Pending Balance Changes Feedback Thread

@rowey Tldr of the changes: We hate aeon. We deleted their cruiser from the list of useful units, now its time for aeon gun and mercies because screw aeon I guess.

Also apparently we need to make sure that big failed pushes are harder to punish, oh and transports even more broken, and not really fix the atlantis or HARMS

@thecodemander said in Pending Balance Changes Feedback Thread:

@rowey Tldr of the changes: We hate aeon. We deleted their cruiser from the list of useful units, now its time for aeon gun and mercies because screw aeon I guess.

Also apparently we need to make sure that big failed pushes are harder to punish, oh and transports even more broken, and not really fix the atlantis or HARMS

Aeon have been receiving buffs for a while now without nerfing their most OP stuff. To list:

  • Obsidians and Blazes were steadily buffed until they became strong, without nerfing the big ACU gun range advantage that was meant to offset weak T2 land.
  • Their T2 gunships now have big alpha damage and AoE making them the best T2 gunships in the game to offset Aeon not having a fighter-bomber equivalent, but nothing was done with Mercy's cancerous aspects.
  • Aeon labs are now the strongest for actual combat and are the best for ghetto gunships to cover for Aurora's low mobility, but big clumps of Auroras are still way stronger than other T1 tanks.
  • Aeon T3 mobile arty is the only arty that can fire on the move. All other arties, notably Cybran T3, were nerfed with a 4s deployment time so it's nigh impossible to use them in the field against armies, indirectly buffing Aeon and Sera.
  • Recent buffs to T1 frigates without really nerfing destros that much. They still outrange and are more powerful than UEF and Sera, and Cybran destroyers are no less shit than they were.
  • Arguably GC claw fixes, but that's being nerfed again.

I don't think the balance team hates Aeon based on all that.

codemander really looking to become #1 faf clown. got some big contenders, but good luck

Who would even pay for the 2nd Aeon ACU range upgrade?

Energy Cost: 31000
Mass Cost: 900
Build Time: 1100
New Range: 35 (from 30)

@waffelznoob Shame I'll never be as much of a clown as people who get triggered when I dont agree with some of the balance changes

I'm a little confused on the reclaim changes. Is there an explanation as to why it was done?

@snagglefox said in Pending Balance Changes Feedback Thread:

I'm a little confused on the reclaim changes. Is there an explanation as to why it was done?

Seconding this. The fact that reclaim ratios are universal for all units is pretty intuitive and fundamental to the game balance. Making higher tier units give less reclaim seems unwarranted.

put the xbox units in the game pls u_u

@snagglefox the beta parthenotes is more to let you know what changes are currently live a more in-depth explanation for each change will come along with the official release of the patchnotes. but i will ask for a simplified version of why this is being changed for the beta notes

"The needs of the many outweigh the needs of the few" - Spock

@snagglefox said in Pending Balance Changes Feedback Thread:

I'm a little confused on the reclaim changes. Is there an explanation as to why it was done?

essentially promotes aggression as before attacks were way too punishing late game

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AI Development FAF Discord | https://discord.gg/ChRfhB3
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Member of the FAF Association
FAF Developer

@kazuya said in Pending Balance Changes Feedback Thread:

@snagglefox said in Pending Balance Changes Feedback Thread:

I'm a little confused on the reclaim changes. Is there an explanation as to why it was done?

essentially promotes aggression as before attacks were way too punishing late game

it doesn't make a lot of sense at the current stage though because T3 land rush meta is way too oppressive and with the reclaim-change it just becomes even stronger, being the direct opposite of what the Balanceteam wants

Required rating for participation in balance talks when?

@sladow-noob said in Pending Balance Changes Feedback Thread:

@kazuya said in Pending Balance Changes Feedback Thread:

@snagglefox said in Pending Balance Changes Feedback Thread:

I'm a little confused on the reclaim changes. Is there an explanation as to why it was done?

essentially promotes aggression as before attacks were way too punishing late game

it doesn't make a lot of sense at the current stage though because T3 land rush meta is way too oppressive and with the reclaim-change it just becomes even stronger, being the direct opposite of what the Balanceteam wants

probably will see when oc nerf is put in, then t2 is kinda worth it.

Developer for LOUD Project | https://discord.gg/DfWXMg9
AI Development FAF Discord | https://discord.gg/ChRfhB3
AI Developer for FAF

Community Manager for FAF
Member of the FAF Association
FAF Developer

@kazuya its in jsut pushed it to beta

"The needs of the many outweigh the needs of the few" - Spock

@kazuya said in Pending Balance Changes Feedback Thread:

@sladow-noob said in Pending Balance Changes Feedback Thread:

@kazuya said in Pending Balance Changes Feedback Thread:

@snagglefox said in Pending Balance Changes Feedback Thread:

I'm a little confused on the reclaim changes. Is there an explanation as to why it was done?

essentially promotes aggression as before attacks were way too punishing late game

it doesn't make a lot of sense at the current stage though because T3 land rush meta is way too oppressive and with the reclaim-change it just becomes even stronger, being the direct opposite of what the Balanceteam wants

probably will see when oc nerf is put in, then t2 is kinda worth it.

[Ima move the discussion / my thoughts to the Discord channel aka gonna reply there]

Required rating for participation in balance talks when?

The torp launcher change seems like they will never be built after the change.

82f20588-1ea4-447f-8cf3-c7f35cf8bf43-image.png

Maybe not a good idea to have the reclaim nerf in sea combined with the tech reclaim adjustment.

I'm not a fan of the reclaim nerf either, seems when you get knocked out, your out as you won't be able to build back up fast due to a lot less reclaim in your base

I have tested yesterday in game lobby and the pending patch, and the barracudas(tech 2 cybran subs) now need 4 torpedo bombers to kill it, which is op in my opinion, assuming that it has stealth. Not considering that u need a scout to torp it but just cost ot the torps and subs. 4 torps 4 * 270 = 1080 mass and 4* 32000 energy. barracuda 1100 mass and 8800 energy. This is a really huge difference. Pls fix the hp of the barracudas accordingly in order to make 3 torps killing it, it fill be fine then. It is 2 torps before pending patch.

All the other subs were buffed so that u need 1 torp extra, whereas in case of t2 cybran subs u need 2 torps extra, which is a lot.

I am also not a fan of the reclaim changes, especially for navy. The czar height change is also too much because the czar relies on the asf being underneath the thing so that it can be groundfired to kill them. Changing the height difference from 5 to 2 massively decreases the value in making czars which is a change I don't like at all. Also, the last balance change introduced a large nerf to the aeon destroyer so why is its frig getting nerfed now? Also simultaneously buffing cruisers and nerfing torps seems like massive overkill to me given that you generally have to win air for torps to be useful in the first place. On a separate note air is already super weak past 30 minutes on pure land maps because of how strong sams are. Typically the only time you see air grids larger than 15 factories are on maps with water because air is actually good against navy. I do like removing the stealth from harms not sure if it needs an hp nerf on top of that. The atlantis buff is definitely a good change in my opinion.Cybran navy definitely needed a buff considering its destroyer is garbage and the nerf to frigs was to strong. the change to mercies will be welcomed by anyone with a brain although I have not actually seen them in use yet.

Just some feedback on the transport changes...
The elevation changes and concurrent stats to improve load time and drop off - all of that is awesome.

But, now they feel way too... lightweight.
They're far more agile; Practically on par with inties, now.
Was that the intention?


Also, the T2 transport feels too fast...
Would it not make more sense to be a middle ground in speed as compared to the T1 and T3 transports?


~ Stryker

( ͡° ͜ʖ ͡°)

thank god maybe ill play 1v1 again