Suggestions and Questions

It might be nice to have a suggestions and questions section somewhere.  I imagine that is coming, but for now I will just post here :- )

 

One of the big problems that SupCom has is the suicide bomber tactic.  Take any of the experimental aircraft and fly them over units you want to destroy and let it get shot down.  When it crashes it will do a ton of damage to a lot of stuff.  This tactic is utterly indefensible.

To test this, a friend of mine and I set up a game where I was able to build a massive hedgehog (shields, AA, point defense) that easily chewed through 800 Tier 3 bombers way before their scrap could fall anywhere near the area the hedgehog was protecting.  Even targeting the front line defenses (the hedgehog was six hedgehog rings deep) hardly any bombers even had a chance to drop bombs.

Then he took three experimental aircraft in, one after the other with small gaps between.  The CZAR is the most effective one to use, but any of the others work well too.  So when the first CZAR got shot down right away and crashed it took a big bite out of the hedgehog.  The second one made it further in and took out a bunch more defenses.  The last one lived long enough to get off a few blasts in the protected area before being shot down and taking out a few buildings.

So three experimental craft took out what 800 tier 3 bombers could not.  I doubt twice that many bombers would have gotten any further than the 800 did.

 

This is a terrible mechanic!  There should be no indefensible attacks.  If there are defenses for a thing and I choose not to build them then I deserve what I get.  But if there is no counter at all then that is just frustrating.

19,720 views 14 replies
Reply #1 Top

Currently units that are destroyed inflict no damage from debris. Don't expect this to change.

Reply #2 Top

Awesome!  I like the low-tech solution, doesn't get much simpler or more stable than that :- )

Reply #3 Top

Aircraft that are destroyed pop instantly and do not impact the ground. I don't expect this to change much since the animations are already there, aside from the explosion missing. I do agree with what you are saying though. SupCom got extremely annoying with "Your base is under attack" every time a aircraft was shot down and crashed into something. 

Reply #4 Top

Adding to the suggestions portion of this post I'd like to add a few that I think would improve the game. As a preface to this I'd like someone to tell me if the feature is already included and I'm just missing it.

1) I'd like the ability to select all units of one type in view at the moment (e.g. select all bomber squadrons visible on the screen)

2) I'd like to have the blue movement pin (that's what I'm calling the order indicator) show up on the map even if the place I clicked on is in the fog of war (it lets me know that the order was acknowledged)

3) I'd like the blue pin to be red when issuing an attack command and maybe green for capture an outpost so I can tell what command my units think I gave them.

4) I think the units should have special abilities unique to the unit that use up some sort of rechargeable energy

5) I really liked the ranking system of capital ships in Sins (of a Solar Empire) that allowed more abilities to be added to the capital ship as the ship survived more attacks

6) I mentioned this in another post, but the ability to command units to move with the slowest unit in the meta group (I'm pretty sure that this is an intended feature of the meta group)

7) I'd like a stay command so that my units can stay near the outpost to capture it while fighting everyone else instead of moving around away from the outpost and making the capture time longer

8) The ability to destroy buildings (and units, but reading another post I think we can do that already)

9) I want to queue my research so that I don't need to worry about it during the game. That said I'd also like a lot more research items and a lot more tiers of research. I always liked the way that Sins had different ships be different levels of research and some required 5 research structures

10) Another research suggestion from Sins: I always liked the fact that Sins had Military research separate from Civilian research so you could work on building an economy while figuring out what new ship you want to research

11) Scout mode for the drone or scout unit that enables me to click a button and have the unit explore aimlessly all areas that have yet to be explored

12) Have the enemy units flash or something when I command my units to attack them (just once or twice to acknowledge the order was given and know you're attacking what you wanted to)

That's my list for the moment. I'll add more things as I think about them. I'm liking the game so far!

Reply #5 Top

Quoting tatsujb, reply 4


Quoting ,

It might be nice to have a suggestions and questions section somewhere.  I imagine that is coming, but for now I will just post here :- )

 

One of the big problems that SupCom has is the suicide bomber tactic.  Take any of the experimental aircraft and fly them over units you want to destroy and let it get shot down.  When it crashes it will do a ton of damage to a lot of stuff.  This tactic is utterly indefensible.

