• Meta: Balance Vocabularly

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    Sylph_S
    FWIW, this game is one of the biggest candidates I've seen for 'DPS' (+cost+HP) being factored against 'other stuff'. Particularly how the 'alpha damage' tends to make a unit better against its own or a higher tech level, but often worse against lower tech! Not to mention 'AOE', speed, range, and so many other factors! I love how even something as universal as DPS is so called into question in FaF. When I look into balance comparisons between units like harbinger vs othuum, I just love how the DPS and hitpoints get adjusted by AOE, alpha damage, shields, move speed, range, and even abilities like reclaim! I think it's a great indication of the fact that the ultimate 'test' of balance is often (though not immutably) how often they are used in high-level games, with important consideration for game-type... Rather than just entering values into a spreadsheet and comparing. (Regarding harbinger vs othuum, specifically, I imagine it goes something like:) Othuum > harbinger... Except when aeon player uses range to deny side-weapons of othuum... Except when othuum uses target-fire and movement to leverage AOE... Except when harbinger uses speed to deny the above except when othuum uses terrain to deny the above except when harbinger avoids terrain to deny the above except when othuum uses walls to deny the above except when harbinger uses reclaim to deny the above. (Or something to that effect). I basically just love how much more goes into just about every unit interaction that just cost, DPS and hitpoints. (Though cost, DPS and hitpoints are certainly some of the most important stats agreed!)
  • FAFBeta Patch Notes Iteration II of 2023

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  • Why is it OK for Cybran to have the only stealth air?

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    R
    Can you point me in direction of "good" air players whose replays I can watch? Every game I've played I see people in the upper 1k range circling ASFs still and I don't pay enough attention to the top level of players to even know who to watch.
  • Another T3 Air suggestion

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    Sladow-NoobS
    As Nex said, if you already know you're behind it's only logical to get a shield and a SAM as the airplayer and your base turns into an anti-fly-zone. The first ASF can usually snipe the strat then. Besides that, it's known that t3 air is still pretty oppressive and the balance team is working on fixing that. However the priorities are not only the t3 air so it's not an immediate change since it's not an easy thing to solve besides everything else.
  • Reworked Mercy, how do you like it?

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    F
    I agree with the Mercy being a stun weapon. That's a cool idea. Alternatively, maybe it could just do incredible damage, like 30,000, but only against shields. Similar to the rarely used t3 hover unit.
  • Suggestion: remove "t2 to t3 mex rebuild" game mechanics maybe?

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    JipJ
    Well - that is just one solution. The other is to 'fix' Sera to behave the same . Which I think is what was done
  • Reduce E build cost of cloak and increase maintenance cost.

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    MazorNoobM
    Vision changes probably make it harder or no longer possible to maneuver a stealth drop behind enemy lines as Cybran. I didn't check that ingame, but it sounds like +20% vision to everything puts an end to that strategy.
  • Buff Wagner back

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    Sylph_S
    (Torpedo dmg increase or not, I don't see wagners working like submarines, currently. I find the comments about wagners necessitaing torpedo bombers to be really misleading, since if the wagners are doing much of any damage, they are vulnerable to the usual air-to-ground solutions that work against hover units. gunships, bombers etc. If wagners are using torpedoes to clean up submarines and the like, then I stand corrected - but I can't see how it'd happen, currently.) @tagada I totally agree with the idea that wagners are simply too different from hover units - it seems that comparisons between wagners and hover units are basically not useful. At the end of the day, the final metric, I think, just has to be whether wagers are: dominating games, used-but-NOT-dominating, or underused. My very personal experience is that they are underused, but it's not an important opinion - I'm not pro and have limited experience, so I defer to the opinions of other players. Ultimately, though, I think it's just important to adjust them based on whether they're overperforming or unused, rather than trying to draw parallels to hover units.
  • Static T3 arty stats need some tweaking

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    waffelzNoobW
    please dont flood my post with incorrect takes
  • The new balance frontier: Modes and settings

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    DeribusD
    That doesn't answer why. What problem exists that this is attempting to solve? And how would it solve it better than balance changes? So... make these mods and play them as mods. Why push them to default game?
  • My thoughts about balance

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    T
    Nuke is bad
  • Cruisers out range t2 arty

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    maudlin27M
    Locking as I can’t see this discussion going anywhere constructive and the op is a long way from the guidelines for balance threads
  • The Fatboy

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    ComradeStrykerC
    @Caliber The Shield recharge time does play a big factor in how the unit plays. This is one reason why Titans were -and still are- incredible at raiding. The only time it can remotely be on the offensive is when the shield is up. Take it out, and the unit practically is out of action for 2 minutes. But 30 seconds does seem a little short. Unless you made another counterbalance; Perhaps a lower max shield HP? ~ Stryker
  • The Problems With The UEF - Part 7 (The Ravager)

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    ComradeStrykerC
    @caliber The TMD effect... now that's something I didn't think about. It does look cool, I'll give it that. My only concern with that is the impact effects. Those have a blueish hue to them, as the original fire effect is blue. Did you adjust those as well? ~ Stryker
  • Suggestion: Gibbed Structure Wrecks Leave Secondary Debris

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  • Shield 'spreading'

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  • Pending Balance Changes Feedback Thread

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    DeribusD
    I'm not actually bothered I just found it amusing
  • Idea for Kamikaze units in FAF

    kamikaze new units
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    N
    @mazornoob in early-mid game beatle is greate when dealing with t2 spam where there is no ACU near
  • Merci bugged?

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    DeribusD
    600 was always the intended amount of damage. Why it's 600 and not 79*20 is... complicated, but there's a thread in the Discord Balance Discussion about it.
  • Mercy Change - Not ready yet

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    T
    @strife said in Mercy Change - Not ready yet: @SpikeyNoob I like that the visual effect of the "projectile" has been changed back to the original one. Would it be possible to make the fog bluish as well? So that it matches the color of the projectile? I guess it will look quite good together. Or, perhaps, changing the color of the projectile to be green like the fog?