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

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    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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    @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?
  • 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