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    Will TML ever be balanced?

    Scheduled Pinned Locked Moved Balance Discussion
    83 Posts 31 Posters 6.5k Views 1 Watching
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    • ZLOZ Offline
      ZLO @Caliber
      last edited by

      @caliber said in Will TML ever be balanced?:

      its like GPG added it to the game as a joke and people havnt noticed yet

      this reminded me that in supreme commander before forged alliance TML was a homing missile launcher 😄
      Tho it did have much less range there

      TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

      1 Reply Last reply Reply Quote 1
      • S Offline
        snoog
        last edited by

        for the price of a Mavor you can get 33, 300 Missiles which is 166.5 million damage or equivalent 10,406 mavor shots.

        I now want to build massive batteries of TML instead of end game arty...

        CaliberC 1 Reply Last reply Reply Quote 0
        • CaliberC Offline
          Caliber @snoog
          last edited by

          @snoog I may have gotten a bit carried away with the camparisons xd

          1 Reply Last reply Reply Quote 0
          • waffelzNoobW Offline
            waffelzNoob
            last edited by

            Okay, but consider this: the SNOOP (uef tech 1 land scout) costs ONLY TWELVE mass and does 2 damage PER SECOND?

            Let me paint you the picture: a snoop could LITERALLY kill 1000 mavors (6 billion mass apparently) FOR THE COST OF TWELVE MASS????
            This is utterly ridiculous and I don't understand how this has flown under everyone's, especially chris taylor's, radars.

            I will not stand for this.

            No longer will I suffer from the poor decisions of the balance team.
            Snoops are stupid and they ruin the game

            frick snoops!

            1 Reply Last reply Reply Quote 2
            • CaliberC Offline
              Caliber
              last edited by Caliber

              @TheWheelieNoob the mavor reference was just a joke, I was interested to see how it would compare to the most powerful unit in the game mass for mass, no need to rage over it lol.

              let me ask you this question

              if a tml is mainly used to kill t2 mexes at 2000hp why does it do 5000 damage

              is there an calculable reason that it does 5000 damage or is it just a randomly generated number?

              F 1 Reply Last reply Reply Quote 0
              • F Offline
                Firv @Caliber
                last edited by

                @caliber said in Will TML ever be balanced?:

                @TheWheelieNoob the mavor reference was just a joke, I was interested to see how it would compare to the most powerful unit in the game mass for mass, no need to rage over it lol.

                let me ask you this question

                if a tml is mainly used to kill t2 mexes at 2000hp why does it do 5000 damage

                is there an calculable reason that it does 5000 damage or is it just a randomly generated number?

                it does 6k damage so you can 2 shot any unupgraded commander

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                • FtXCommandoF Offline
                  FtXCommando
                  last edited by

                  In practical games you won’t kill a uef acu with 2 tmls because regen happens every tick.

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                  • veteranasheV Offline
                    veteranashe
                    last edited by

                    Uef4life, 6 million mass in snoops is 500,000 snoops or 1 mil DPS

                    Thanks for the numbers on Corsair. I still think it's mostly fine and definitely a excellent addition to the game over ta.

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                    • S Offline
                      snoog
                      last edited by

                      I still maintain the primary reason TML is OP is because of overkill destroying the wreck of t2 mexes.

                      1 Reply Last reply Reply Quote 0
                      • N Offline
                        Nuggets
                        last edited by Nuggets

                        Regarding the TML overkilling t2 mex, i don't think this is OP at all because it is easily counterable with tmd. What does make TML OP is the fact that if you have a wide area of targets you need lots of tmd. Same principle with nuke.
                        Not sure how you would balance this. Maybe increase the required buildpower?

                        1 Reply Last reply Reply Quote 0
                        • CaliberC Offline
                          Caliber
                          last edited by

                          1 Idea would be to increase the loading time for missiles and possibly reduce storage capacity so that it would give the player more time to make TMD over a large area and not lose all t2 mex in 20 seconds.

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

                            Increase tmd range

                            1 Reply Last reply Reply Quote 0
                            • S Offline
                              SainseRow @Caliber
                              last edited by

                              @caliber cybran tml already has a capacity of 4, making it even less is stupid

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                              • CaliberC Offline
                                Caliber
                                last edited by Caliber

                                I have just created a mod that rebalances the tml.zgdhnbsdhjnsrt.jpg

                                problems with the tml as I see them;

                                6k damage for very little cost
                                no risk vs reward factor, if tml doesnt work you risk/lose nothing and can reclaim the tml
                                tml can be fired way too quickly and kill an opponents whole base in about 10 seconds
                                spreading tmd around takes time

                                Key changes;

                                -Missile energy cost's have been increased significantly to create a risk factor of energy stalling when making tmls."
                                -Missile mass costs have been slightly increased.
                                -Missile damage has been reduced to 2k so that it doesnt kill the reclaim but still enough to snipe t2 mexes
                                -Capacity has been reduced to 1 other than cybran as their launcher has 4 launch tubes so makes sense
                                -TML build rate has been increased so that assisting is less powerful.
                                -TML explosion damage has been increased to match missile damage at 2k, so dont stand near it if it gets destroyed, again creating a risk factor for tml use."

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