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 PostPosted: 15 Oct, 2010 
 
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This is surreal, spambot necroes a balance thread from 6 months ago, and people carry on the discussion as if nothing has happened, (apart from Vleessjuu).

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 PostPosted: 15 Oct, 2010 
 

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...and the person who reported the spam post.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 15 Oct, 2010 
 
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Wow, spambots creators are really cute these days! I'm impressed with their animal cunning and innovative ideas :D

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MY UI MODS (for FA):
- GAZ_UI Mod (formerly Goom's UI mod, aka GUI)
- Tiered Grouping and Cascade Fire
- Economy Info, Auto Pauser and Auto Massfabs

http://forums.gaspowered.com/viewtopic.php?p=320240


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 PostPosted: 15 Oct, 2010 
 
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To answer the OPs question:

UEF
Pros:
Long range; possessing both the longest range artillery and the longest range minor experimental UEF have the greatest reach also the very powerful experimental artillery disruptor stations.
Late game economy; Late game UEF have access to economy buffs as well as experimentals that allow cheap and rapid production of units(Air fortress and Noah unit cannon to a lesser extent the Atlantis II)
Early game you have the most effective tank being faster than the Aeon Yenzoo and more durable and long ranger than the loyalist furthermore they scale well gaining large damage buffs as well as AA, such buffs also affect demolishers.
this extends to possessing mass effective dedicated units such as the Wasp fighter and the tigershark sub each allowing dominace in their role at the cost of versitility
Strong navy, with tigersharks to provide naval dominace, Mastadons to rip air out of the sky and Posiedons to punish land units and bases UEF navy is truly devastating.

Cons:
Weak shields UEF shields are simple, they take damage, when compared to other factions bouncy and absorbing(85%) shields as well as UEF shields suffering terribly to AoE they just don't cut it by comparison
weakest point defence, average that never goes beyond average, not as damaging as the Cybran PD and not as long range as the Aeon PD.
Weakest combat com, at this point the UEF ACU is the weakest in combat, being the slowest and doing the least damage, it is relatively durable and has radar stealth though.
land mobility, UEF land is the slowest even with the new afterburners, they cannon cercumvent terrain as other factions can with jumpjets and teleport, on land you must always take the low road.

Cybran
Pros
Versitility, chip heads like to cover as many bases with as few units as possible, so adaptors are mob shields, AA and missile defecne all rolled into one, Loyalists are both the cybran assault bot and tank(with the right abililities) same goes for the Salem(naval AA and dominace) and Gemini(fighter/bomber).
Unorthodox answers. Magnetrons that will push or pull enemy units on demand, Bombbouncers, walking shield generators of death, Boomerangs, nuke redirectors, jump jetting land and navy, Cicada, experimental stealth generator so many crazy toys.
MONKEYLORD!..........MONKEYLORD!!!
...
Powerful combat com, nanobot gun of death, high speed and long range jumpjets
most powerful gunship(slightly faster than others and alot more powerful)
Potent experimentals overall
best shields, cybran shields absorb damage rather than simply take it, so shots are weakened rather than stopped, as such layered cybran shields are a tough nut to crack.

Cons
you have to unlock units like adaptors and mobile missile launchers(cobras) taking away your early game options.
not particulalrly mass effective, being versitile means being more costly so in fights with their dedicated cousins they fall short.
no econ upgrades, need more, seems you'll need mass conversion or more mass extractors.
short sight and weapon range, you'll be needing alot of radar and possibly and experimental otherwise the enemy is almost always shooting first.
weak late game air, being outnumbered by UEF wasps and losing DPS to aeon flares cybran air falls short late game.

