• A small rework/ buff to sera t1 sub to rebalance their navy

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    O
    The solution: torp defence on sera sonar.
  • "C-D1 \Rover\" Engineering Drone

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    C
    Alternative: make the drones a standard part of the T2/T3 engineering upgrade. Not targettable or selectable, just extra ACU build power. Basically just fancy visuals, like Cybran engineers' little drone things. (Practically speaking, this is just removing the upgrade but keeping the graphics.) Another alternative: as above, but as a separate build-power only upgrade. Possibly T2/T3 engineering could be cheaper with less BP. Affects balance since e.g. TML upgrade is less useful without build power which doesn't work if both are back upgrades (could drones be moved to a 4th non-conflicting category?). @FtXCommando's suggestion of radar is interesting, though I wonder if they'd just get killed by inties (making it only useful if very cheap, and making the second drone useless). ACU radar drones which can't be shot by air might work though might be OP. But inties already can't shoot radar buildings so maybe it's fine.
  • When teleport will be fixed?

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    ZeldafanboyZ
    That's just to prevent them from dragging out a lost game by teleporting to random corners of a 20x20 incessantly
  • Cybran t2 mml

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    IndexLibrorumI
    @gabitii Race differences are a thing, so sometimes you'll see units that feel like they're stronger than their other-race equivalents. That's okay, other races have their own strengths. Additionally, turtling being punished is fairly healthy for the game, in my opinion.
  • FAF Beta - Feedback

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    DeribusD
    This thread has served its purpose and has gone off topic. If you have feedback on the balance patch that went live yesterday, you may do so here. UEF Drone upgrade was not in this balance patch. If you wish to discuss it, we just had a thread made about it, or make your own.
  • Balance Patch 3750 changelog

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    No one has replied
  • Is it OK that engi stations can eat experimentals?

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    LunyshkoL
    @melanol ml mega and even fatso do have aa and mega has flack so dont lie to me
  • Allow mobile factories to move while building units

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    ComradeStrykerC
    @waffelznoob said in Allow mobile factories to move while building units: would also be nice if deploying units out of a carrier/czar wouldnt cancel the unit in production, nor the build queue as a whole Would be nice if deploying units wouldn't stop the unit move order, too. But, nevertheless, this is a great first step! Looking forward to this being incorporated! ~ Stryker
  • Restructure air by delaying tech 3 air

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    waffelzNoobW
    @thecore said in Restructure air by delaying tech 3 air: Or maybe the meta needs to change, instead of letting the main air slot get to T3 Air at 9/10 mins mark scout to check if they are going T3 and push them hard with T2 Air. yes that is quite literally the counter to t3 air rush meta, it's just that 99% of players are either bad or lazy
  • Give UEF and Aeon t3 scouts sonar

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    Chenbro101C
    At the very least I think giving sonar to these spy planes would be reasonable.
  • A Topic of Dumb Ideas!

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    @deletethis [image: 1674014808803-smd-resized.jpg]
  • Mermaid Stealth Dominance

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    FtXCommandoF
    Atlantis is basically the same cost as a summit, it's barely a t4 unit.
  • Bad Teleport Upgrades

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    Just tossing ideas coz I'm bored, but maybe have a com possess a 'flash teleport' instead of the regular? What how why? The idea is, when you get a teleport upgrade, you can create a teleport charge (sorta like a TML) - and then, once charged, you can use it with very short delay (say 5 seconds or something) to teleport a very short distance away (like T1 PD range), after which a new charge would start charging. This could be used to evade snipes or cross some rough terrain - or blip into the enemy front-line and start wreaking havoc with your OC and whatnot. I'm not getting into the pricing of this right now, but ofc it wouldn't be so cheap and fast to recharge that you could just hop your way across the map while the enemy is still upgrading to T2 - it'd be a tactical positioning tool which while lacking in range, would compensate in speed of activation and being able to prepare it ahead of time (unlike the conventional teleport, which drains resources as you are teleporting). Another could be AOE teleport - seems it could be fitting for Aeon, but it doesn't really matter. The simple idea is, it teleports some units along with the ACU to the designated location. Maybe have it 3 levels, which limit it to transferring T1/T2/T3 units, and with limited amounts (say 5/10/15 unit cap total). Also maybe have it not transport things that would appear too strong, like sACUs (though maybe why not?) and ofc experimentals (though that should be evident from the 'tech limit' of T3). Maybe the range could also increase with level (from a smaller range of say TML, up to global for last upgrade level).
  • The new colossus is a beast

