Reworking Fatboy, Megalith, Tempest and Aircraft carriers.

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Reworking Fatboy, Megalith, Tempest and Aircraft carriers.

Postby Apofenas » 31 Jul 2013, 08:17

This is my first post, I really hope I'm posting in the right place, if not, please tell me so it can be moved. Also excuse me please for my bad english.

Description:
This post is about connecting mobile units with building capability, like Fatboy or CZAR, with stationary factories.

Problem:
Everybody knows that there are HQ and support factories. If HQ factory has been destroyed, support factories become useless. But I saw a couple times, that the Fatboy stays near destroyed T3 HQ land factory and a bunch of support factories. At this moment fatboy, that is mobile t3 land factory, is still t3 land factory, while support t3 factories are nothing more than a t1 land factory(just with more build power). It's weird.

Solution:
Fatboy: Some players don't like UEF because this faction doesn't have T4 direct firing unit, but engie mod made UEF too powerfull. I suggest to make Fatboy not only T3 HQ land factory, it has to be Percival HQ. So if you haven't Fatboy, you build percivals with normal speed(which is reduced, because Percival spam was too strong), but once you build a Fatboy, Percival's build speed increaces. Water should become disadvantage for this unit, because Fatboy is unable to build units underwater, so while it is underwater, Percival build speed reduces back. This will guarantee that Fatboy will always be vulnerable to snipes.

Megalith: Cybrans weren't so powerfull with Bricks, like UEF, but they were definetly strong. I suggest to do with Megalith same thing: Brick HQ. But Megalith isn't land factory, it can't build every land unit Cybrans have - that is disadvantage, but it can build Bricks underwater - that is advantege. I suggest to rework Megalith's unit building, because i really don't like those eggs. I think it should keep units like a transport and when the building is done, drop them like a transport.

Tempest: In my opinion engie mod didn't affect navy too much. I saw in Black ops v3 or so, that it could build T3 navy, it was weird when it was building big units, like Torrent, so I suggest to allow this experimental to build T1, T2, T3 engie and stratigic submarine. And of course while it's under water it shouldn't be HQ.

T3 aircraft carriers: I'm new here, but I've already found out, that playing navy you should better build aircraft carriers instead of building T3 HQ air factory, building engies for it and so on. I suggest to make airctafts support T3 air factories, to make naval players to Build HQ first and then build aircrafts.

Atlantis: Every UEF naval player use it only as a t4 submarine. I don't think this will change much, but I suggest to make it T3 HQ air factory.

CZAR: Well, in my opinion it is a waste of resourses to use it like a T3 HQ air factory.

***Edited***
Last edited by Apofenas on 31 Jul 2013, 12:20, edited 2 times in total.
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: Reworking Fatboy, Megalith, Tempest and Aircraft carrier

Postby Ze_PilOt » 31 Jul 2013, 08:22

There is a reason why no unit build when moving : It's not possible in the engine.
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Re: Reworking Fatboy, Megalith, Tempest and Aircraft carrier

Postby ColonelSheppard » 31 Jul 2013, 08:34

Apofenas wrote:Solution:
Fatboy: Some players don't like UEF because this faction doesn't have T4 direct firing unit, but engie mod made UEF too powerfull. I suggest to make Fatboy not only T3 HQ land factory, it has to be Percival HQ. So at early t3 stage UEF will have only Titans, then players should build a Fatboy to get Percivals. Then I suggest to allow this unit (Fatboy) to build other units while it's moving. Water should become disadvantage for this unit, because Fatboy is unable to build units underwater, so it won't be covered so.

you meant this as a joke, dont you?
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Re: Reworking Fatboy, Megalith, Tempest and Aircraft carrier

Postby Apofenas » 31 Jul 2013, 08:57

ColonelSheppard wrote:
Apofenas wrote:Solution:
Fatboy: Some players don't like UEF because this faction doesn't have T4 direct firing unit, but engie mod made UEF too powerfull. I suggest to make Fatboy not only T3 HQ land factory, it has to be Percival HQ. So at early t3 stage UEF will have only Titans, then players should build a Fatboy to get Percivals. Then I suggest to allow this unit (Fatboy) to build other units while it's moving. Water should become disadvantage for this unit, because Fatboy is unable to build units underwater, so it won't be covered so.

you meant this as a joke, dont you?


