• Hover tanks for cybran?

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    Sylph_S
    I guess the idea is that cybran have other advantages, like destroyers that can fight on water or land much like said hover units can. Of course, it's not as good in practice as hover tanks or artillery (most of the time), but that's the idea, I believe. That 'destroyers walk on land', combined with UEF getting naval jamming and cybran getting naval stealth, are, I suspect, the reason those factions don't get hover units/engineers. I believe that it's all supposed to balance out in the long run. I'm not a terribly experienced player, so my struggles against jamming and stealth when it comes to destroyer+frigate combat might be simply a sign of my low skill; but I imagine that's the idea behind no hover T1 / flak. If I really, really wanted hover stuff in T1, I'd pick aeon or seraphim, and if I wanted the intel (and by extention, naval range) I'd pick cybran or UEF. As it stands, I only pick random. I'd be very interested to watch replays/games where the lack of hover units hamstrings cybran, because I've not seen it so far, but totally believe that it happens, and would love to see examples to prepare me. Do you have examples?
  • Improving and normalising Rhino stats

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    ZeldafanboyZ
    I agree that the buildtime/mass and energy/buildtime ratios should be changed to match as they are uniquely worse for seemingly no reason, but I would rather have the Rhino actually do 100 DPS instead of making it cheaper
  • Nuke Sub Rework

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    @melanol Non factor. It's a transportable luggage unit with a script to add and remove ammo when added to storage. Payload and range can be whatever you want on either launch platform. Could even make the warheads able to self-destruct and transportable by ACU/SACU/engineer for a bit of ground-and-pound. @Fichom I felt that an idea to rework nuke subs fit perfectly in in thread titled "Nuke Sub Rework".
  • Balance Patch 3761

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  • Beta T2&T3 structure reclaim changes

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    TheWeakieT
    excuse me its not in beta its main balance
  • Balance Q&A session saturday 19:30 CET

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    TheWeakieT
    Since tomorrow is the release of the patch on faf i will be doing a stream going over all the changes + insights in what's currently planned for the next one. It wll be on 15/07 19:00 CET
  • The Problems With The UEF - Part 8 (The Fatboy)

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    I like the idea of letting the Fattie be able to build structures, build units on the move, and a slight bump to HP and speed.
  • Telemazer - time for change?

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    ?
    I would add a teleportation alert. Something like "Quantum shift detected".
  • Aeon Gun ACU

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    ?
    I was also not happy with the cost of the additional 5 meters, but then I remembered that I use Aeon ACU as a mobile defensive overcharge turret hiding under shields late game dealing up to 15k damage to land units from 35 units away (colossus is 40), and... whatever, let it be. Additional testing will show if that's the proper cost.
  • Attack Submarine Damage

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    I like the idea of subs being low-HP high damage units, but the dynamics of water play are not like land Vs Air. High damage subs that could push an enemy navy out sounds good on paper, because most subs can not effectively do anything about land. The hard counter to subs would be torpedo bombers. The counter to that being cruisers. Under this dynamic, a Seraphim navy would be pretty dangerous, sub rush to push the enemy navy out, cruisers to shoot down torpedo bombers, and long range tactical missiles to bombard land targets. Of course, the exchange rate of using suicide torpedo bombers against cruisers is better for torpedo bombers, torpedo bombers are cheaper. If torpedo turrets had more HP or torpedo defense, it could change the dynamic of high-damage subs pushing someone out of the water, at least until destroyers show up and out-range the torpedo turrets. The dynamic of water is interestingly complex, but I would like to see subs have a clear purpose.
  • Wreck hp could be buffed

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    phongP
    @xiaomao got it, thanks for clarifying.
  • Deceiver in t2 transport

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    ZeldafanboyZ
    Cybran has the worst transport capacity and Fire Beetles don't even take up as much space as a T1 unit anymore, putting a Deciever on a transport makes its capacity even smaller. So usually for a drop to have any punch you have to load another T2 transport and fly it alongside which is a lot of investment.
  • Nerf impact of Strat Bombers

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    Strat bombers are fine in my opinion. For one it is very easy to snipe them either if there is only one or 20 it takes some very high level play to keep them from getting picked off.The main thing they will target in the late game will be smds or game enders. The change I would like to see that would consequently nerf strat bombers would be another nerf to nuke. Also regarding early strats the exact same thing will happen if no one on your team rushes t3 land. there will be some type of t3 unit being dropped everywhere and will kill absolutely everything
  • FAFBeta Patch Notes

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  • Overcharge autocast is too random

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    angelofd347hA
    https://patchnotes.faforever.com/3718.html#oc [image: 1685343645473-080e1698-f335-4c53-a7f4-49891ccfe339-image.png] Auto OC fires every 5s OC fires at 3.3s Damage is maximum possible based on the 1:4 e available up to 90% of storage, calculated on hit Target is based on ACU target priorities. Locking this post until OP justifies the problem in accordance to: https://forum.faforever.com/topic/759/balance-thread-guidelines/1
  • Pending Balance Changes

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    SpikeyNoobS
    FAFBeta contents can be seen either from the milestone or the patchnotes.
  • add speed

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    DeribusD
    Locked for not adhering to Balance Thread Guidelines
  • QoL changes

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    TheWeakieT
    @rezy-noob said in QoL changes: @thewheelie atlantis is bad, the fact that it is seen to deal with subs in the first place is stupid, uef has an entire unit specialised vs subs that would require rebalancing at this point. I don't think so. Because a t2 unit has a special role nothing from that faction later in the tech tree can partially cover that role? Especially if we're talking about t4's that shouldn't be the case at all. Moreover they work differently considering you want to kite from long range with atlantis while this doesn't happen for coopers at all. Vision is probably the best atlantis has to offer since it s damage is atrocious and vetting will take as many years as mercy removal from the game, atlantis is honestly just annoying with little to no usage. Again you do realise they almost have the same dps as a bs right? Also if you think it takes long for atlantis to vet then you just don't really know what you're talking about when they are one of the easiest units in the game to vet and it's one of their main strengths. I guess you agreed with grid nerf? Or you just missed it idk. Don't really have an opinion on it. And yeah, chrono, mercys cant compare since even their stats are imba, atlantis is just borderline unplayable What i meant is that you said these were mega obvious things that everyone knows about but by the fact that i'm disagreeing on most of the things you posted means it's nowhere near as clearcut as you make it out to be. Yes atlantis are bad which is why it gets a buff but it's nowhere near as bad as you make it out to be. It suffers from the same issue as vespers where you don't really make the unit because it doesn't have a proper roll or other units overshadow it (or a mix). t1 subs aren't anywhere close to being omega bad as you say. You see them build all the time every map with water, just not in large quantities
  • The Problems With The UEF - Part 9 (The Atlantis)

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    @indexlibrorum u are totally right, that went over my head
  • Balance Patch 3757 changelog

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    Yay GC nerf