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    KonjikiNoYami

    @KonjikiNoYami

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    Best posts made by KonjikiNoYami

    • RE: Small suggestions topic

      Here are my 2cents on several "small"? changes from a 1100 rating noob player:

      • I understand there is strategy behind it, but please make upgrading a t2 mex->t3 the same cost as destroying the t2, reclaiming, and building a t3 mex.

      • Maybe not "small" but if there's any way to fix the colossus beam targeting while moving that would be amazing. Many times I've seen people move a colossus into the enemy base but the beam turns 90 degrees and tries to fire at something behind itself. Often times it ends up attacking nothing except the ground. Yes you can stop the colossus from walking but then it eats unholy amount of damage and dies.

      • If possible make engineering stations (hives & kennel drones) not assist anti-nuke's unless manually selected/assisted. If you build lots of hives nearby a factory or quantum gate without microing, most of the time the drones eventually end up assist building the anti-nuke and it becomes a waste.

      • When going to reclaim/assist, is it possible to make it so we no longer need to put a move order at max range before reclaim order? Yes it would make the game more casual but I'm bad so ¯_(ツ)_/¯

      • Is it possible to see a preview for the map generated maps? I would play more games with the map-gen if I could see what it looked like before downloading it.

      • Also, this is almost 100% not a small change but more options for the map generator could be cool. Maybe the ability to select more than 1 "map style".
        Thanks!

      posted in Suggestions
      K
      KonjikiNoYami

    Latest posts made by KonjikiNoYami

    • RE: FAF Beta - Feedback

      My personal feedback & balance ideas on this patch:

      Air T4’s
      I somewhat agree with the changes but I think there are a few MASSIVE overlying issues.

      I feel like all T4 air units are much too glass cannon. They all do extreme damage (alpha or dps or crash) but have extremely low amounts of HP, often dying in a single pass by a few dozen ASF. 15-20 SAMs, flak or MAA also counters the majority of t4 air. I think they should have their damage further reduced but have their health pools massively increased.

      The problem with increasing the energy cost is now t4 air competes with producing more ASF’s. Why build more power to build a t4 when they die so fast to ASF anyway? Just use the extra power to build more ASF. The issue is finding a sink for your mass. It's a catch 22.

      T4 Air really needs their distinct roles more defined. They should have their strength buffed and everything else reduced to compensate.
      The Czar should be primarily used defensively as a long range AA t4. It should be very good at zone denial and bombarding ASF swarms from long range.
      The Awassha should be used for base bombardment & killing large groups of t3/t2/t1 land or sea armies with its big AoE & high alpha damage.
      The Soul Ripper should be used for stealth snipes & killing off high value targets like game enders or experimentals.

      Ideas for changes:

      • Czar - Increase missiles from 4>8, half the damage of the beam/crash, double its shield & HP, reduce its movespeed by a significant amount, increase the range of AA missiles.

      • Awassha - Make it stronger for lower rated players who cant micro as much while not buffing it too much for high end players (if that is even possible). Maybe something with speed or turn radius, and increase the HP by 1.5x.

      • Soul Ripper - Double the HP, reduce the splash of the missiles, slightly reduce the firing randomness, slightly increase the speed, make the model 1.5x smaller so it doesn't get hit by all the flak.

      Navy
      These changes seem MUCH too oppressive for Aeon.The Aeon frigate needed a buff and it is good to see that, however it seems like it will still have the worst frigate & now the worst destroyer & worst late game navy too. The combination of oppressive jamming/steath fields, more common enemy shields, slow projectile speed, high alpha damage, & a decrease in range means the exodus will be the weakest, easiest destroyer to counter.

      Having stealthed Cybran destroyers sit out of the range of the Exodus is going to feel absolutely terrible when you can't fire back. Having a beefed up UEF destroyer sitting under shields, which you will have to get in close & can’t kill them quickly, is also going to feel equally bad. Especially when your destroyer misses shots against UEF jammed frigates.

      As for late game Aeon navy, I think the T3 skip into spamming Tempest is more reflective of a problem with the state of t3 rather than the state of t4. The tempest already loses pretty decisively mass-mass against Atlantis, Summits, sera cruiser TML, T3 sub hunters, torp bombers, frigates, harms, and stealthed Cybran Battleships.

      Recommended Changes:

      • Aeon T3 Sonar - Give it an 80 range Omni to counter stealth/jamming spam which hurts Aeon the most.