Aeon
Pros
Long range PDs, they do the same job and in the DLC cost the same but they fire further, beware PD creep from these guys
Teleport, their land does it and so does their air, be prepared for sudden and very dramatic entrances
Aeon com is a bitch, shields and nanites make this guy the hardest to bring down, shields will tank your attacks, even after they are down and the ACU is at low health nanites will heal a whooping 5k health buying time for the shileds to return and the suffering to begin anew.
floating land force, they go everywhere, no navy or coast is safe.
Flares, these babies fall from your aircraft causing AA fire to fall harmlessly to the ground.
bouncy shields they bouncy enemy fire sometimes directly back at them but they give themselves away.
Spacetemple, end the game with everything you have traveling from your base to theirs instantly, experimentals and all.(beware 2 way)

Cons:
relatively poor/unnecessary experimentals, why get a floating snail when you can have teleport.
no arty, and not much AoE either, large land blobs may be and issue.
poor radar without upgrades
very few sonar options
...
...
...

I am sure there are more still I reckon that'll do for now.

in other news, for shame you whelps, answer the question rather than flaming in future.

EDIT:FFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU

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IMMA CHARGIN MAH OVERCHARGE!


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 PostPosted: 15 Oct, 2010 
 
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Most interesting and funny necro thread in a while
Does bring some interesting questions back to light though

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Pink_ wrote:
I consider myself a master at both the discipline of masturbation and that of sleeping- and even I would be hard-pressed to do both at the same time

Now I'm just going to complain that there are no economy upgrades Forcing us to rely on mass conversion


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 PostPosted: 15 Oct, 2010 
 

Joined: 03 Mar, 2010
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my threads are evergreen :D

p.s. really impressed with the spambot fantasy


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 PostPosted: 15 Oct, 2010 
 
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Didn't notice that :lol:


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 PostPosted: 15 Oct, 2010 
 
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K-lord wrote:
This is surreal, spambot necroes a balance thread from 6 months ago, and people carry on the discussion as if nothing has happened, (apart from Vleessjuu).

Off-topic but K-Lord how do you know about the game in your sig?

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Pink_ wrote:
I consider myself a master at both the discipline of masturbation and that of sleeping- and even I would be hard-pressed to do both at the same time

Now I'm just going to complain that there are no economy upgrades Forcing us to rely on mass conversion


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 PostPosted: 27 Mar, 2012 
 

Joined: 27 Mar, 2012
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if you have DLC, and can surive with Cybran 'till late-game, you will more than likely have an impennatreble base, from wich you can launch as many attacks as you please.

I play Cybran/Aeon(Aeon most lately) ALL the time, and i like every aspect of them.

The funnest thing for Cybran is to steal a UEF engineer- you can build their Disruptor and Jackhammer eventualy, defend them with Bombouncer and Magnetron and then the UEF WILL have issues.

I have smashed a Turtling Cheater Aeon, and i had attacked their base with my fully upgraded Com, max vet, and 3 Megali, also max vet- and they got OWNED.
I used my com to take out imcoming experimentals while the Megali destroyed the PD, we rushed in, and they didnt last a minute.

For my opinion on UEF:

UEF: They are strongest early-game, b/c its hard to counter dem Rockhead swarms without decently advanced units, huh?


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 PostPosted: 15 Apr, 2012 
 

Joined: 15 Apr, 2012
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You really can't fight the UEF head-on and expect to win with any other faction. Head-on fights are what the UEF were made for.

You have to use the other factions' advantages to gain an economic or tactical advantage over the UEF. Cybran units are usually faster, and can do hit-and-run. Aeon units get shields early. It doesn't make it "Easy", but it's definitely possible.

And there are always their unique tactics. Cybrans can self-destruct units and buildings for big damage or jet over mountain ranges. Aeons can teleport around. Both of them have air units that can switch from anti-air to anti-ground instantly.


They just can't win in a straight-on fight against UEF with equal resources/tech/ect. Poor Zol didn't seem to realize that.


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 PostPosted: 15 Apr, 2012 
 
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Again, reponding to threads from many, many balance patches ago is ill-advised. If you really have something to discuss, start your own thread.


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