To test this, a friend of mine and I set up a game where I was able to build a massive hedgehog (shields, AA, point defense) that easily chewed through 800 Tier 3 bombers way before their scrap could fall anywhere near the area the hedgehog was protecting.  Even targeting the front line defenses (the hedgehog was six hedgehog rings deep) hardly any bombers even had a chance to drop bombs.

Then he took three experimental aircraft in, one after the other with small gaps between.  The CZAR is the most effective one to use, but any of the others work well too.  So when the first CZAR got shot down right away and crashed it took a big bite out of the hedgehog.  The second one made it further in and took out a bunch more defenses.  The last one lived long enough to get off a few blasts in the protected area before being shot down and taking out a few buildings.

So three experimental craft took out what 800 tier 3 bombers could not.  I doubt twice that many bombers would have gotten any further than the 800 did.

 

This is a terrible mechanic!  There should be no indefensible attacks.  If there are defenses for a thing and I choose not to build them then I deserve what I get.  But if there is no counter at all then that is just frustrating.

let us all please appreciate that this is innate rambling coming from a vs-AI player who has probably never gotten past the normal AI, and never gotten to AIX let alone vs a real player.

 

these claims are false to the utmost. "Hedgehog" means something specific to bitmap_z and his best friend but noone else on the surface of the earth. which is fantastic because we weren't clued in (pardon the sarcasm).

but it's funny because it doesn't really matter what a hedgehog is .... it can be anything for all I care 800 (or 1600 (where did you get the unit cap?!?)) t3 bombers can easily take care of whatever "it" is no matter what ..... several times over....

 

As a matter of fact I think that as current balance stands 800 t3 bombers (of whichever race) are lessee...  690x800=55200 / 3330x3=9990 =  http://content.faforever.com/faf/unitsDB/unit.php?bp=UAA0304,URA0304,UEA0304,XSA0304,UAA0310 yes they are 55 times better to have than the czars on damage output alone but if you take into account the speed and that that bombers are multiple targets not just one, and that the bombers are invulnerable to FLAC while the CZAR is the biggest sucker for it ..... the three czars come out waayyyy wayyyyyyyy worse. 

putting aside all this WILD theory crafting, there is no case scenario currently where 20 of those t3 bombers are not enough to end a game. 3 czars...? meh! you can build em all you want if you have no air they're not putting a foot out of your base : .....after all they have no health. as a matter of fact you can't even build them if you don't have air : the fighters can attack it on the ground while it's being built! so better off focusing on equaling your mirror in terms of air power and why not overthrow him there? and at that point why not end it as fast as you can before you loose your advantage again? send in bombers and be done with it? it's cheaper, faster and more efficient. CZAR is good versus land incursion that has no flac, or not enough, that's where it shines. attacking bases? that a mass donation. The opponent will gain more from the wreak then what he lost from it's crash blast.

well defended or no, the commander is still only the one chesspiece you have to knock down to obtain a win.

 

do not listen to OP. you'd be following the rants of an inexperienced person who knows literally nothing about his topic (or is attempting to lie to a learned audience).

 

Besides being an ass you make very poor assumptions and spout utter nonsense.  Please only reply if you have something useful to say.  I cannot help that your game play is so poor that you must troll forums with your ineptitude, just as I cannot help being amused by your lack of ability to defend yourself from 20(!) tier 3 bombers.  That us utterly laughable!

If you are capable of having a civilized conversation and are willing to have one I will happily discuss this with you.  Otherwise I am not going to continue feeding the troll.

Reply #6 Top

Quoting bitmap_z, reply 6


Quoting tatsujb,






Quoting ,



It might be nice to have a suggestions and questions section somewhere.  I imagine that is coming, but for now I will just post here :- )

 

One of the big problems that SupCom has is the suicide bomber tactic.  Take any of the experimental aircraft and fly them over units you want to destroy and let it get shot down.  When it crashes it will do a ton of damage to a lot of stuff.  This tactic is utterly indefensible.

