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Supreme commander forged alliance best mods
Supreme commander forged alliance best mods












supreme commander forged alliance best mods

There was a considerable use of Restorers (T3 Aeon gunships) for In forged alliance 3599 balance, in the GPG.NET competitive scene This also contributed to reducing t1 engy lag and OPness. Now there is actually a choice between technology need, Hit Points, concentration of build power and speed at which you start increasing you build power output. E.G : per mass that t1/t2/t3/SACU engineers costs, the rendition of build power is the same.īefore, if you built many t3 engineers to assist a factory or t4 construction, you were a noob because between you and the same level player who used the same amount of mass making t1 engineers to assist, the player with the t1 engys got much more build power. This reduced the overpoweredness of the tech one engineerĮngineer assist is evened out across all builder units. : building more factories, is also the one that lags the game less.

supreme commander forged alliance best mods

Now all options are viable and the one that demands less micro/encourages a more macro focus, E.G. The reasoning behind this change is that it makes the game run much smoother (no more t1 engineer spam) as well as validating the option of building more than one factory which before was a "noob alert!". You must upgrade another t1 factory through the HQ line back up to that tech level for the other factories to be able to produce anything other than tech 1 again (yes, in the meantime you will be tech-locked meaning "normal" factories, upgraded even to tech 3 can only produce t1 units until there is a T3 HQ again). You must posses at least one HQ for the "normal" upgrade choice of that tree to unlock and you are allowed to possess as little as one (for savings and speed) but if it gets destroyed. The HQ cost more takes longer to upgrade to and possesses the tech for that tree (land, air, sea). The Normal changes nothing except that it is (much!) cheaper and faster to get this mechanic means that starting from a t1 factory of any type, you have two upgrade routes : Let's go over some of the biggest changes off the top of my head : Balance Changesįactory HQs. The bottom line is no single unit can any longer completely stand out as overpowered. This is the impersonal and clinical approach.īut realistically these stats won't mean much to you (best to use the FAF multiplayer client unitDB tab as it will be more up to date.) ORIGINAL (I think! I hope they haven't used FAF as a reference) :

supreme commander forged alliance best mods

The summary could be found in many forms but I guess what you're looking for is here : UNIT DB So this is actually two seperate questions :Īnd I think the focus of your question is mostly balance (it's a big answer then!) Ideally with discussion, so that I can start playing FA Forever Is there a single summary where I can see the changes for each unit,














Supreme commander forged alliance best mods