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    Wreck hp could be buffed

    Scheduled Pinned Locked Moved Balance Discussion
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    • ComradeStrykerC Offline
      ComradeStryker
      last edited by ComradeStryker

      I like the idea.
      Though I'd be mostly for this in the sense that it excludes certain units.

      Wrecks' HP is a portion of a unit or structure's HP, and seeing how some T3 and T4 units have large or massive amounts of HP,
      their wrecks do too.

      I can see this being useful for T1 and T2 units and structures, though.


      ~ Stryker

      ( ͡° ͜ʖ ͡°)

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      • F Offline
        FunkOff @ComradeStryker
        last edited by

        @comradestryker All wrecks start with more hp that the unit had while alive. Often, however, they take damage. T3 power generators in a grid will do this, which is why sever grid damage usually wont leave very many wrecks, as the death weapons of nearby generators and fabricators destroy them.

        It's also worth nothing that overkill damages also is transferred to the wreck. A t1 unit killed by a TML wont leave a wreck as the overkill damage kills the unit and the wreck in the same shot.

        Lastly, remember that damage wrecks also lose value. A wreck that loses half It's hp also loses half the mass value.

        I think it makes sense, from a physics and lore perspective, that wrecks have much higher hp that units, as their entropy is much higher. They are more like a mountain - which is basically the same even if its parts are rearranged - than like a complex machine which can only function if all the parts are arranged in a specific, planned way.

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        • S Offline
          snowy801
          last edited by

          Is that even true? I thought wrecks had the same hp as the unit.

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          • T Offline
            Tagada Balance Team
            last edited by

            Wrecks by default had 81% of the unit's hp and 81% of unit's resources

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            • ? Offline
              A Former User
              last edited by A Former User

              Fatboy wreck needs special HP buff, as it disappears too fast for a tasty experimental.

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              • TheVVheelboyT Offline
                TheVVheelboy
                last edited by

                Yes, more rules within rules so that new players have even more stupid and unintuitive rules to learn...

                The wreck HP should never be higher than the units HP. It just doesn't make sense at all. Not to mention wrecks being relatively easy to destroy is just good for the game health imo.

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                • FtXCommandoF Offline
                  FtXCommando
                  last edited by

                  Micro focused on killing wrecks on enemy side whether with bombers, nukes, tmls, destroyers should be encouraged not discouraged. It’s another game consideration to take into account that requires knowing if you will win the field soon or not and if it’s the highest priority target.

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                  • ZeldafanboyZ Offline
                    Zeldafanboy
                    last edited by

                    It makes sense that wrecks would have higher hp than when they were a unit, it’s basically a slag heap of dense melted metal whereas the unit’s mass is arranged in a more intricate specific way

                    However, gameplay should take precedence over realism. Wrecks currently have 81% of unit hp. Maybe it would make sense to slightly buff it to 100% of units stock HP, discounting veterancy

                    put the xbox units in the game pls u_u

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                    • TheVVheelboyT Offline
                      TheVVheelboy
                      last edited by TheVVheelboy

                      Yes. That's why materials don't lose their properties when exposed to fire.
                      Surely the bunch of blown up tank is gonna be as structurally cohesive as perfectly built death machine.
                      And I'm certain that melted scrap surely is as useful as pristine material needed for building new stuff.

                      Like why are you people trying to buff one of the already OP part of this game even more? Do we really wanna push the game even harder into defensive snoozefest?

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                      • F Offline
                        FunkOff @FtXCommando
                        last edited by

                        @ftxcommando I agree completely. I think wrecks with low hp (81% as Tagada says) make gameplay worse as wrecks are usually destroyed by mistake. It also increases "luck" by increasing the variation between fights in how much wreck survives.

                        Doubling wreck health (to 1.6x) helps reduce this variation.

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                        • phongP Offline
                          phong
                          last edited by phong

                          @FunkOff I'm not sure of the reclaim mechanics. Would this change mean engineers take longer to grab the mass? If so, I like the idea, for two reasons: it would make the mass income more smooth and it would afford more time to destroy inaccessible wrecks or kill reclaiming engineers. Both of these are good changes for lower rated players I think.

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                          • TheVVheelboyT Offline
                            TheVVheelboy
                            last edited by

                            No it does not.

                            phongP 1 Reply Last reply Reply Quote 1
                            • phongP Offline
                              phong @TheVVheelboy
                              last edited by

                              @xiaomao got it, thanks for clarifying.

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