The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
  • AOE hitting above a submerged unit should deal 50% dmg

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    MachM
    @thewheelie said in AOE hitting above a submerged unit should deal 50% dmg: What does something like a unit getting nerfed has to do with this? Almost all of these changes happened for balance reasons and not for gameplay reasons and are thus irrelevant to the discussion. Blocking nukes with random air units was too strong so it was nerfed, crashing novax to block nukes was too strong so it was nerfed, crashing air t4's were too strong so it was nerfed. Groundfiring subs is not too strong so it isn't nerfed. Also most of these changes didn't even remove the mechanic. the reason groundfiring submarines seems it is not too strong is because so far this feature has always existed to "balance" submarines, so we never even saw submarines without it, they would more likely be overpowered without it, which is why they have to be rebalanced once this "feature" is fixed, instead of keeping nonsensical mechanic so as to not have to balance them I completely don't get the argument that it's not worth to preserve something if it only tends to be used in higher level plays. A higher skill ceiling is completely acceptable as long as it doesn't affect the skill floor, which groundfiring subs doesn't do. Almost every game in existence have a numerous amount of top lvl features that the vast majority of players will never use or use properly. Why do you think that is? I don't think I am a "high rated" player but I see groundfiring submarines happen all the time when there are any built in first place at point battleships are around (they mostly aren't, probably exactly because this counter exists so why bother with them), mostly it happens with harms another thing is that harms itself is also being balanced around this for some reason, it even had its underwater depth raised specifically so it can get hit by battleships no matter where it is placed (it used to sink to the bottom of ocean before, making groundfiring unreliable), speaking of backwards balancing I'm not saying harms should be op, but it should be rebalanced in other ways without being able to get hit by battleship surface cannons to offset its opness blocking nukes with air units and crashing novax did get removed, you literally can't block a nuke with air units now because it goes through them, and novax has a random trajectory making intentionally dropping it on anything specific effectively impossible loyalist deflecting billy is also impossible now (thus removed), crashing air units also can't go through shields anymore (removed), all these mechanics were removed, not merely units rebalanced I don't mind any of those mechanics being removed btw, except for loyalists billy deflect (it is a tactical missile and that's what they deflect) and nerfed t4 air crash damage (should be balanced with random trajectory like novax was instead imo), because those make no sense, just like balancing submarines around surface weapon groundfire and I know bugs with the game sometimes get turned into real features, but I don't see groundfiring submarines as one such feature, or why, for example, similar feature of loyalist deflecting billy is at the same time considered unacceptable in comparison and got removed unlike this one the value you get out of groundfiring submarines is too massive in comparison to other options for dealing with them, especially harms
  • Why are base SACU's getting a health nerf?

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    @chenbro101 said in Why are base SACU's getting a health nerf?: The cybran nano upgrade is a waste unless you stick them in water for navy reclaim. Tying the health to this overpriced upgrade means that they go from being cost efficient vs t3 units to something that is inferior to them. Unless the build cost is also reduced. Nano upgrade on Aoen and Cybran right now only makes sense vs a limited number of T1-T3 units. Very hard to stop if you dont have much to throw at it. Just not very good vs EXPs or large armies of Percies f.ex. The main issue is though that you need a certain amount of HP (which sera SACU gets with its version of the Nano upgrade) to make it relevant. Might be an idea to think about whether Cybran and Aoen should get some base HP increase with their Nano upgrade. At current they have a lot more regen from the nano but little HP gain from it.
  • Make snipers use E to shoot/reload their weaponry.

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    veteranasheV
    @thomashiatt don't worry, aeon has the Paragon.
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    TerariiT
    @evildrew in a 0 rating average game your logic makes sense, but anyone with 1500+ rating and atleast some game and player knowledge would be able to counter any tele with ease. You just cannot assume that a defending player is always zoomed into his mexes with minimap closed and no intel whatsoever.
  • The worst experimental in the game: the bug

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    AzraaaA
    @vinyl117 said in The worst experimental in the game: the bug: @azraeel You mean a unique ability that belong to the cybran gunship in the base game anyway? its doesnt anymore
  • The nuke imbalance issue - an analysis and proposed superior solutions

