how long does FAF exist now?
the thing i criticise forged alliance the most for is its lack of intresting units primarily on the ground
and i realy think FAF should consider expanding on that at least where it may make sense
as such units should not be added for the mere sake of diversaty but were it may keep the theme of the factions
... and let´s be honest FAF is already not like vanilla in many aspects and i think a few extraunits would not drastically change the flow of the coregameplay ...
now from many the obvious answer will be ... go play mods or make your own
well i´m not a modder so there is that ...
as for the mods available with unitpacks they are mostly made for the rule of cool than to have a ballanced factionunitpool and contain many units i rather disagree with having ..
the other more valid concern is more stuff that needs to be ballanced, greater learningcurve ... but personaly i rather take that over a mostly imo blant unitpool ... and of course it´s not exactly easy to include the right units for all tiers and factions
of course the community as whole decides and i don´t realy hold any hope that any of this will be included ... as nothing in this regard had been done for years (well except for t3 mobile AA ... yaaaayyyy ... :/)
BUT HEY at least i could try in this regard! right?
now of course i don´t have suggestions that cover all factions equaly as some of the current pools make it difficult to have a unit that doesn´t overlap with a unit in the same tier ..
but here it goes:
UEF:
could definetively use a couple more options imo ..
t2 firetank
idea behind this: a slightly slower, shorter ranged but tankier option to the pillar with a bit of AoE that acts as the UEF´s meatshield besides simply using mobile shields should imo not cross over with either the riptide or mongoose as these 2 are the more mobile t2 options with the former in particular being ment for kiting ..
t3 mammoth or overlordesque tank
for a human faction that is kinda meant to have some familiarity to the new player it just strikes me as odd that the UEF have no assaulttank at t3 (but seraphim for some reason do)
now of course putting this tank in is a bit tough cause with the percival you already have a strong assaultunit and a companion to your fatboy and you have the demolisher as a armysoftener ...
but my idea for this unit would be that it has a main dual railgun for delivering punches and on its sides gatlingstyle weapons .. it should have shorter range than the percival but be tougher or equaly as tough with the difference that once it´s in rage it is capable to attack multiple units or requires to be frontfaced to focus all its firepower on one target ..
tx experimental bomber
i´m gonna be honest ... the UEF still has imo a lacking set of experimentals (along with phim regarding non assault experimentals :/)
one in particular is a pure naval option that doesn´t realy see much use with attacking land
one requiring a stationary building and at best annoys people if not in numbers with its satalite
and one being a SUPER expensive game ender
which leaves just one propper assaultoption (and that is more a bombardoption actualy) ... were the other factions have at least 2 assaultoptions (cybran 3 even) ...
so i say give the UEF a attackbomber however not like the phim tx bomber ..
let it drop like 2 rows of 5 or so strategic level bombs that however cause napalm damage over time ...
t1 mechmarine:
i think it would be kinda intresting to have them be amphibious ... ...
Cybran:
probably have the most well rounded roster but could use one or 2 more options
t3 cloaked sniper:
similar cost to the aeon and phim sniper, has less range maybe a bit more health, is primarily meant as a late hit and run option that decloaks when it fires ..
t1 hovercraft:
basicaly a early mobile burst raider that can´t take as much damage as mantis ..
not realy anthing else that could be added to them ... maybe give the brick a continous beam as mainweapon?
Aeon:
hmmmm quite tough .... at the very least they don´t need any experimentals they are well covered there ...
the only thing i can think of is to give them a alternative to harbs
t3 hovertank:
has a medium to shortrange continuous beam with a wee bit AoE?
otherwise
a t1 sniperbot:
weaker in hp than aurora but has higher RoF and either same or greater range ..
t3 ranged gunship:
basicaly a harder hitting but lightly armored gunship one could mix in with specters ...
phim:
ooooof ... realy realy tough with their brute force and rolecombinationstyle ...
there are 2 primary options i would like to see that i think would go well with the more aggresive bruteforcestyle of this faction
t2 mobile repairaura tank:
helps keeping your t2 bots alive that realy are your primary assault option as this faction gets mobile shield at t3 rather ..
and also would be a option for players who may wanna be rather passive with their commander or invest into other commanderupgrades ..
t2 mobile suicidebomb:
there is a thread of having the beetle be a damage over time weapon ..
i say give that unit to the phim (beetle staying the instand damage + emp variant or low caliber madtank) releasing electronic vortexes like the TX assaultbot ..
helps vs armys or as a way to temporarily keep the opponent from wanting to push through affected terrain ..
and for gods sake give these poor guys t1 labs dang it! .. maybe make them amphibius like the mechmarine, too ..
also how about a t3 gunship? ... like WHY are they the only faction without one ? ... their t2 gunship is too weak to still be viable in t3 and their t3 bombers do not compensate for that lack ...
otherwise it´s just super tough to give them any t1/t2/t3 offensive alternative ..
thoughts?
own ideas that are not too crazy?
straight up no? (i do not care about purists fyi)
may edit OP with new ideas ..