• Buff Harbinger sight range 22 -> 26

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    B

    DPS numbers from the client or DB sometimes display broken,

    the long range is 400 x 0.25 = 100, short range 2 x 75 x 2 = 300.

    that said, i thought the short range was only 22 range for some reason...

    still, the othuum is arguably better for drops with its superior hp and dps, was looking to restore the harbinger to some of its former glory

    Yeah equivalent was the wrong word to use

  • Proposal: Cybran ACU upgrades

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    CaliberC

    Second upgrade on the gun for emp/shield disrupter would be a welcomed improvement for cybran acu

    These upgrades wont be op as the other acus all have health upgrades like shield and regen so the cybran acu will still be very vulnerable at the front with such low health.

  • Weird targeting behavior

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    JipJ

    To try and comply to the feedback I hear in bits and pieces we are reverting the majority of the changes, allowing all direct fire weapons to recheck their targets as usual. That is essentially any weapon with a low arc. See also:

    https://github.com/FAForever/fa/pull/3989

    With that, this topic can be closed.

  • CounterIntel

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    ZeldafanboyZ

    @nex

    I agree, cloak is underused but we have to carefully balance this. I think Seraphim getting this would be interesting for faction flavor but they're pretty strong as is...

  • Should the ACU stomp T1 units?

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    N

    Well i think balance wise it's better to have units block the ACU, as this gives you more tactical options.
    Also these units aren't so tiny, they are almost the size of his leg. Some of them a commander could basically stand on.
    So stepping on them would carry a significant risk of falling over for the ACU, which would mean your dead, as it's pretty impossible to stand up the way it's build. So also from a logic perspective it makes sense, that an ACU would not want to step on those units.

  • ACU Bubble Shield

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    B

    what would be really cool, is if the ACU 'shield field' upgrade did just that, and added a small, personal shield to units in the area around the ACU (not sure if it is possible to code this tho...)

    this would work a bit like the Sera regen field, but would stack with mobile shields and bubble sACU.

  • FAF Berserk Penalties

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    arma473A

    Perhaps the time limit would not be set in stone but would be random. That way, it's not as simple as "always turtle." If you know the match will never go past 20 minutes, it's pretty obvious when (as the lower-rated player) you should shift everything into turtling and you don't care if you lose 80% of the map by 19:30

    On the other hand, if there's a 20% chance the game ends at minute 20, and a 20% chance it ends at minute 24, and a 20% chance it ends at 28, and a 20% chance it ends at 32, and it definitely ends by minute 36, and the players don't know which it is (20/24/28/32/36) until the game ends, the defensive player has to work harder to balance being defensive vs playing the long game. While still giving them a "free" win if they can hold out.

  • Cybran Strats should get slowed while stealthed

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    MadMaxM

    when will the cybran oppression end

  • Cybran T2 PD - Balance review please

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    ZeldafanboyZ

    @bangernoob

    The way I see it, land balance has 4 major aspects: units, ACU, structures, (and later on experimentals)

    Even though Cybran has weaker mid game structures and ACU it has strong units and experimentals. Furthermore because getting map control is usually more important, its better to have strong units that can both defend and move to attack than just strong structures that can only defend

  • Give ASF Turrets

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    DeribusD

    Yeah basically what ThomasHiatt said

  • Pro Faction Usage

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    LunyshkoL

    Since when we call dual gap dudes pro?
    Also i believe faction distribution has nothing to do with balance but with peoples mindset and preferences.

  • Naval adjacency

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    D

    Adjacency to underwater mexes and hyrdo is reasonable. But as jcv said, isn't the meta more to spam engineers to increase build rate. Sames as on land, the adjacency improvement only boosts the organic build power in the factory, not the external build power.

  • Stronger ASF

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    JipJ

    @arma473 said in Stronger ASF:

    I would love to see a proper mod or (if that's not possible, modifications on the dev branch) that takes away fuel and vet from ASFs to see if that reduces slowdown.

    It won't do so - the issue is with target checking. See also this other discussion:

    https://forum.faforever.com/topic/3808/weapon-target-check-intervals
  • Make reclaiming more intuitive

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    FtXCommandoF

    Hard to say if reclaim is working fine, one of the more hotly contested things is messing with the reclaim value for higher tier units to stop high level games from devolving into who does the first bad t3 attack that donates 10k mass. Or rather who makes a t3 army that gets immediately washered and becomes a 10k mass donation.

    Offtopic for this thread tho

  • Aeon: effort vs. reward (average-ish player?)

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    veteranasheV

    The mercy is broken with more hp. I need to mess with it more but I'd maybe like to see 10hp and 6-8 range

  • Sparky

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    phongP

    i tried using sparkies for their jamming and fast reclaim during t3 / early t4 stage
    biggest sadface was realizing they don't get selected with drag select. I think it would be neat to have them slightly changed to work as anti-sniper army escorts, maybe the jamming range made a bit larger and their selection behavior changed to that of regular units? I know it's inconsistent with other build power units but would this change really hurt their other uses? Besides, they have a gun, let me use them as tanks pls 🙂

  • This topic is deleted!

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  • Points of Imbalance.

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    FtXCommandoF

    uhhhhhhh mega?

  • Snipers/sera mobile shields need a rebalance

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    R

    Yes is this proposed rebalance for team games (tg) on flat maps? Is that how FAF is balanced nowadays? Obviously long range direct fire units when they reach a critical mass are going to be powerful on such maps. But 1v1..? Also can you TML the shields?

  • Cybran hives, idea for Seraphim and Aeon

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    maudlin27M

    What about just buffing the SACU rapid fabrication by increasing both the mass cost of the upgrade and build power, so it becomes a viable option on those maps where hives are good - i.e. it gives concentrated build power that doesnt cause pathfinding woes (since you wouldn't need many of them). Since you'd get a mobile unit with a basic combat ability it'd need to be slightly less efficient than a hive at building, but not much.
    For example, instead of a modest increase in build power from 56 to 98, quadruple the build power from 56 to 224, and also increase the build range slightly. Then set the mass cost of the upgrade accordingly to balance it. E.g. a hive costs 350 mass per 25 build power. Since the value of having a mobile builder with combat ability and basic resource generation is priced into the base SACU model, lets make the rapid fabricator upgrade as efficient as a hive in respect of the increased BP element. So taking the Sera ACU, and assuming it's roughly balanced at 2k mass for 56 bp, that'd mean you'd want the extra 168 bp to cost 2,352 (total cost of 4402 for 224 build power). By comparison, the current upgrade gives you 42 bp for 800 mass (so is significantly more expensive than a hive in terms of the additional bp).

    If this would be too powerful, then make it 10% more inefficient for the additional BP.

    Personally rapid fabrication feels really weak and not worth getting (I'd rather have 3 Sera SACUs than 2 rapid rabrication Sera SACUs, even if I'm planning on using them to say build a firebase or setup some SAMs) and I've never seen anyone get rapid fabrication SACUs, so it feels like an opportunity to increase variety a bit, it preserves the uniqueness of the hive, and it doesn't require work with creating a new unit.