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    MachM
    in my opinion it should be even more in other direction: enemy nukes shouldn't be announced at all unless/when you have intel over them it's just another broken thing in intel system, giving you free info, similar to knowing when enemy destroys/upgrades a building you scouted 10 minutes ago even if you didn't have any intel over it at the time, because the icon changed color, it makes no sense and if they moved any slower there would be enough time to reclaim the base before the nuke arrives (yes I already do this on expensive buildings sometimes) as a counter to no warning given, I suggest nukes should be targettable by anti air fire until they reach space (novax altitude), so air can destroy them until then, once they are in space though, only smd should be able to stop them, even once they start descending to target (hp rebalancing would be needed obviously)
  • Make SAMs weaker vs gunships and strats, but stronger vs ASF

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    Chenbro101C
    Don't think making them weaker vs strats will have the desired effect. You will then rely more on asf to counter/defend against strats. I am guessing the reason for this post is to address asf not really caring if they fly over sams.
  • Fix cybran T3 shielding

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    @zeldafanboy said in Fix cybran T3 shielding: Its actually insane that there was no downside to nesting shields into shields in base FAF, that sounds like an unplayable game You don't need to go as far as base game, go back a few years in FAF and a double/triple stack of UEF T2 shields would not even break to a GC taking a walk into them.
  • Navy: tech level bump

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    Dragun101D
    That was tbing of og TA. And removed in Supcom (you can see however the remnants of that in Aeon Unit Line Up)
  • Extensive Navy Redesign and Rebalancing suggestions - My vision

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    AzraaaA
    @rezy-noob said in Extensive Navy Redesign and Rebalancing suggestions - My vision: is there any need to rebalance navy? no. Yes there definitely is but its not what Evildrew is suggesting. I'd prefer like Mach said there be some AoE and less relevance on frigates as the only t1 gameplay and buffer for t2 and t3.
  • Possibly how to make kennels better

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    Pros use kennels to assist fatboy on the frontline to make units.
  • A small rework/ buff to sera t1 sub to rebalance their navy

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    The solution: torp defence on sera sonar.
  • "C-D1 \Rover\" Engineering Drone

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    Alternative: make the drones a standard part of the T2/T3 engineering upgrade. Not targettable or selectable, just extra ACU build power. Basically just fancy visuals, like Cybran engineers' little drone things. (Practically speaking, this is just removing the upgrade but keeping the graphics.) Another alternative: as above, but as a separate build-power only upgrade. Possibly T2/T3 engineering could be cheaper with less BP. Affects balance since e.g. TML upgrade is less useful without build power which doesn't work if both are back upgrades (could drones be moved to a 4th non-conflicting category?). @FtXCommando's suggestion of radar is interesting, though I wonder if they'd just get killed by inties (making it only useful if very cheap, and making the second drone useless). ACU radar drones which can't be shot by air might work though might be OP. But inties already can't shoot radar buildings so maybe it's fine.
  • When teleport will be fixed?

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    ZeldafanboyZ
    That's just to prevent them from dragging out a lost game by teleporting to random corners of a 20x20 incessantly
  • Cybran t2 mml

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    IndexLibrorumI
    @gabitii Race differences are a thing, so sometimes you'll see units that feel like they're stronger than their other-race equivalents. That's okay, other races have their own strengths. Additionally, turtling being punished is fairly healthy for the game, in my opinion.
  • FAF Beta - Feedback

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    DeribusD
    This thread has served its purpose and has gone off topic. If you have feedback on the balance patch that went live yesterday, you may do so here. UEF Drone upgrade was not in this balance patch. If you wish to discuss it, we just had a thread made about it, or make your own.
  • Balance Patch 3750 changelog

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  • Is it OK that engi stations can eat experimentals?

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    bananiB
    @melanol ml mega and even fatso do have aa and mega has flack so dont lie to me
  • Allow mobile factories to move while building units

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    @waffelznoob said in Allow mobile factories to move while building units: would also be nice if deploying units out of a carrier/czar wouldnt cancel the unit in production, nor the build queue as a whole Would be nice if deploying units wouldn't stop the unit move order, too. But, nevertheless, this is a great first step! Looking forward to this being incorporated! ~ Stryker
  • Restructure air by delaying tech 3 air

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    @thecore said in Restructure air by delaying tech 3 air: Or maybe the meta needs to change, instead of letting the main air slot get to T3 Air at 9/10 mins mark scout to check if they are going T3 and push them hard with T2 Air. yes that is quite literally the counter to t3 air rush meta, it's just that 99% of players are either bad or lazy