Transport buff

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Transport buff

Postby bigcrap757 » 04 Nov 2015, 23:27

I haven't considered the balance implications too much, but having better transports might have a really good effect on the game, both for 1v1 and team games. For me at least, strategy games are always better when there is a war on multiple fronts. Having better transports would allow us to do this, via engineers building proxy bases in the enemy's territory. It would completely change a team's priorities if there was a base in their territory. It could force air players to build land units, front to pull back units, etc. In addition, these bases could be made anywhere (though likely in resource rich areas) , thus giving a large range of possible proxy bases on some maps. Finally, it would be refreshing to manage two bases instead of just one. Feel free to tell me something that I overlooked.
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Re: Transport buff

Postby Korbah » 07 Nov 2015, 12:38

Download Air Leverage v5 mod from the faf vault. Reworked t2 transports with +1 speed, +60%hp for higher cost.

Basically a working example of better transports. Try it and see what you think. Feedback appreciated, post in the thread in the balance forums
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Re: Transport buff

Postby Apofenas » 07 Nov 2015, 13:50

No, the suggested mod is not a good idea. In team games with dedicated air spot t3 air appears by minute 10-12. That means asf eat transports no matter how many hp and speed they have due to insane aa dps. Also amount of units that transport can carry isn't changed in that mod, is it? Well i'd prefer more transports carring more units in multiple parts of maps over safer transports. That's my thought on concept, i didn't try this mod to make a legit conclusion.

Transports in this game have one big problem - units die if transport dies. And that's what should be changed to actually buff drops. Make units survive(or get probability to survive) the transport crash, but take damage in process. This would mean ACU wouldn't die while being in transport, but take solid damage from crash and if you didn't kill transport while it wasn't on your territory, than you would have to deal with survivers. However damage that units take is a big question. It could be some % or fixed number or damage that transport does on crash itself. 3d option is the best but has one big issue: t1 transports are only ones that deal damage on crash(100 dmg), t2 and t3 transports do 25 damage on crash incluuding continental.
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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Re: Transport buff

Postby Korbah » 07 Nov 2015, 14:03

Thank you for that entirely uninformed input on the mod. If you'd bothered to try it before dismissing it you'd realise that asf have been muzzled to a significant degree with cost, timer and speed nerf that directly deal with this issue you describe. I would still advise the op to try the mod and would invite you too apofenas as some high level games using it would be good to see

As to your other points I agree that scu/acu should survive the crash with a large dmg hit
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Re: Transport buff

Postby Apofenas » 07 Nov 2015, 15:32

Just so you know, i read changelog before posting a comment. Yes ASF in that mod cost 150 mass more and take 50% more time to build, but they are still faster transport and have their insane dps so 60% more hp matters a little more than nothing on a decribed team game situation, but transports cost 2 times more so you spend twice more mass to transport same amout of units and X2 energy cost means it'll take you far more time to build. So specificly for team games it looks more like a nerf than a buff.

For 1v1, yes it's better cause AA and hp provide some sort of survivability, i tested some buffs similar to this in past, where microed t2 transport could kill 5 or so interceptors and i actually made 20 with veterancy durig in-game test, however by the time you get 2 transports in current balance there are clouds of interceptors flying around, not 5.

I don't speak the mod is bad. There are some changes that i really like, there are some things to improve, but i don't like it specificly as a suggested transport buff.
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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Re: Transport buff

Postby Korbah » 07 Nov 2015, 16:37

Fair enough, although the transport buffs function almost in isolation until you reach t3 thus answering the op's question.

I accept your criticism that higher costs per unit transported translates to a nerf. However, my experience is that drops are more successful, transports survive the drop more regularly and thus can be repaired and reused. This translates to an overall buff rather than the apparent nerf on paper.

If you consider t3 then your points are relevant - asf are still very effective - however the environment around them is changed as is the total number of asf due to cost and timer nerfs. With modest t3maa buffs, a longer t2 air phase and a lot more viable targets for a limited pool of asf to dealt with, my experience is that the tougher t2 transports function well.
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Re: Transport buff

Postby yeager » 07 Nov 2015, 17:33

ive played it several times, its very good
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Re: Transport buff

Postby Ithilis_Quo » 08 Nov 2015, 03:43

main issue with transport is that units in transport are visible on radar what mean everyone know that this blis is transport and its very important shoot it down asap. Fix this would make much more succesful drop. But its not so easy, one potencial solution is add personal stealth on land units that would be turn on only when its on transport. -> its a lot of work.

Or get stealth field on transport, but it also aplly on transport itself, so its not ideal.

One compromise idea (by myself) was add hight energy consumption stealth field on T1 transport, with is weak by hp and speed, and can carry only single T3 unit. but can carry it with succed. When we are talking about hight energy upkeep then its number that prohib use them too early but move then more on late game, so we are takling about numbers as 500e/s
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Re: Transport buff

Postby nine2 » 08 Nov 2015, 05:15

t2 transport is already awesome. maybe its not good enough for setons but that doesnt matter
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Re: Transport buff

Postby angus000 » 08 Nov 2015, 08:48

What about an "emergency eject" button on t2 transports that gives a little probability of surviving to the units it carries? Or instead of a probability, make it 100% but with a fixed/random % of damage? I think that this, combined with carried units not appearing in radar, should do the trick.

The eject button would be an active ability btw, not automatic.

Another idea: being able to activate "safe flying mode" in which the transport would fly way slower, but would guarantee that units don't die when it's killed. Maybe it would fly closer to the ground or something.
This way, when you reach a certain point, you can switch between a safer flight, or a faster one in which you can arrive to a more critical possition.
Maybe it would appear as a ground unit in radar while in low flying? Not sure.
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