Pending Balance Changes Feedback Thread

@slicknixon Yes. For all we know, game simulates everything, and all explosions are spheres, which will deal damage to anything in radius. So this behaviour is consistent with the knowledge about the game. It is expected that explosion will damage underwater targets because thats how simulation works in any other area of thr game.

Skill issue

It's also to note that only bigger explosions hit the underwater targets. And even then not all of them as some mexes tend to be effin deep on the bottom of the sea. So only tactical/strategic weaponry can reach them.

So yeah, it makes sense with how everything behaves.

@tomma

Do you expect an explosion to damage what's inside a shield?

Shield is but a magical sci-fi device that somehow stops all projectiles from enemies(be they inside or not) while somehow letting your units shoot through it without problem(be it from insider or outside). Sound like magic to me compared to some good old H2O.

My question wasn't if the shields were magic or not.

Carrying on: if the shells don't go through the water, why do you expect the explosion to?

@slicknixon shields are the only exception, they make sense because they are designed to look like barriers that wont be penetrated by explosions and projectiles. And since water is not shield, it doesnt make sense for it to block explosions.

Skill issue

@tomma said in Pending Balance Changes Feedback Thread:

And since water is not shield, it doesnt make sense for it to block explosions.

Are you familiar with what happens when objects hit water at high speed?

Y-yes. And why can we have lasers, teleporting ACU and stuff but not battleships being able to fire at targets that are slightly under the surface of water?

@slicknixon i dont care about what happens, its consistent with other behaviours in the game, its intuitive for me, so its good.

Skill issue

@xiaomao

Why not have them shoot through mountains and other terrain?

Cuz there are no units which can burry underneath it?

@xiaomao

You would be alright with shooting through mountains if there were units that could burrow underneath? What would be the point of them burrowing?

What even is the point of this discussion?

Yea, this seems stupid. Just a fight between 2 people that has nothing to do with the topic at hand. If you want to discuss the impact of realism on balance make a new thread. Thanks

This post is deleted!

@slicknixon said in Pending Balance Changes Feedback Thread:

@xiaomao

You would be alright with shooting through mountains if there were units that could burrow underneath? What would be the point of them burrowing?

There is a cool Russian RTS game called Perimeter with underground units and full terraforming. Just saying.

@DevelopNoob

Found a possible bug with the Cybran ACU changes.
Nothing in-game, just Math values that don't add up.

In the live FAF branch, Stealth grants the ACU 2,000 extra HP.
Cloak grants an additional 13,000 HP.
For a total of 25,000 HP as shown below:

e88e4cbd-ffec-45f4-b57e-a9b0d5433215-image.png


According to this PR, 3,500 HP was transferred from the Cloak upgrade to the new Nano Upgrade.
The new stats are as follows:

Stealth: +2,000
Nano: +3,500
Cloak: +9,500
Still, a maximum HP of 25,000.


However, the issue comes from the updated PR.
This PR adjusted the Cybran ACU upgrades further.

Specifically this:
723f567a-2ac0-463a-89fc-246999e0922d-image.png

Since the HP was adjusted for the other upgrades, I assume the Cloak upgrade was compensated for that, but...

Where did the extra 2,000 HP come from?


The Cybran ACU now boasts 27,000 HP with all three upgrades on FAF Beta.
bf14004e-4239-46f3-bff1-8b1d73ebaed3-image.png


I couldn't find anything related to increasing the HP of the ACU further, and the Beta changelog doesn't mention anything about increasing the total HP to 27,000.
It only mentions what the PR already mentioned.
So, I assume it was probably an oversight, unless the upgrade itself was buffed without details given, yet.


~ Stryker

( ͡° ͜ʖ ͡°)

@comradestryker 27k is correct it is the same as the base with the 2 upgrades

Stealth > +1500
Nano > +1500
cloak > +14000
This = 17000 + base acu = 27k

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

@developnoob

Ah, I see. So, it is a small buff, then.
If I may ask, what's the reasoning behind this small change?
As I mentioned, I didn't see anything for it on the Beta changelog for the increase to HP.

Cloak and Stealth paired with the new nano upgrade already granted the ACU a lot more survivability.
What's the extra buffer for?


Also, you may want to fix this.
88d01fb2-64c0-43bc-af67-b7eed6abd459-image.png

Going from 13,000 -> 14,000
It's being buffed, not nerfed.


~ Stryker

( ͡° ͜ʖ ͡°)

It should be the same total hp in beta as in current faf.

Stealth hp 2k > 1.5k
Nano hp 0k > 1.5k
Cloak hp 15k > 14k

= net 0

Maybe it once again is a case of the unit db lying with wrong cloak numbers, but if it isnt it should result in the same hp.