Balance Patch 3750 - Feedback
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You know the whole point of the aoe rework is to solve the issue of it being a high damage single target unit
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@ftxcommando said in Balance Patch 3750 - Feedback:
- It doing lump sum damage ie corsair or notha is pointless, specter exists
That's like saying that Corsairs and Nothas are pointless because gunships exist, or that strats are useless because T3 gunships exist. Dealing big lump sum damage even when there's some AA around is useful. I don't think Specter has 1200 alpha like fighter bombers have anyway.
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Do you know what kinda damage renegade does? Do you notice how stinger and janus have different damage output methods? Seraphim gunship is an exception because it’s supposed to be t2.5.
Strats are aoe and t3 gunships aren’t?
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Do people still not understand that turning the Mercy into an AOE utility unit is just a straight buff to Aeon T2
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@ftxcommando said in Balance Patch 3750 - Feedback:
You know the whole point of the aoe rework is to solve the issue of it being a high damage single target unit
well I never use them or see them used so idk what is the problem with that
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For one, it’s completely insane to give a unit that level of flexibility when Aeon has the best gunship already. For two, the unit’s current design does not work with the simulated projectile type of gameplay that FA works towards. Trick AA to turn away, now you die even with your ACU in the middle of 3 aa turrets.
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Aeon gunship was buffed/redesigned to compensate for mercy being what it is, why not revert it to what it was along with mercy changes?
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Legit just remove mercy from the game for the time being.
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@mazornoob said in Balance Patch 3750 - Feedback:
Aeon gunship was buffed/redesigned to compensate for mercy being what it is, why not revert it to what it was along with mercy changes?
I mean if by compensate you mean literally pretend it doesn’t exist then yeah it was
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Give mercies a sacrifice ability or healing
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@ftxcommando said in Balance Patch 3750 - Feedback:
Making it do aoe ie janus requires animation and projectile work
Deribus already made a mod for this https://forum.faforever.com/topic/1834/ideas-for-mercy-changes/13
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@blackyps said in Balance Patch 3750 - Feedback:
@ftxcommando said in Balance Patch 3750 - Feedback:
Making it do aoe ie janus requires animation and projectile work
Deribus already made a mod for this https://forum.faforever.com/topic/1834/ideas-for-mercy-changes/13
I’m not saying it doesn’t exist rn, I’m just explaining why it isn’t something immediately changed even if balance team has generally considered the unit problematic.
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@ftxcommando said in Balance Patch 3750 - Feedback:
Trick AA to turn away, now you die even with your ACU in the middle of 3 aa turrets.
can't this be fixed by making mercies top priority target for aa and making them targettable for longer, or perhaps not becoming untargettable at all (swarm of energy things) and just do damage by charging into target like a normal missile would?
@thomashiatt said in Balance Patch 3750 - Feedback:
Give mercies a sacrifice ability or healing
guided healing missile sounds interesting for aeon, almost as annoying if something that was getting sniped gets healed though
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Mercies should just automatically die if an anti-air unit is inside their vision radius.
(Edit: but don't include true multi-purpose units like Megalith, Spider, Cybran SACU. They would only suicide if they saw a dedicated AA meaning T1-T3 static AA emplacements and T1-T3 mobile AA)
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If your idea immediatly needs half a dozen exceptions to work, it's usually not a good idea in the first place
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@blackyps said in Balance Patch 3750 - Feedback:
If your idea immediatly needs half a dozen exceptions to work, it's usually not a good idea in the first place
Then don't call "exceptions"
Just say you're adding an "anti-mercy field" to those 6 types of units (T1-T3 static/mobile AA)
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Giving mercies 800hp and half the damage is honestly a buff because then you would need t3 maa to stop them. The health shouldn't be changed but the damage should be cut in half or possibly move it to a t3 air unit.
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Just played a game where nukes were my opponent team's main oppressive force.
Kudos to this player, but because of the nature of the map, and how the game was going, we were unable to really rely on SMDs.Ignoring the skill issue on my part, nukes, are not useless.
They are still quite a powerful tool that can be ruthless if used properly.
The extra mass cost and energy to use them is practically nothing... and it changes very little in terms of in-game effectiveness and utility.Check it out:
That was just one nuke launcher, by the way.
~ Stryker
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Give Mercy a mini chrono-dampener effect on impact.
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My feedback.
Sparky: T2 Field Engineer
Nice! Feels much better as a front line supporter. A bit worried the T1 factory blueprint part might be abusable but haven't had those fears confirmed yet.Ambassador: T3 Strategic Bomber
Feels too strong now.SR90 Blackbird: T3 Spy Plane
Like how it is unique now.Loyalist: T3 Siege Assault Bot
The charge ability feels much better now with the change. Weapons staying active really helped make the ability feel worth the APM.
No more redirect on billy nuke was blatant UEF favouritism. Cruiser TDM can stop it, ergo loyalist TMD should to. Alternative: redirected billy nukes become viewed as hostile to TMD on return flight and can be shot down.Usha-Ah: T3 Sniper Bot & Sprite Striker: T3 Sniper Bot
Nerfed again? They feel like mistakes to even build in the first place now. T3 direct fire unit balls now feel unstoppable by Sniper Bots.T2 Air Transports
Crash damage increase was nice. Didn't know how much I wanted this change until it was thrust upon me.Beacon Class: T1 Frigate
Feels too strong now. Perhaps revert build costs but keep range increase.Bulwark: T2 Shield Boat
New change feels good. More relevant in T2 phase.Hives & Kennels
Hives feel too costly for what you get.
Kennels feel better now as in-base consolidated BP. Rebuild cost on drones however makes them easy to abuse as fast flying engineers going around the map.T2 Point Defense
Cerberus - Small buff. You needed it.
Oblivion - Small nerf. Still the worst. Missed an opportunity here to give it some love. More AOE?
Uttaushala - Small nerf.
Triad - Very small nerf. Did it need to get relatively (albeit slightly) stronger compared to the others?All changes not commented on are either good changes or I don't have any particular thoughts about if they are good or bad changes yet.