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  • Direction and focus of balance

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    The_JanitorT
    I would like to know as well.
  • Balance Patch 3750 - Feedback

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    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

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  • The issue with Chrono Dampener

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    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

    aeon balance
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    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.
  • Increase aeon lab's projectile lifetime for ghetto gunship

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  • Ythotha, time for a change

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    JipJ
    We've been trying to fix that, but to no avail
  • Ideas for Mercy changes

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    phongP
    I'm not sure flipping health and damage solves the problem of mercy snipes. The current situation feels oppressive, I think, because any counterplay to mercies needs to be preventative, there is no mitigation possible. Other air snipes give you a small time window to dodge and bring AA or inties to help, but you get no such chance at saving yourself with mercies. And since one can use spread-attack to force air units to clump, requiring many more mercies for a snipe doesn't help with what I described and would only amount to a cosmetic change, at least from this point of view, I think.
  • Smol ACU Adjustment

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    J
    We really need to just stay away from gun range, it's too important to fuck with.
  • How do you feel about recent Navy changes?

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    MazorNoobM
    Remove radar from Cyb frigates and make moles amphibious. Edit: And I guess boost mole radar when in water from 45 to 80? Yadda yadda radar waves work better in water or something.
  • Teleport speed

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    arma473A
    The Mazer bug after teleport usually happens when the ACU teleports too close to its target If you aim at something further away, the mazer will turn on. Then you can aim at stuff closer to you.
  • Allow wagners to surface like subs

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    T
    While it might seem like a cool idea, it's neither feasible from the code perspective nor balance one. You can't have units that can go under your naval force and suddenly submerge and obliterate your cruisers/destroyers.
  • Should there even exist nuke subs?

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    kirovreportingK
    cheaper nuke subs make total obsolete whole setons naval battles t1 spam and other sh*t which is based
  • Burning structures

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    ComradeStrykerC
    I'll bite. The perfect addition to this proposal would be to allow Napalm to stick to units and make them keep burning even after they leave the AoE. Improved fire effects, overall! More realistic, no?! ~ Stryker
  • Adjust the build skirt of naval factories

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    FearghalF
    OK, thanks for info!
  • Tactical missile launchers

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    C
    @dragun101 said in Tactical missile launchers: You meant in front in the front half tmd defensive circle? Yes
  • Should subs cloak while idle, submerged and stationary?

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    C
    What if T1 subs have cloak but no stealth and no sonar; also T1 scout planes have no sonar? Makes subs vs mexes & engies strong without affecting subs vs navy. Also means moving sub loses to lurking sub every time (if they engage at all).
  • Balance Q&A session sunday 19:30 CET

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    O
    Hey, it's your number one fan from Brittany. Please unban me from stream chat. Either that or I'm shadow banned on twitch already.
  • Cruisers and torp bomber/bomber scaling disparity.

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    MachM
    idk if off topic, but, I always find it weird that any missile weapons don't just retarget the enemy and instead self destruct, if anywhere, this should be at least done on cybran cruisers to make their aa less trash in comparison to others, so far nanodart was changed from what it used to be (slow moving missile that speeds up over time) to be more in line with what other cruisers have (immediately fast moving missile) simply because of how bad it originally was even disregarding overkill, and is now about as good as other cruisers at it, but it lost what it originally was so if it could change its target mid-flight, being slow moving again but able to retarget might in fact make it more unique of weapon, letting cruisers create a "cloud" of damage above them that anything flying through would get wrecked by, like a flying swarm of mines, instead of just another boring missile weapon that instantly gets full speed and charges directly at initial target like all the others, but of course idk how sim speed would like having so many missiles in the air at same time, looking for targets for uef and aeon I instead suggest, like you said, simply making them target properly like tmd does, to not overkill, but idk if that can even work for units with different hps instead of homogeneous ones (tactical missiles) that are all same hp
  • About the veterancy system

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    T
    @jip said in About the veterancy system: A few months later, there was something wrong with the implementation of the veterancy system: it could hoard megabytes of worth of tables into memory! Read all about it here: https://github.com/FAForever/fa/pull/4686