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    The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade)

    Scheduled Pinned Locked Moved Balance Discussion
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    • LunyshkoL Offline
      Lunyshko @Sylph_
      last edited by

      @sylph_ This is all salt. Some factions shine under certain conditions and at the same time they lame at other certain conditions. Uef is fairly mediocre at almost everything without going crazy op or trash. Of course janus are strong. Incredibly so. But it doesnt mean they are that OP. What else can you name OP about uef? Undying acus? ive seen sera acu not die and current Cybran acu is unkillable. I cant think much of OP about uef. Unlike other factions.

      "Good luck and a safe landing commanders!"

      waffelzNoobW 1 Reply Last reply Reply Quote 0
      • Sylph_S Offline
        Sylph_ @ComradeStryker
        last edited by Sylph_

        @comradestryker said in The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade):

        If I may answer...

        Of course, and thankyou for explaining further!

        Artillery shells that would've otherwise missed would either collide with the Shield - damaging all other shields too, directly or indirectly due to spillover damage - or it would hit the Fatboy, and since it's so large, the unit would take damage.

        Even if the shields could cover the Fatboy - which they only partially do - the Fatboy's shield is far too big, meaning it's almost always exposed somewhere which means it will likely still take damage even if a Parashield blocks it.

        So, if the Fatboy still takes damage when shielded with mobile shields and when not shielded, then what's the point?

        It's a waste of mass.

        This is what I'm getting at - the fact that shots that hit a mobile shield also do 50% of that damage to overlapping mobile shields (a FaF change) feels like it just ruins the ability to use shields to defend against artillery, and since fatboys ALWAYS feature mobile shield combat (ie. they have a huge shield, and less significantly should always build more when stationary), it seems to affect them particularly.

        Artillery obviously tends not to miss against the huge target of a shield bubble, and this 50% extra damage bonus per shield (even without the artillery AOE hitting more than 1 bubble at a time, which makes the effect much worse) just feels like it makes approaching artillery with moving shields - including the fatboy, a bit too poor.

        From reading old threads, I get the impression that these nerfs to shields, and MASSIVE nerfs to mobile shields, were made to stop players from turtling using shields packed really densely. In that case, it makes sense that the penalty wasn't so large on shield buildings (where they only take 10%, rather than 50%, IIRC) since it's hard to 'mass' static shields - there's not enough space etc...
        But I feel like this FaF change just makes mobile shields absolutely junk against long-range defensive positions.

        ie. The intended effect of that shield nerf - weakening static emplacements, actually seems to work the other way... Overlapping shield building bubbles can still be somewhat strong (only 10% damage spread), but mobile shields (50% damage spread) are now unable to approach them.

        I quite liked the suggestions for fatboys having anti-artillery weaponry. I understand why players don't want 'special cases' (quick aside - Was there a similar anti-artillery weapon in the Xbox-exclusive units, somewhere?).
        But, I wonder whether the problem is only so significant, and solutions being suggested, because of how backbreaking FaF's massive 50% penalty for overlapping mobile shields actually is?

        If only there were a way of keeping mobile shields strong, but stopping them from helping turtles?
        Is there a possibility of making 'popped' shield bubbles destroy power generators in a sort of 'chain reaction' effect? That might be a better way of limiting overlapping shields (particularly given how mobiles shields were at their worst when defending power/air grids or artillery (artillery needing power gen adjacency to maximise firerate etc).

        Just some thoughts, related to how mobile shields feel 'too weak' when used to approach enemy static positions, which seems to be their intended niche.

        Apologies for the long replies.

        Sometimes, there's too much to say about something, and to save you some time, I'll stop here.

        Otherwise, I'd go on for another 3000 words.

        I'm unsure about others, but I appreciate the info you're feeding me. I always figure that discussing the game is the reason people come to gaming forums, so what the hell, I write word after word after word! 😄

        1 Reply Last reply Reply Quote 1
        • veteranasheV Offline
          veteranashe
          last edited by

          Make mobile shields volatile with low aoe so they don't blow up units but can damage buildings they are parked next to.

          I think as well as build on the move, so a Fatboy can build sheild while retreating, riot guns and aa need to be improved.