What exactly?
If you are talking about Percival HQ, it can be balanced this way: If you haven't Fatboy, you still can build percivals, but if you build Fatboy, Percival build speed increases. Same with Bricks. I understand that it's impossible to be on t3 stage with only Titans and Loyalists
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: Reworking Fatboy, Megalith, Tempest and Aircraft carrier

Postby Hawkei » 31 Jul 2013, 09:41

This is a *cumbersome solution to an already *cumbersome game mechanic which *(is not consistent with the original concept) of this game. The last thing we want is additional complexity created by *complicated tech tree structures that make all other games *arbirarily complicated...

The problem with engie mod, is that it introduces enabling structures, and invents a whole new mechanic whereby perfectly useful structures can be incapacitated with the destruction of a single building.

A secondary issue with engie mod, it that there is not distance relationship between the HQ and the assisting factory. Which means that sattelite bases, outposts and hidden factories can aquire tech that much more quickly. At least with the old dynamic, there was some satisfaction in knowing that an isolated remote outpost was low tech. Now they can start poping out TML's and SAM's real quick.

Your solution fixes none of those problems while at the same time introduces additional complexity. Which is not wanted or needed. T3 land factories should be able to make percivals, and carriers make aircraft. They don't participate in the HQ dynamic, and should not be inhibited by it.

* Edit: Articulation revised :)
Last edited by Hawkei on 01 Aug 2013, 08:02, edited 2 times in total.
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Re: Reworking Fatboy, Megalith, Tempest and Aircraft carrier

Postby Voodoo » 31 Jul 2013, 10:04

Firewall wrote:This is a shit solution to a shit game mechanic which should not have shat in our game. The last thing we want is additional complexity created by shit tech tree structures that make all other games shit...


Have a look on your articulation please.

I also don't like your idea Apofenas. As Firewall said, it's too complex.
Furthermore many T4 units were changed in the last patch, let's wait how these changes will affect the game.
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Re: Reworking Fatboy, Megalith, Tempest and Aircraft carrier

Postby Apofenas » 31 Jul 2013, 10:16

Voodoo wrote:I also don't like your idea Apofenas. As Firewall said, it's too complex.
Furthermore many T4 units were changed in the last patch, let's wait how these changes will affect the game.


Well, my main idea is to remove weirdness with Fatboy's building capability. This is where I'm interested in. For me, other changes are an attempt to balance it, so unnecessary for me.
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: Reworking Fatboy, Megalith, Tempest and Aircraft carrier

Postby Voodoo » 31 Jul 2013, 10:21

I never used the fatboy as a factorie, maybe thats the reason why i don't understand your problem.
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Re: Reworking Fatboy, Megalith, Tempest and Aircraft carrier

Postby da_monstr » 31 Jul 2013, 11:33

Megalith as a pre-requisite for bricks? Really? That would mean no bricks for quite some time for cybran, almost none in 1v1 for sure. Then UEF and Cybran would be at a huge disadvantage vs Aeon and especially Sera. They both also lack an exp that can take on GC or ythotha, and Titans and loyalists are just too weak for that. So lategame whould basically be GG for these two factions.

So your suggestion seems silly to me. Sorry.
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Re: Reworking Fatboy, Megalith, Tempest and Aircraft carrier

Postby Apofenas » 31 Jul 2013, 12:00

da_monstr wrote:Megalith as a pre-requisite for bricks? Really? That would mean no bricks for quite some time for cybran, almost none in 1v1 for sure. Then UEF and Cybran would be at a huge disadvantage vs Aeon and especially Sera. They both also lack an exp that can take on GC or ythotha, and Titans and loyalists are just too weak for that. So lategame whould basically be GG for these two factions.

So your suggestion seems silly to me. Sorry.


Watch my answer to ColonelSheppard. At the early engie mod version Percival or Brick spam could just annihilate any land experimental. I haven't played that version, but i saw a couple casts. Then their build speed was reduced. So I suggested to increase it back, when you build Fatboy or Megalith, to force players keep those experimentals in base and use t3 spam.

Or wach my answer to VooDoo. I want Fatboy to be HQ. Others changes are an attempt to balance it.
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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