FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    Petition to Raise the Firing Elevation of the Seraphim Destroyer Just Slightly

    Scheduled Pinned Locked Moved Balance Discussion
    17 Posts 10 Posters 1.1k Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • TheWeakieT Offline
      TheWeakie Balance Team @Jip
      last edited by

      @jip said in Petition to Raise the Firing Elevation of the Seraphim Destroyer Just Slightly:

      The seraphim destroyers are not designed for shore bombardment. Their cruisers are brutal in that regard.

      Not really. They are quite easy to counter.

      There is no specific balance reason why sera destroyers can't hit on land. It's just this way because of the firing arc of them and would be nice if it got fixed.

      1 Reply Last reply Reply Quote 3
      • JipJ Offline
        Jip
        last edited by

        They have beam weapons - it has no firing arc. Any fix would require to rework the unit to not have a beam weapon. Another approach would be to fix the aim bones of various units. It would still make them significantly worse at shore bombardment in comparison to other factions because they're easy prey to terrain bumps.

        A work of art is never finished, merely abandoned

        1 Reply Last reply Reply Quote 0
        • S Offline
          snowy801
          last edited by snowy801

          What if you just raised the elevation of the turret?

          You know, like GC has a really high turret starting point.

          1 Reply Last reply Reply Quote 1
          • W Offline
            wikingest
            last edited by

            Aeon destroyers were the best destroyers, at least until the last path, but that does not mean that they were overpowered. Aeon has largely the worst t1 navy. And almost no navy fighting or bombing capacity on croisers. They dont have much else on t1-t2 level. For someone who dont know how do play (or rather knows less than enemy), and gets crushed by Aeon navy, it might seem, that he lost because of destroyers. While in reality navy is much more than only building destroyers.
            In perfect micro conditions you can dodge all Aeon destro surface shots. And in real game it is not rare that they miss around 50%. While Sera destros are supposed to hit 100%. So haveing beam weapons on Sera destros is a big advantage on navy, and true, as you said, can be disadvantage on navy-to-land in some conditions. But note also, that Sera croisers can hit far inland, kill plane waves and force navy to move/micro.
            Personnally, when fighting someone at my level or stronger, I would prefer beam weapons (that dont miss), because winning navy is usually harder and more important than hitting beaches in most effective way.

            1 Reply Last reply Reply Quote 1
            • KaletheQuickK Offline
              KaletheQuick
              last edited by

              I would like to disagree with this petition. I think their compliment of weapons makes them good in their role, and the TML of their cruisers fulfills the role of shore bombardment nicely.

              You must deceive the enemy, sometimes your allies, but you must always deceive yourself!

              1 Reply Last reply Reply Quote 0
              • ThomasHiattT Offline
                ThomasHiatt
                last edited by

                It's futile to change unit balance to compensate for map problems. No matter how far you raise the turret there will be maps with steeper or higher hills. It is the responsibility of the mapper to make maps that work with the units in the game. Either they deliberately made a decision to have a shoreline block certain naval units and tested that it works as intended, or they just randomly threw a map together and it is what it is.

                S H-masterH 2 Replies Last reply Reply Quote 2
                • S Offline
                  snowy801 @ThomasHiatt
                  last edited by

                  @thomashiatt said in Petition to Raise the Firing Elevation of the Seraphim Destroyer Just Slightly:

                  It's futile to change unit balance to compensate for map problems. No matter how far you raise the turret there will be maps with steeper or higher hills. It is the responsibility of the mapper to make maps that work with the units in the game. Either they deliberately made a decision to have a shoreline block certain naval units and tested that it works as intended, or they just randomly threw a map together and it is what it is.

                  Okay the other comments made sense but this one is entirely nonsensical. Some maps have cliffs designed to block offshore bombardment specifically, and some do not. It is also the responsibility of the player to recognize when the terrain favors and disfavors you.

                  Seraphim destroyers having a higher turret position would only result in you being able to actually use them for this purpose in more situations.

                  1 Reply Last reply Reply Quote 0
                  • FtXCommandoF Offline
                    FtXCommando
                    last edited by FtXCommando

                    Some maps do. More specifically, maps tend to be balanced around what mexes frigates can and can't hit via terrain. But sometimes they aren't and you cant really tell in any certain way unless you go and test it out yourself. For example, sentons has a rock mex that can't be hit by a frigate but subs can, except for the Aeon sub which has no deck gun. This was absolutely not an intentional design choice by GPG but just happenstance.

                    Destroyers I don't really know of very many maps at all where it's reviewed whether certain destroyers can or can't hit inland.

                    1 Reply Last reply Reply Quote 0
                    • ThomasHiattT Offline
                      ThomasHiatt
                      last edited by

                      I think Chosen probably tests for these sorts of things on his maps. The rest of the mappers on FAF are bad and should be banned.

                      1 Reply Last reply Reply Quote 0
                      • H-masterH Offline
                        H-master @ThomasHiatt
                        last edited by H-master

                        @thomashiatt said in Petition to Raise the Firing Elevation of the Seraphim Destroyer Just Slightly:

                        It's futile to change unit balance to compensate for map problems. No matter how far you raise the turret there will be maps with steeper or higher hills. It is the responsibility of the mapper to make maps that work with the units in the game. Either they deliberately made a decision to have a shoreline block certain naval units and tested that it works as intended, or they just randomly threw a map together and it is what it is.

                        Yes, of course there will always be maps where the turret isn't high enough. But raising the turrett a bit will solve the issue where only a slightly elevated shore will already block the beam.
                        I don't expect the Sera destroyer to be able to shoot over obstacles as well as the other faction destroyers do, but right now I agree with OP it too quickly hits the ground.
                        Raising the turret a bit is worth testing imo.

                        Check out my maps here:

                        Madness 1 - 10

                        https://forum.faforever.com/topic/480/h-master-s-maps

                        JipJ 1 Reply Last reply Reply Quote 0
                        • JipJ Offline
                          Jip @H-master
                          last edited by

                          @h-master said in Petition to Raise the Firing Elevation of the Seraphim Destroyer Just Slightly:

                          Raising the turret a bit is worth testing imo.

                          Make a mod and convince us that it still looks decent and has the desired impact.

                          A work of art is never finished, merely abandoned

                          H-masterH 1 Reply Last reply Reply Quote 0
                          • S Offline
                            snowy801
                            last edited by

                            You know what fuck it where's the how to make your first FAF mod tutorial

                            1 Reply Last reply Reply Quote 0
                            • H-masterH Offline
                              H-master @Jip
                              last edited by

                              @jip I don’t know how atm. Maybe at a later time. Any resources on how to develop something like that?

                              Check out my maps here:

                              Madness 1 - 10

                              https://forum.faforever.com/topic/480/h-master-s-maps

                              1 Reply Last reply Reply Quote 0
                              • K Offline
                                kdrafa91 @snowy801
                                last edited by

                                @snowy801 Yep seraph destros also tilt me to no end sometimes

                                1 Reply Last reply Reply Quote 0
                                • First post
                                  Last post