          Sylph_S 1 Reply Last reply Reply Quote 0
          • Sylph_S Offline
            Sylph_ @veteranashe
            last edited by

            @veteranashe That's much better than my power generator 'overload' suuggestion... Assuming it could actually work (I'm not sure of the exact mechanics at play regarding volatile, AOE, buildings etc.)
            If there were a way for popped shields to hurt buildings, it would be a wonderful way of allowing mobile shields, including the fatboy, from helping break defenses and fighting artillery without rewarding turtles.

            1 Reply Last reply Reply Quote 0
            • veteranasheV Offline
              veteranashe
              last edited by

              I always thought mobile shields were too small of a bubble to help buildings

              Sylph_S 1 Reply Last reply Reply Quote 0
              • Sylph_S Offline
                Sylph_ @veteranashe
                last edited by

                @veteranashe As I understand it, defending turtle strategies was the reason FaF nerfed mobile shields so heavily.

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

                  No, mobile shields were nerfed because they make a push impossible to break.

                  ComradeStrykerC Sylph_S 2 Replies Last reply Reply Quote 0
                  • ComradeStrykerC Offline
                    ComradeStryker @FtXCommando
                    last edited by ComradeStryker

                    Speaking of shields; And since this is the Billy thread...

                    What if a Billy projectile was able to go through shields without collision?
                    A counterbalance could be that it'll lose 1HP per shield that it goes through or deal less damage, but this way, Mobile 3 or 4 shields do not completely absorb the blast.

                    Reimplement the 'Return to sender' for Loyalists since they don't have mobile shields.

                    Still, it would be risky to throw a Billy at armies that are heavily shielded,
                    But would give more wiggle room to be able to use the upgrade.


                    ~ Stryker

                    ( ͡° ͜ʖ ͡°)

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

                      more exceptions = bad game design

                      also just not needed because billy isn't bad so why would it get a buff

                      1 Reply Last reply Reply Quote 0
                      • Sylph_S Offline
                        Sylph_ @FtXCommando
                        last edited by

                        @ftxcommando Oh, wow!
                        So the reason for the changes to shields all that time ago was that AGGRESSION was too strong back then?
                        (And, thus, the FaF nerf to shields was designed to help defensive / turtling play become strong? yes?)

                        That's a massive lesson for me... I thought it was the exact opposite!

                        Ok, so do people generally, currently, feel that attacking is currently (July 2023) too strong?
                        I got the impression that people felt that turtling was too strong at the moment.

                        Because it seems that, if attacking is too strong, the FaF 50% penalty to overlapping mobile shields is a great thing.
                        But if defense is too strong, then the FaF 50% penalty to overlapping shields should be reduced.
                        (I honestly aren't skilled enough to venture a guess either way)

                        I'm sorry for asking for this clarification, @FtXCommando : (I have read old threads as much as I can, I promise...) -
                        Is attacking currently considered better than turtling?
                        Or is turtling considered better?
                        Or is it considered balanced (outside of aforementioned UEF problems with artillery bases and Cybran needing absolvers to beat shields)

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

                          It's not about attacks being too strong, it's about a specific type of attack being too strong. It's cancerous to, for example, have to deal with 3 UEF battlecruisers under 25 bulwarks that you will never be able to touch or deal with. The gameplay isn't fun for anybody. You just keep stacking infinite HP in 1 spot, no micro, no consideration about unit mix, no interaction.

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                          • Sladow-NoobS Offline
                            Sladow-Noob @Sylph_
                            last edited by Sladow-Noob

                            @sylph_ said in The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade):

                            Is attacking currently considered better than turtling?
                            Or is turtling considered better?
                            Or is it considered balanced (outside of aforementioned UEF problems with artillery bases and Cybran needing absolvers to beat shields)

                            I'm honest, I didn't read anything you wrote before and just stumbled across this take randomly. So if it's in a larger context, feel free to just ignore my message. If It's a general question, then I want to give at least my PoV to that topic.

