Naval balance is by far my favourite part of FAF. I'm therefore all in favour of completely changing it.
Now, what else can we wreck?
Forged Alliance Forever Forums
Moderator: JaggedAppliance
Swol wrote:Naval balance is by far my favourite part of FAF. I'm therefore all in favour of completely changing it.
Now, what else can we wreck?
Astrofoo wrote:I think the easiest and best solution to this "problem" is just to buff t1 sub damage slightly, and remove torpedoes from all Destroyers except for Seraphim.(Since they have no t2 sub equivalent.) However, keep the torpedo defense on Destroyers, maybe even buffing it just slightly. We can take UEF Navy balance as example of this already working. The Valiant Destroyer's torpedoes suck so you have to mix in Coopers. Now imagine if every faction had to do that. We could even see a situation where players make mostly frigates but mix in some t1 subs and use those to slowly counter destros until they get their t2 up. Obviously other destroyers are the best way to go, but it seems odd and unintuitive for newer players that submarines, which are supposed to have good torpedoes otherwise what's the point, are terrible at killing things with their torpedoes. This will create a situation where a more well rounded mix in navy is required. However, destroyers should still be better than subs overall which is why I think they should keep their torpedo defense. So basically navy balance looks like this:
Frigates: Meat shields/extra close range brawl damage; remain mostly unaffected
T1 Subs: Slightly better at killing frigs and destroyers because neither can shoot back(if we buff their damage this effect is magnified as much or as little as we want)
Destroyers: Still king of the sea, good at killing frigs and other destroyers/crusiers/main melee unit of big naval battles/slightly worse against subs(Can't shoot back but still have torp def)
Cruisers: Unaffected
T2 Subs: Large buff/now effective against groups of destroyers in groups themselves but will still lose mass to mass due to torp def and higher health on destroyers. HOWEVER, you are forced to make some kind of anti submarine unit. I.E. T2 subs of your own, or torpedo bombers if you have air
In summary:
Any addition to variety of unit compositions is a good change in my humble opinion. This prevents a player from just spamming Destroyers all day err day. If a player does that, I'll make about 5 t2 subs and watch as his destroyer fleet slowly disappears to a foe he can't attack unless he makes subs of his own.
Astrofoo wrote:I think the easiest and best solution to this "problem" is just to buff t1 sub damage slightly,
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
Apofenas wrote:...
I wish game had a concept of underwater eco apart from underwater mexes without storages and hydro which highly depend on map and RAS SCUs.
Personally i dislike giving stealth to non-cybran faction, but i wonder how it would work if stealth was replaced with jammer. You would know there is sub, but don't know where it is and how many of them exactly. Although currently jammer would hide you only untill unit was spotted first time, so it could need some special mode where sub jammer works 10 seconds, turns off, personal stealth blinks for a second and jammer turns again so sub is hidden when out of combat.
Hawkei wrote:As for stealth on a non-Cybran sub. I should add that the Cybran T3 Gunship has Jamming - and this has always been a UEF tech. So why not have stealth on all subs? Stealth is a basic characteristic of submarine warfare. There were however other suggestions such as making the other subs only stealthed when stationary. Or not have stealth on subs - but instead nerf sonar to give the same effect. Thus giving the T2 and T3 sonar a radar for above water, and a smaller sonar range (but this solution would make air and land targets detectable by the platform).
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
Apofenas wrote:Hawkei wrote:As for stealth on a non-Cybran sub. I should add that the Cybran T3 Gunship has Jamming - and this has always been a UEF tech. So why not have stealth on all subs? Stealth is a basic characteristic of submarine warfare. There were however other suggestions such as making the other subs only stealthed when stationary. Or not have stealth on subs - but instead nerf sonar to give the same effect. Thus giving the T2 and T3 sonar a radar for above water, and a smaller sonar range (but this solution would make air and land targets detectable by the platform).
Just because UEF have 3 units with jammer doesn't mean it's UEF tech specificly. Aeon/Seraphim also used it judging by FA campaing. So why the faction that is designed to use intel tricks wouldn't use some different tool apart from stealth? The jamming mechanic is more of a cosmetic in this game rather than anything really usefull.
The suggested jamming concept is practicly same stealth with the exeption that you see the area where unit could be, but you would have to shoot blindly untill you have a direct vision on it.
Users browsing this forum: No registered users and 1 guest