• Telemazer - time for change?

    70
    0 Votes
    70 Posts
    7k Views
    ?

    I would add a teleportation alert. Something like "Quantum shift detected".

  • Aeon Gun ACU

    104
    2 Votes
    104 Posts
    12k Views
    ?

    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

    6
    1 Votes
    6 Posts
    667 Views
    T

    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

    14
    2 Votes
    14 Posts
    853 Views
    phongP

    @xiaomao got it, thanks for clarifying.

  • Deceiver in t2 transport

    7
    0 Votes
    7 Posts
    521 Views
    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

    13
    0 Votes
    13 Posts
    841 Views
    T

    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

    Locked
    1
    4 Votes
    1 Posts
    694 Views
    No one has replied
  • Overcharge autocast is too random

    Locked
    3
    1 Votes
    3 Posts
    333 Views
    angelofd347hA

    https://patchnotes.faforever.com/3718.html#oc

    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

    Locked
    2
    2 Votes
    2 Posts
    588 Views
    SpikeyNoobS

    FAFBeta contents can be seen either from the milestone or the patchnotes.

  • add speed

    Locked
    2
    1 Votes
    2 Posts
    415 Views
    DeribusD

    Locked for not adhering to Balance Thread Guidelines

  • QoL changes

    15
    0 Votes
    15 Posts
    1k Views
    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)

    8
    0 Votes
    8 Posts
    702 Views
    E

    @indexlibrorum u are totally right, that went over my head

  • Balance Patch 3757 changelog

    Locked
    3
    9 Votes
    3 Posts
    421 Views
    S

    Yay GC nerf

  • Is tier 2 even worth it?

    5
    1 Votes
    5 Posts
    624 Views
    veteranasheV

    Are you playing gap games?

  • What would it take for Nomads to be FAF's 5th Faction?

    41
    1 Votes
    41 Posts
    5k Views
    AzraaaA

    Nomads is the biggest waste of time, it's a massive time sink with 0 reward.

    The simple answer that nobody wants to say is No it will not get integrated. There's simply no benefit for FAF to integrate even if it would be at the bottom of the totem pole.

    I understand players want it but they can't have everything.

  • Direction and focus of balance

    2
    4 Votes
    2 Posts
    426 Views
    The_JanitorT

    I would like to know as well.

  • Balance Patch 3750 - Feedback

    94
    0 Votes
    94 Posts
    13k Views
    ArranA

    The seraphim destroyer feels weaker somehow without being changed. Not sure how that happened.

    Snipers have been nerfed time and time again, yet nothing ever changes because they are an essential matchup unit against T3.5 units (Brick/Percival). Yet snowballing (the claimed problem) isn't the issue. Accuracy while moving is.
    Revert the change of firing randomness while moving from 0.5 to 0.8 so sniper death balls can no longer kite as effectively and reduce sniper costs by 80 mass to revert the latest patch change (but keep the energy cost increase to keep preventing rushes).

    Air Scouts having jamming has reduced the effectiveness of air denial against UEF air while leaving other factions in a comparatively weaker position. So many jamming signatures can really become a potent phantom HP pool for flying above SAMS.

  • Underwater Vision on Air Units

    1
    3 Votes
    1 Posts
    175 Views
    No one has replied
  • The issue with Chrono Dampener

    11
    8 Votes
    11 Posts
    1k Views
    phongP

    I remember seeing a few videos of Jip and Spikey playing around with a variable stun time based on range. Worth integrating, in my opinion, purely because it's so cool. It does also offer up some new and interesting degrees of freedom for the balance team to play with, though.

    With such a change, chrono would naturally affect longer-ranged units less, and since those tend to be slower, maybe this would coincidentally represent a step in the right direction for balance. Depending on the stun duration at the outermost perimeter, It might also allow fast units to intentionally run around the ACU, enabling a surround, and it would punish the attacker less for stepping into the danger zone accidentally.

    Here's a link to one of the videos: https://www.youtube.com/watch?v=mv1TCW9jO9w&t=785s

    As you can see, the scripting and effects work has already been done, all it needs is a balance pass.

  • Add upgrade t2 shields for aeon

    50
    1 Votes
    50 Posts
    4k Views
    BlackrobeB

    @Tagada
    The BrewLan Mod by Balthazar has the option to upgrade the Aeon T2 shield to the T3, including the animation for the upgrade. I'd love to see the T2 upgrade to T3 integrated into FAF, provided he's ok with it.