                            The question is pretty much yes and no.
                            You have do differentiate first what gamemode you're referring to. 1v1? 3v3? 7v7?
                            I want to take Illshis (T2 Sera bots) as an example. They're expensive but strong. They rape most other units and can deal brutal damage. However since they cost so much, they have one problem such as every other expensive unit. An ACU fucks them because one Overcharge kills them easily.
                            And here it's important what we are talking about. In 1v1 they're strong. Because they just run around the ACU and fight other units, being worth the so called "T 2.5 unit" they are. However if we talk about a 6v6, then you can't run around an ACU. Cuz what happens? You stumble in another ACU. That's the reason you will literally only see 1-3 illshis in a large teamgame on the field. In total. And because of these type of things it's hard to say it in general.

                            Play a lot of teamgames and defensive, eco-heavy play is going to be more rewarding.
                            Play 1v1-3v3 and you'll find yourself spamming intis til minute 20 while not even thinking about upgrading a mex to T3.

                            That's also the reason why ppl saying "turtling is so OP in rating range X-Y" are basically clowns. Cuz the only reason to reward aggression even more in teamgames is to nerf the ACU. Which already happened quite a bit in the past, but you'd need to nerf it way more. Like SupCom2 ACU where you run away from 5 tanks cuz otherwise you're dead.

                            The following is honestly only my opinion:
                            <1000: figure out the basics of the game, usually ends in turtle-battles cuz they suicide a lot of stuff into firebases
                            1000-1500: Monkey spam with no / barely eco = pog OR purely ecoing with basically no units
                            1500-2000: Figure out how to balance spam+eco'ing so you have both units and eco
                            2000+: Learn the details. Perfection about unit micro, usage, eco'ing etc.
                            what I mean is that you also need to include what rating range you're talking about. Tbh.. Now after reading it, this paragraph is a bit out of context, but ig I'll just leave it here regardless?


                            If you want, I can offer you to talk about this sort of thing in VC someday.

                            Inactive.

                            Sylph_S 1 Reply Last reply Reply Quote 1
                            • Sylph_S Offline
                              Sylph_ @Sladow-Noob
                              last edited by

                              @sladow-noob said in The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade):

                              usually ends in turtle-battles cuz they suicide a lot of stuff into firebases

                              I'm totally low rating!
                              I'm enjoying understanding the nuances of the current game a little better, and appreciate these topics.

                              FWIW, I usually play 1v1 games, but I try to get an understanding of team-game balance, ready for when I start daring to inflict myself on others more regularly!

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                              • waffelzNoobW Offline
                                waffelzNoob @Lunyshko
                                last edited by

                                @lunyshko cyb nano was nerfed, and the +20h/s regen on stealth was removed, so cybran acu seems pretty balanced to me now

                                frick snoops!

                                LunyshkoL 1 Reply Last reply Reply Quote 0
                                • LunyshkoL Offline
                                  Lunyshko @waffelzNoob
                                  last edited by

                                  @waffelznoob doesnt change the point.

                                  "Good luck and a safe landing commanders!"

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                                  • waffelzNoobW Offline
                                    waffelzNoob
                                    last edited by

                                    the acu is very much killable now

                                    frick snoops!

                                    1 Reply Last reply Reply Quote 0
                                    • Accidental_AeonA Offline
                                      Accidental_Aeon
                                      last edited by

                                      In my opinion the 1000-1600 rating is where the most aggression occurs and where aggression is the most successful. These players have enough game knowledge and eco skills to preform an impressive rush but do not have the necessary scouting skills to spot and counter a rush.

                                      <1000: Learning to get reclaim and acu micro
                                      1000-1200: learning and perfecting one specific rush
                                      1000-1600: Learning to make air factories early and improving scouting; using target priority mod
                                      1300-1600: learning how to click trees and manual reclaim
                                      1600+: pausing shields, radars, sonar, etc to avoid power stall; targeting scout planes
                                      2000+: Niche micro tactics: strat bomber micro; paragon micro; awassha micro; etc.

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

                                        Bro I don't do half of that stuff

                                        1 Reply Last reply Reply Quote 0
                                        • TheWeakieT Offline
                                          TheWeakie Balance Team
                                          last edited by

                                          Nice to see my good friend the paragon micro in the same sentence as strat and ahwassa micro

                                          1 Reply Last reply Reply Quote 3
                                          • Accidental_AeonA Offline
                                            Accidental_Aeon
                                            last edited by

                                            You would be surprised how many 1900s can't spend everything the paragon produces.

                                            ComradeStrykerC 1 Reply Last reply Reply Quote 0
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