To test this, a friend of mine and I set up a game where I was able to build a massive hedgehog (shields, AA, point defense) that easily chewed through 800 Tier 3 bombers way before their scrap could fall anywhere near the area the hedgehog was protecting.  Even targeting the front line defenses (the hedgehog was six hedgehog rings deep) hardly any bombers even had a chance to drop bombs.

Then he took three experimental aircraft in, one after the other with small gaps between.  The CZAR is the most effective one to use, but any of the others work well too.  So when the first CZAR got shot down right away and crashed it took a big bite out of the hedgehog.  The second one made it further in and took out a bunch more defenses.  The last one lived long enough to get off a few blasts in the protected area before being shot down and taking out a few buildings.

So three experimental craft took out what 800 tier 3 bombers could not.  I doubt twice that many bombers would have gotten any further than the 800 did.

 

This is a terrible mechanic!  There should be no indefensible attacks.  If there are defenses for a thing and I choose not to build them then I deserve what I get.  But if there is no counter at all then that is just frustrating.

let us all please appreciate that this is innate rambling coming from a vs-AI player who has probably never gotten past the normal AI, and never gotten to AIX let alone vs a real player.

 

these claims are false to the utmost. "Hedgehog" means something specific to bitmap_z and his best friend but noone else on the surface of the earth. which is fantastic because we weren't clued in (pardon the sarcasm).

but it's funny because it doesn't really matter what a hedgehog is .... it can be anything for all I care 800 (or 1600 (where did you get the unit cap?!?)) t3 bombers can easily take care of whatever "it" is no matter what ..... several times over....

 

As a matter of fact I think that as current balance stands 800 t3 bombers (of whichever race) are lessee...  690x800=55200 / 3330x3=9990 =  http://content.faforever.com/faf/unitsDB/unit.php?bp=UAA0304,URA0304,UEA0304,XSA0304,UAA0310 yes they are 55 times better to have than the czars on damage output alone but if you take into account the speed and that that bombers are multiple targets not just one, and that the bombers are invulnerable to FLAC while the CZAR is the biggest sucker for it ..... the three czars come out waayyyy wayyyyyyyy worse. 

putting aside all this WILD theory crafting, there is no case scenario currently where 20 of those t3 bombers are not enough to end a game. 3 czars...? meh! you can build em all you want if you have no air they're not putting a foot out of your base : .....after all they have no health. as a matter of fact you can't even build them if you don't have air : the fighters can attack it on the ground while it's being built! so better off focusing on equaling your mirror in terms of air power and why not overthrow him there? and at that point why not end it as fast as you can before you loose your advantage again? send in bombers and be done with it? it's cheaper, faster and more efficient. CZAR is good versus land incursion that has no flac, or not enough, that's where it shines. attacking bases? that a mass donation. The opponent will gain more from the wreak then what he lost from it's crash blast.

well defended or no, the commander is still only the one chesspiece you have to knock down to obtain a win.

 

do not listen to OP. you'd be following the rants of an inexperienced person who knows literally nothing about his topic (or is attempting to lie to a learned audience).



 

Besides being an ass you make very poor assumptions and spout utter nonsense.  Please only reply if you have something useful to say.  I cannot help that your game play is so poor that you must troll forums with your ineptitude, just as I cannot help being amused by your lack of ability to defend yourself from 20(!) tier 3 bombers.  That us utterly laughable!

If you are capable of having a civilized conversation and are willing to have one I will happily discuss this with you.  Otherwise I am not going to continue feeding the troll.

I think you and tatsu play not the same kind of FA. There are many ways to play the game. In some you need multiple czars to end it, in others a snipe of 20 t3 bombers will end it.

Reply #7 Top

Quoting tatsujb, reply 8

cola there is no case scenario in PvP play where it gets beyond the 20-50 bomber stage. literally never.

Sure there is if you have players who feel hour long turteling is fun. PvP does not need to mean "play to win asap".

 I might play like that and you might play like that but let's respect that others play PvP to just have a good time crashing robots together.

