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    Fix tactical artillery - Battleships/T2/T3 mobile artillery

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    • FtXCommandoF Offline
      FtXCommando
      last edited by

      modest nerf? you just completely kneecapped uef battleships and made uef the worst at yet another tech level and superbuffed aeon bs

      F MazorNoobM 2 Replies Last reply Reply Quote 0
      • Z Offline
        ZOB
        last edited by

        arc

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        • F Offline
          FunkOff @FtXCommando
          last edited by FunkOff

          @ftxcommando said in Fix tactical artillery - Battleships/T2/T3 mobile artillery:

          ships and made uef the w

          No no no, you misunderstand me. Under my proposal, the UEF battleship would still have superior range. This is why I specified (cyb/sera).

          That said, I think if cyb/sera battleship range is nerfed a little (say 128 --> 120) that UEF and Aeon battleship ranges should be nerfed by the same amount or proportion, but keep their relative values (Aeon having shorter range, UEF having longer range).

          Obviously, if the "natural" tactical artillery range is 120, it's fine if each faction has its own Navy unit that surpasses this range. UEF would have battleships + cruisers, Aeon would have Tempest + Missile ship, Cybran would have Stealth SMS sub, and Seraphim would have Battleship nuke + Carrier/cruiser TML.

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          • F Offline
            FunkOff @ZOB
            last edited by

            @zob Sorry. If the FAF unit DB was not broken, I would have made sure to use the exact terms for everything.

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            • DeribusD Offline
              Deribus Global Moderator @FunkOff
              last edited by

              @funkoff said in Fix tactical artillery - Battleships/T2/T3 mobile artillery:

              I think it's pretty clear that these should all have the same range and high arch for purposes of balance.

              How and why would this improve balance?

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              • DeribusD Deribus moved this topic from Suggestions on
              • waffelzNoobW Offline
                waffelzNoob
                last edited by

                Make all laser weapons the same range. They have to be, for balance reasons

                frick snoops!

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                • F Offline
                  FunkOff @Deribus
                  last edited by

                  @deribus I'm glad you asked.

                  1- It would buff T3 mobile artillery, which are currently under-used. (Although I think the main issue is their extremely low HP, this HP issue can be mitigated with use of shields. Their damage is low, but their damage radius is very good which mitigates that. That basically leaves the range as the only problem.
                  2- This would serve not as a nerf to battleships mainly, but as a modest hedge against their domination against bases.
                  3- T2 static artillery seem relatively balanced (aside from their weakness to battleships) and so changes should focus on requiring minimum changes to them.

                  Regarding #1 in particular, I've been sure to watch ALL the LoTS games on Youtube. These games surely represent the top tier of play. In my view, it's pretty clear that direct combat units of all tiers (tanks, T2 tanks, T3 bots) take precedence generally, and only in specific situations do the 'support' units such as MMLs and T3 mobile artillery warrant consideration. Hypothetically, the game could be balanced in the reverse, that mobile artillery are always better than tanks, except in rare/specific circumstances.

                  I'm not asking for a paradigm shift, just a modest adjustment.

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                  • IndexLibrorumI Offline
                    IndexLibrorum Global Moderator
                    last edited by

                    Why should a T2 unit be able to hold its own against a significantly more expensive T3 unit?

                    "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

                    See all my projects:

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                    • F Offline
                      FunkOff @IndexLibrorum
                      last edited by

                      @indexlibrorum I agree with you that a T2 unit shouldnt hold its own against a T3 units without a large resource/numerical advantage. This is, in fact, why I propose that T3 mobile artillery should have an improved range to help them combat T2 artillery. Regarding t2 artillery against battleships, under my proposal, battleships will still win, at least until T3 shields are used to help aid the defense of the t2 static artillery.

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                      • IndexLibrorumI Offline
                        IndexLibrorum Global Moderator @FunkOff
                        last edited by

                        @funkoff then, do you propose to decrease the damage output of the static T2 arty?

                        "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

                        See all my projects:

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                        • F Offline
                          FunkOff @IndexLibrorum
                          last edited by

                          @indexlibrorum If the balance team deems it necessary to reduce the raw DPS of the T2 static artillery for this purpose, then I'm sure it is a needed change. I will only add that a transition from low arc to high arc will likely change the effective DPS of the T2 static arty without needing to change the raw DPS because it's much more likely to miss entirely and less likely to hit valid targets behind the intended target even when nominal misses occur. Therefore, the high arc will reduce the raw DPS somewhat, but a range increase may make a nominal damage decrease necessary in addition to that.

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                          • LunyshkoL Offline
                            Lunyshko @FunkOff
                            last edited by Lunyshko

                            @funkoff I dont understand why t3 mobile artillery should be better than t2 stationary when the t2 costs x2.5. Also if you make some cringe arcs with t2 artillery its going to be a huge buff to a fatboy, the things are more interconnected than meets the eye.
                            A small incompetent balance change may lead to enormous amount of balance tweaks in other areas that will ruin balance, balance is not about arty vs ships, its about how every units is interconnected to each other, also note that if you make too much of an arch the air units will be hit, rn they dont fly that high

                            "Good luck and a safe landing commanders!"

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                            • S Offline
                              snoog
                              last edited by

                              As a general concept, I fail to see why mobile artillery should be better than stationary. Also, do people actually think t3 mobile arty needs a buff? I don't think I've ever seen anyone ask for that. I see them used quite often and they can be exceptionally good at base breaking unless countered by Ravagers or even more T2 arty.

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                              • MazorNoobM Offline
                                MazorNoob @FtXCommando
                                last edited by

                                @ftxcommando said in Fix tactical artillery - Battleships/T2/T3 mobile artillery:

                                made uef the worst at yet another tech level

                                Made a list just to check if it's true.

                                T1 land -> arguably yes, but not by a lot
                                T2 land -> no, Cybran is
                                T3 land -> no, Cybran is
                                T4 land -> sure

                                T1 air -> arguably yes, but by a tiny margin
                                T2 air -> yes
                                T3 air -> no, Sera is
                                T4 air -> arguable since they have Novax and it's not like Cybran bug is any good

                                T1 navy -> after Aeon buffs, sure
                                T2 navy -> no, Cybran is
                                T3 navy -> no clue
                                T4 navy -> no, Cybran and Sera are by not having naval exps

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

                                  This post is deleted!
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                                  • FtXCommandoF Offline
                                    FtXCommando
                                    last edited by

                                    cybran worst at t2 navy, ur actually insane

                                    and i was talking about navy stage

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                                    • F Offline
                                      FunkOff @snoog
                                      last edited by

                                      @snoog I would like you to find a single LOTS game in which they were used. (I believe I saw one, myself, but just one. And I wont tell you which it was 😜 )

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                                      • S Offline
                                        snoog @FunkOff
                                        last edited by

                                        @funkoff Don't even know what LOTS is.

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