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speed2 wrote:Could we round the value to some pretty number please?
moonbearonmeth wrote:gib replays plox
moonbearonmeth wrote:speed2 wrote:Could we round the value to some pretty number please?
Something like pi squared?
V1: Aeon T1 AA boat: 120m/1200e -> 400m/3600e, 35 dps -> 140 dps, build time 800 -> 2400, HP 750->850, basically 1/5 of aeon cruiser but less range/intel and slightly less dps overall, but slightly more HP. Usually dies to 1 torp, but also kills that torp, with a slightly worse mass inefficiency than a cruiser. Designed to make 1-2 with a navy rush to stop aeon being useless vs any air whatsoever at early stages, and avoid need to invest all the way into a cruiser. Requires micro for maximum effectiveness. Was previously unused due to the pitiful damage output.
V2: aeon t1 aa boat: build time 2400 -> 1600 (more in line with other t1 tech, makes it easier to rush if needed)
V1: Aeon T1 AA boat: 120m/1200e -> 400m/3600e, 35 dps -> 140 dps, build time 800 -> 2400, HP 750->850, basically 1/5 of aeon cruiser but less range/intel and slightly less dps overall, but slightly more HP. Usually dies to 1 torp, but also kills that torp, with a slightly worse mass inefficiency than a cruiser. Designed to make 1-2 with a navy rush to stop aeon being useless vs any air whatsoever at early stages, and avoid need to invest all the way into a cruiser. Requires micro for maximum effectiveness. Was previously unused due to the pitiful damage output.
V2: aeon t1 aa boat: build time 2400 -> 1600 (more in line with other t1 tech, makes it easier to rush if needed)
Tempest: elevation from -5 -> -5.8 (to avoid all battleship ground fire, highest possible before it can be ground fired, other tempest and ground fire strat still can however)
Currently Tempest is not a mass efficient unit, and this small change should give it much greater flexibility and durability in the t3 navy wars it is most often found in.
Yolo- wrote:
For the aeon navy changes I suggest:
Gala's idea for the Shard:V1: Aeon T1 AA boat: 120m/1200e -> 400m/3600e, 35 dps -> 140 dps, build time 800 -> 2400, HP 750->850, basically 1/5 of aeon cruiser but less range/intel and slightly less dps overall, but slightly more HP. Usually dies to 1 torp, but also kills that torp, with a slightly worse mass inefficiency than a cruiser. Designed to make 1-2 with a navy rush to stop aeon being useless vs any air whatsoever at early stages, and avoid need to invest all the way into a cruiser. Requires micro for maximum effectiveness. Was previously unused due to the pitiful damage output.
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:Main problem of Shard is cost and torp bomber. You want cheap more accessable AA to cover frigates here and there all over the map to shoot down air which other frigates do on their own. The suggested change is a step in other direction.
Currently Shards are a bit bad against torp bombers because single torp can kill shard in single pass and repeat it 2 more times. If i'm not mistaken Shards survive mass sufficient amount of torps only after reaching 8 vs 4 number, but not sure about that. This means 1hp increace is actually a hard buff for Shard.
In suggested conept t2 torp will still kill 400 mass cost Shard for 2 pass instead of 2 separated Shards. It also makes Shard work like Cruiser with low HP and high DPS and I'm pretty sure we could do it a bit otherwise.
Remember old Cybran frigates? When you didn't bother to build Cruiser because you could get 9 frigates with half of Cruiser's DPS but with 5 times bigger HP which made such AA much less vulnerable to torp bombers.
I suggest 2 different ways:
1) Shard cost 120->80m, Bt 2400->1600: this will make Shard more accessable on t1 and more efficient vs torp bombers
2) HP 750->755;
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