Forged Alliance Forever Forums
Moderator: JaggedAppliance
FtXCommando wrote:
need to give him some time to blossom into an aids flower
JoonasTo wrote:I finally had time to read through the patchnotes(been busy, I know.) I am disappointed.
First of all, I get that you want differences between units that are easier to see(MMLs were already quite differentiated but hard to see at a glance if you aren't deeply involved with the game) but did you think this is fine without touching the TMDs?
Or did I miss a patch where you already buffed them?
And then you lessened the differentiation between the static flak? Again, I understand your point in buffing them vs fast turning targets but this should have been done more in line with the overall policy. Contradictions don't make for a good showing, this is not magic.
I hope you take another look at them.
Also aurora nerf, BAD. No one (should) ever fights with their tanks standing still so this a straight nerf to the unit. Having Aurora stand still in a firefight is already penalised heavily(they flat out die.) This should be expanded to all tanks and maybe even all direct fire units if you wish to use this. There is no logical reason only Aurora should be punished like this for moving(units moving miss more, great! easy to learn, it's logical. Why does only one unit miss more while moving? Bad, not logical, not intuitive.)
As it is now, it should be reversed and a larger, more comprehensive penalty to firing on the move should be researched, tested and discussed. If done well enough, you might even introduce stutterstep micro into this game.
At a glance I don't like the tree change. Killing treegroups was a fine and valiant endeavour for an early james bond scout and in my mind a worthy mechanic. I haven't tested this regression yet but if it's going to be worth it to trample trees again before reclaiming them...
Also a very unintuitive change and another thing to learn for new players that doesn't make any sense. Simplifying learning the game was a goal before, I don't know about the current balance team's stance on this but this is detrimental to closing in on that goal.
Aeon shield needs a comparative HP or cost buff to work with that longer recharge, it's too hard of a nerf alone. The only reason to get the shield before(for me) was the fast recharge, the few hitpoints are not worth it alone.
Isn't the satellite affected by the bouncing shields? Because this seems an unnecessary change. In general, we should refrain from changing things if we don't need to. The closer we are to the base game/the game from 1/2/3/5/10 years back, the easier it is for people to return/get in to the game from the steam side. It's easy to learn a few major changes that are similar across the board, it's hard to learn a million small ones here and there(not that this particular one has any real impact in this case but small things add up.)
EXPERIMENTAL VET NERF
HIP HIP HOORAY! HIP HIP HOORAY! HIP HIP HOORAY!
I'm a bit scared about some of the regen values but at first glance, they don't look to bad. Without testing can't say more(and I don't have time for that.)
Lich King wrote:Jagged, what if we roll back the useless flak change and instead give them a toggle fire mode? They'll be able to shoot land or air units, kinda like the real AA cannons can be turned to aim at land armies.
Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
Lich King wrote:useless flak change.
Lich King wrote:a toggle fire mode?
JoonasTo wrote:At a glance I don't like the tree change.
Also a very unintuitive change and another thing to learn for new players that doesn't make any sense. Simplifying learning the game was a goal before, I don't know about the current balance team's stance on this but this is detrimental to closing in on that goal.
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