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    maggeM
    Client has change log integrated - Host a game, look bottom right.
  • UEF T2 Navy & Some Other Changes

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    FtXCommandoF
    You go BC or you die There are obviously ways to win beyond sheer navy efficiency, like locking people out of navy early, a snowball from map control early on/great first engagements, torps, riptides, etc. But these either rely on outplaying your opponent through means outside of navy gameplay or using theaters outside of navy.
  • Make repair cheaper

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    FtXCommandoF
    Because then 20 hives with an ml is impenetrable
  • Evensong missile misses too much

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    ComradeStrykerC
    @melanol said in Evensong missile misses too much: @comradestryker With lowest DPS. Pretty sure it matches the DPS of the UEF MML... 60 DPS, no? All MMLs have a similar DPS of around 60. One more thing, MMLs are best used against static defenses and structures. Like shields and PD. And in small groups, one miss doesn't really do much. ~ Stryker
  • The Problems With The UEF - Part 6 (The Kennel & Drones)

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    So currently you have to pay 10.4 mass for 1 point of BP if you use engis. The Hive has a mass/BP ratio of 14, which means BP-wise it is 74% efficient compared to building engis (no other decision factors included like pathfinding etc). The Kennel: Mass/BP-ratio 22 and 47% after the patch 17,6 and 59%. Conclusion for me: Kennel is shit and will be shit if used purely for build power. The patch will be a placebo buff (elevation and rebuild are actually nice) but shit will be shit no matter what. If the use changes towards flying reclaim this may be fine to give kennels a real use and identity. But this requires that their BP is not further degraded, because kennels are already a noob trap or a despair move BP-wise. Building them is mostly not beneficial for you. So you should either buff their mass per BP ratio towards the hive or bless their application with a real feature.
  • Correlate hit points of prop with its mass value

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    FtXCommandoF
    99.9% is not true, just look at the old babyrage that came from haven’s reef being in ladder and bombing the trucks. Another map this happened all the time was the wonder version with an omni wreck in mid, was meta for every mid slot to send an arty to instantly kill it, or a lab to kill enemy arty followed by an engie.
  • Sparky Rationalization

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    @comradestryker said in Sparky Rationalization: It's literally in their name! "Field Engineer"! Their role is to be within the mix of your units, (especially with the Jamming ability). A Sparky is not a backline engineer. Building front-line factories should be an ability it has, rather than leaving that job to standard T1 engies in the back. I totally understand your point. We simply load the term field engineer differently. For me, engineers at the front secure reclaim and build intel, possibly a firebase. Therefore it is logical for me that he should build T1 factories because we don't build T2 reclaiming factories that build Sparkies for that. Since the most dangerous part is gaining reclaim (when not factory reclaiming), not building the factory. I simply see it as a quality-of-life change, which is good, because currently, the unit sucks. For me, he is aggressive, because he can not be used for base/eco building. That was my main point towards people who say Sparky is not allowed to be buffed because he may replace T2 engis. My point of view is based on the belief that every unit should have a practical purpose and if you guys fear balance issues I would like to add, that if this would we the case, we may buff other factions in their identity or nerf his other stats. I favour a buffing balancing approach, especially if we are able to give more features not stats. This way FaF feels cool and fresh and is able to deal with (upcoming) competitors. @tankenabard that's true, I'm really happy to see this change