Quoting tatsujb, reply 8

noob tomfoolery

Let them play in the way they have fun.

Reply #8 Top

If I take an RTS game and let 100 people play it I will most likely find 50+ different ways to accomplish a win. This means that almost everyone develops their own play style depending on the units and tactics allowed for the game. A lot of them will look the same, but will have small variations depending on the player. Instead of arguing over who is doing it right or wrong, lets explore the tactics and see what is fun. The pissing matches, name calling, and calling people out just kills any useful discussion. If you can't have a level headed discussion without resorting to childishness then just exit the forums.

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Reply #9 Top

Quoting MindlessMe, reply 11

If I take an RTS game and let 100 people play it I will most likely find 50+ different ways to accomplish a win. This means that almost everyone develops their own play style depending on the units and tactics allowed for the game. A lot of them will look the same, but will have small variations depending on the player. Instead of arguing over who is doing it right or wrong, lets explore the tactics and see what is fun. The pissing matches, name calling, and calling people out just kills any useful discussion. If you can't have a level headed discussion without resorting to childishness then just exit the forums.

 

This is the major distinction between casual gamers and the so-called "hardcore" gamers. The casual gamer isn't actively trying to solve the game. The casual gamer is doing things that appeal to different kinds of interests for them personally, such as wanting to see giant robots, or a preference for a specific type of play.

Where this gets confusing for a lot of people is that a lot of casual gamers will make strategic decisions for these sorts of reasons. Like a preference for being a hardcore turtle, for example. That's a strategic decision being made for non-strategic reasons. They haven't looked at the rules of the game, the map situation, their opponent's style, and so on, and made any kind of decision that turtling might be advantageous. No, they just blindly decide that they like turtling and do it.

Now I am all for a strategy game making it possible for players to express their creativity in this way. But it is very important from a game design perspective that this does not intrude on the actual game. I'm not going to tell anyone else how they should enjoy their game. They can play badly if they really enjoy it more because they think certain units are cool or like to roleplay The Alamo or whatever. If they play against someone who is actually trying to win, they will just lose.

But I am going to firmly object if these casual gamers want to change the design of the game to appeal to this type of silly, transient appeal.

 

In the actual game, players make decisions because they are trying to win. And there are clearly some things a player can do that are simply mistakes, and that is as it should be. Under absolutely no circumstances should you attempt to make a strategy game where "all strategies are equal" or where "you can play however you want." Apart from being fundamentally impossible, even if you succeeded you have (by definition) destroyed the significance of intentionally choosing one strategy over another, since they are all equal.

If you make an interesting, tense, tightly designed strategy game then the casual players will be none the wiser. They can do whatever it is they want to do and not worry about winning the game. As long as they play each other they will probably have a great time.

But serious players will turn away in disgust quite quickly if the game is designed to cater to those types of shallow appeal. Such as making a duel between one or two giant robot units the centerpiece of the gameplay, rather than a strategically interesting contest between armies fighting over resources and strategically significant terrain.

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Reply #10 Top

Quoting Yarlen, reply 1

Currently units that are destroyed inflict no damage from debris. Don't expect this to change.

 

I don't mean to scrap up an old thread for no reason but as someone who has 100's of hours in FAF multiplayer...

 

Suicideing T4 air units in Sup Com rarely works in multiplayer because of the reclaim mechanic.  In fact, the reclaim mechanic can sometimes lead to long game stagnation because neither team/player wants to attack because a failed attack will more or less mean losing the entire game due to dumping so much mass near the enemy.

 

I'm pretty sure AoTS will never have a reclaim system in order to distance itself from Sup Com, but I don't see why plane wreck damage would be a problem right now.  Not to mention that a few point of damage from a plane wreck hitting a tank is a drop of water in the ocean compared to the fire a meta unit will be sustaining in combat.  It would be rare for a fight to turn on a plane wreck hitting something :D!

 As a side note, do you intend to add wrecks of unit into the game?  I feel the game lacks a form of satisfaction without being able to see the trail of destruction your army made!
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