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    Mobile missile Rework

    Scheduled Pinned Locked Moved Balance Discussion
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    • veteranasheV Offline
      veteranashe
      last edited by

      Add

      Turning off a mml makes it shoot it rockets to intercept missles

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      • F Offline
        FunkOff
        last edited by

        I have stated awhile ago that MMLs need a buff, but it doesnt look like the balancers agree, so it's not happening.

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        • ValkiV Offline
          Valki
          last edited by

          I think letting them ignore shields would make TMD much more important and games much more volatile in a good way. Your thoughts on that @FunkOff ?

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          • F Offline
            FunkOff @Valki
            last edited by

            @valki I like this idea. It seems consistent given that strategic missiles avoid shields, too.

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            • TheVVheelboyT Offline
              TheVVheelboy
              last edited by

              You can already break firebases in below one minute mass for mass using MML. There is no need to work on that.

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              • S Offline
                Spy_Emanciator @Auriko
                last edited by

                @auricocorico The thing I see is that there could be more gameplay at standoff ranges with anti missile and homing missiles added aside from turtle. Right now missile just miss moving armies and are only effective when formations are still or moving on predictable lines (e.g. shooting at one column and hitting something behind).

                So if you had anti-MML units in your formations, and either a second rapid fire mml shooting somewhat homing missiles either by toggle or unit composition, then the game could show more standoff meta instead of being a close range only unit ball game.

                Yes mml still works against static positions if they are not microing their artillery correctly. But this change would be more about moving armies at medium and closer ranges where MMl and anti-mml would be a t2 support unit of more importance instead of just being an auxiliary tool or something to intensely micro the shot pattern of to predict movement.

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                • F Offline
                  FunkOff
                  last edited by

                  I think a fair test to show how bad MMLs are follows: Players A and B start a sandbox. Player A gets a 5000 mass firebase. Player B gets 5000 mass in MMLs and mobile shields. (Unlimited pgens as needed for each.) Then each player gets 5000 additional mass for whichever units they prefer. Victor of the resulting battle wins. (Or whoever has highest value remaining in a stalemate.)

                  This experiment, run sufficiently well, will prove that MMLs are ineffective generally. This owes to their low damage, low health, limited mobility, and extremely limited functionality.

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                  • BlackYpsB Offline
                    BlackYps
                    last edited by

                    You left out the result and jumped right to the conclusion. The 5000 mass armies will more or less draw and then the MML will crush the firebase. Player B is now 5000 mass ahead. How does this show that MMLs are ineffective?

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                    • TheVVheelboyT Offline
                      TheVVheelboy
                      last edited by TheVVheelboy

                      I see funkoff learned from the last time and is now trying to make sure people forget the fact that shields take energy to run and that power gens actually cost mass to set-up.
                      Also trying to introduce additional variables just to make the tests more random so he can get a chance to prove his point by sheer luck.

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                      • DeribusD Offline
                        Deribus Global Moderator
                        last edited by

                        Thread locked. There hasn't been a description of the issue, and it has been discussed before. Thus far this has been nothing but a retread of old ground.

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