      • Aeon t2 destroyer - Give it stronger torpedoes to counter the range nerf & buffing of others HP.

      • Aeon t2 cruiser - Give the main gun bonus damage against shields like the t3 land unit.

      • Tempest - revert the changes.

      • Aeon t3 battleship - increase the rate of fire or movespeed to make it more competitive with the tempest and prevent t3 navy skips.

      posted in Balance Discussion
      K
      KonjikiNoYami
    • RE: Timed Expansion Setting in Co-Op

      Bump, this option isnt working in multiple if not all co-op missions. All the custom made missions expand after a certain time no matter if timed expansion option is on or off. Had to edit the campaign mission file with notepad++ to make the expansion time 99 minutes.

      posted in Game Issues and Gameplay questions
      K
      KonjikiNoYami
    • RE: Small suggestions topic

      Here are my 2cents on several "small"? changes from a 1100 rating noob player:

      • I understand there is strategy behind it, but please make upgrading a t2 mex->t3 the same cost as destroying the t2, reclaiming, and building a t3 mex.

      • Maybe not "small" but if there's any way to fix the colossus beam targeting while moving that would be amazing. Many times I've seen people move a colossus into the enemy base but the beam turns 90 degrees and tries to fire at something behind itself. Often times it ends up attacking nothing except the ground. Yes you can stop the colossus from walking but then it eats unholy amount of damage and dies.

      • If possible make engineering stations (hives & kennel drones) not assist anti-nuke's unless manually selected/assisted. If you build lots of hives nearby a factory or quantum gate without microing, most of the time the drones eventually end up assist building the anti-nuke and it becomes a waste.

      • When going to reclaim/assist, is it possible to make it so we no longer need to put a move order at max range before reclaim order? Yes it would make the game more casual but I'm bad so ¯_(ツ)_/¯

      • Is it possible to see a preview for the map generated maps? I would play more games with the map-gen if I could see what it looked like before downloading it.

      • Also, this is almost 100% not a small change but more options for the map generator could be cool. Maybe the ability to select more than 1 "map style".
        Thanks!

      posted in Suggestions
      K
      KonjikiNoYami
    • Seraphim ACU+SACU meme build? Does it work?

      So I play mainly navy or air, but a few days ago I found out that dual gun seraphim ACU (might want to throw regen in there too) has a whoping 1440 DPS. Which prompted me to start leaning/playing front. In terms of raw stats other commanders have what, 200 dps. Thats excluding cybran laser which I would argue is an end-game upgrade.
      That 1440 DPS with auto overcharge is an absolute monster in t2 and kills commanders in fractions of seconds. Its not extremely expensive either and seems like it can be rushed at t2 stage with a few front line engi's assisting.

      Get the speed and range gun upgrade at normal timing while spamming t1 arty, then around the t2 stage transfer to t2 bot spam and rush out that 2nd gun + t1 back regen. T2 pd creep can be deadly while your upgrading, but once you finish, you can steamroll almost everything. (Ive ran my commander into a t2 firebase before and won easily.)

      In the t3 stage its no shock UEF percy and Cybran Brick are much better than the seraphim t3 tank but in terms of raw stats/mass at that point wouldnt spamming seraphim OC/rambo combat SACU be a better option than t3 tanks?

      Ignoring build times, the percy and brick both have roughly 7500 hp, 320 dps, for 1.2k mass.
      The seraphim SACU has roughly
      15,000 hp, 400 dps for 2k mass. However you have upgrades of 14,000 hp boost + 265 regen for 2.5k extra mass, 20,000 hp shield for 1.2k mass, and OC for 4.5K mass.
      In total thats roughly 10k mass for 29k hp, 265 regen, 20K shield and OC Vs 9 percivals. Not to mention the SACU can vet way easier, and the biggest upside- if you win you get all the reclaim instantly.

      Ive never gotten that far into a game to try the combat SACU spam. But the last few games ive been going all-in at t2 with ACU upgrades and it seems to work extremly well.

      I assume the mass SACU instead of t3 tanks isnt viable in practice due to range/speed/build times, otherwise I would have seen it more often. But the t2 all-ins are insanely strong.
      The only weakness I can see is fat boy spam or strat snipe, but you die to those either way anyway.

      TLDR: Seraphim dual gun + rambo OC Sacu spam good in theory, but is it good in practice?

      posted in General Discussion
      K
      KonjikiNoYami