Min3mat wrote:
what i mean by 'FF's balance is fucked up' is several things. Firstly raiding is both difficult and costly. guess what the best unit to use is? BUILDERS??? just expand with 2-4 and reclaim you opponents mexes, don't use the fighters as they behave RETARDEDLY. Jinking in and out of range so not even firing half the time. This is...disturbing.
i guess you mean the real fighters, not the gunships which have to be set on hold fire if you wanna cancel an attack. Thats spring bug and not fixable. Only if i would set their movement to gunships, but that would suck even more.
If you mean the gunships, i cant agree with you. Believe it or not, when i m raiding before tech 3, i do it with fighters and not with odss. Ods can be reclaimed very easy and often i had an extra income of several thounsands cause of my enemy odss.
Two, The costs...can't you scale them down somewhat and then scale down the metal? its just such a absurd scale atm it makes comparing anything a calculator affair.
? You mean i shall calculate them down, only that you can compare the units? That is just a cosmetic thing, could be easily done, but that would need 3 hours of stupid work. Perhaps in the future, but i dont see a big necessary for that atm. And cant take the time for that. You have to take a calculator, a coffee, a free evening and a lot of motivation for that [/quote]
Three. The early game buildup is fine as long as fighters are given a buff (not behaving like idiots) maneveurability of t1 antifighters needs a slight buff so you have some degree of control over them, T2 fighters should be even better at turning (specifically the ones which have to make runs)
ah here you mean the real fighters. So read above and you will see, that its sadly not fixable at all. You have to tell it the spring developers, but i guess they know this already.
Four. Useless units, wtf is the wisp for? and its counterpart? This confuses the HECK out of noobs (not that you have a influx of players into FF anyway)
they arent that useless. They are called scouts - everyone knows what a scout is. You can use probes for sure, but with a scout, you can attack single constructors far away from their mainbase. You are right that they arent very usefull, but shall i make a scout another warunit? It is cheap, so you can build hordes of them and irritate your enemy on radar
I have to check their exact warvalue in some games and i think i will do so.
Five. T3 economy, as insane as it is retarded. Screws up gameplay tbh.
Six. The gameplay is not very dynamic at all. Removing the T3 economy might help this a little.
by removing t3 economy, the late game would be very very very slow and metalmakers would be the only win. atm asteroids have a high strategy value, because you can get a lot of metal out of them with the t3 mohos. Without them, everyone could stay in a base and spam mohometalmakers. Even lvl 2 mexes would be only a small advantage, but only in the mid game.

here you can see, that without lvl 3 eco, you have to play a lot longer only to reach the metalamount you need for lvl 3 ships. That wouldnt do the game more dynamic but would just slow down the step from mid to lategame (lategame begins for me at an income of 300).
To the lvl 3 fusion - it is less effective than solars and pokets, so no one really needs them. Its just an alternative for lategame -i dont see why this is wrong.[/quote]
Seven. maps. so what if you are a modder, your mod is NOTHING without maps, and also changes need to be made to radar so it can be used to spy within its radius completely, regardless of terrain (hope this is possible)
sorry, but for creating good maps, my pc is too slow and i really dont have the time. What about you?
Eight. The mod isn't halfway near done yet you plan for a third race to add to the imbalance. Improve the models of the first, play about with scripting, improve the balance. then in 30 years or so add a 3rd side if that makes you happy.
it is still not ready, so no panic. But even if, i really think that it wont break the balance.
Nine. The balance. Is buggered. Don't even argue this, FF isn't bad on large maps for 2v2/3v3 or those skillless 4v4/5v5 with utter noobs you so love. But on a nice small 1v1 map ODS are way to good (radar not functioning as it should doesn't help this), either make a better 1v1 map which is bigger with the same amount of metal, but distributed better. Remember the only good 2v2 (or bigger if thats the way you like it @.@) is FF-Surrounded.
try to reclaim ods with comm or some lvl 1 and 2 constructors if you dont have comm towers. A lvl 1 ods costs nearly 750 metal and a lvl 2 1700 or so. A comm tower costs 1200 i think and destroys 2 lvl 1 ods. At level 2 you can build ions which solve every ods problem. If you cant see them on radar, just probe them. But here i agree with you, this radar problem has to be fixed - the problem is - i dont know how.
Edit: i just tested the lvl 1 emp stunners. One cost 250 and 2 of them can stun a lvl 2 ods with ease. Again: i dont see all your problems - even if i search for them i cant find them.
believe me or not, but i really thought about all of these ideas in detail. You have to show me most of these problems ig (like odss too good), else i dont believe you because i "think" that i can counter your *imba* tactic.