Balance Patch 3750 - Feedback

Give mercies a sacrifice ability or healing

@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

@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.

@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

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)

If your idea immediatly needs half a dozen exceptions to work, it's usually not a good idea in the first place

@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)

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.

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:

598b7856-5a43-483c-ab54-57f6145005c2-image.png

That was just one nuke launcher, by the way.


~ Stryker

( ͡° ͜ʖ ͡°)

Give Mercy a mini chrono-dampener effect on impact.

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.

@arran

@arran said in Balance Patch 3750 - Feedback:

Ambassador: T3 Strategic Bomber
Feels too strong now.

Still not the best AoE, also why not complaining about Stealth on Cybran-strat?

@arran said in Balance Patch 3750 - Feedback:

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.

Snipers are still the most effective units for larger areas, against ACUs, etc. etc. Either post a replay where you can say "other t3 units >>> sniper bots" or it's honestly just skill issue.

@arran said in Balance Patch 3750 - Feedback:

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.

The change was literally made to adjust hives to kennels. Also if you want purely the buildpower, don't upgrade hives.

@arran said in Balance Patch 3750 - Feedback:

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?

Cerberus is alrdy good.
Oblivion and the worst? It's way harder to dodge than the UEF projectiles, has more damage than Cybran, doesn't directly shoot into the ground like Sera and has AoE.
Triad is the easiest to dodge, so yes. It's nearly pointless against ACUs if you don't have multiple ones.
Don't think any of these chances did anything to the PDs though.

Can't say anything about navy since I didn't get Aeon on these spots yet.

Required rating for participation in balance talks when?

In quantities lower than 10 or so you really feel the aeon range advantage, at higher numbers you can't really kite around so it's less of a big deal.

@sladow-noob said in Balance Patch 3750 - Feedback:

@arran

@arran said in Balance Patch 3750 - Feedback:

Ambassador: T3 Strategic Bomber
Feels too strong now.

Still not the best AoE, also why not complaining about Stealth on Cybran-strat?

stealth was always a thing on cybran strat even before FAF

Before the HP nerf Cybran strats were the only ones that couldn't oneshot T2 mexes, that's what balanced them.

sounds more like they were underpowered before than overpowered now to me

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.