech 3 Heavy Artillery Installations

Postby Plasma_Wolf » 19 May 2014, 11:03

If you expect to get a stalemate in terms of land and air assaults, then the T3 artillery becomes useful. Use the stalemate to your advantage. If there are not many experimentals on the field, let your opponent attack with the few he has. He's sending 3 monkeylords? Destroy them (with air units or Percivals or your own experimental bots), then use the mass to build artillery by yourself. He's just lost 3 Monkeylords while you maybe lost 50% of the equivalent mass and you can reclaim the lot, so you'll have an advantage of over 65K mass. This is almost a T3 artillery.

Additionally, you have a small army remaining while your opponent lost his.

If the stalemate progresses to the point of having over 20 experimentals in both armies (because you're both afraid to attack and lose it all), then spending just a bit more in the artillery than your opponent (you can bet he's building one at this point too), will result in having one earlier and still keeping up with his possible army expansion. The first to complete the artillery may force the other to attack and lose his army as a result.
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Re: Tech 3 Heavy Artillery Installations

Postby TestPlay » 19 May 2014, 11:06

Iszh wrote:Yes sure Monkey lords are way more useful but what if enemy has huge navys and you cannot pass? or there are percivals and ravagers waiting you. Or the enemy got air control you just will donate the monkeys to the enemy as small mass packages :P


If the enemy has huge navys/percivals/ravagers/air, there would not be any Tech 3 Heavy Artillery Installation set up by him, at all?
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Re: Tech 3 Heavy Artillery Installations

Postby Iszh » 19 May 2014, 11:14

1. He has lots of time until the monkeys reach him to get this defense which is highly possible
2. A good way to get a t3 arti is after you got one t4 and get the reclaim as a counter
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Re: Tech 3 Heavy Artillery Installations

Postby TestPlay » 19 May 2014, 11:18

Plasma_Wolf wrote:If you expect to get a stalemate in terms of land and air assaults, then the T3 artillery becomes useful. Use the stalemate to your advantage. If there are not many experimentals on the field, let your opponent attack with the few he has. He's sending 3 monkeylords? Destroy them (with air units or Percivals or your own experimental bots), then use the mass to build artillery by yourself. He's just lost 3 Monkeylords while you maybe lost 50% of the equivalent mass and you can reclaim the lot, so you'll have an advantage of over 65K mass. This is almost a T3 artillery.

Additionally, you have a small army remaining while your opponent lost his.

If the stalemate progresses to the point of having over 20 experimentals in both armies (because you're both afraid to attack and lose it all), then spending just a bit more in the artillery than your opponent (you can bet he's building one at this point too), will result in having one earlier and still keeping up with his possible army expansion. The first to complete the artillery may force the other to attack and lose his army as a result.


It can be rather tricky I feel. If the enemy has donated mass to me, I would rather build back experimentals myself and not risk a costly Tech 3 Heavy Artillery Installation. The Tech 3 Heavy Artillery Installation can be a sitting duck which fires and reloads slowly and further drains power, and I would not risk using it, unless I wish to slowly annihilate the enemy base? Would you build it given a choice?
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