The Fatboy
A Balance Idea
Hey Guys! Another Fatboy post, I know...
However, as I am passionate about this game, I excitedly wish to share my idea with you!
I've been messing around with the Fatboy's stats a little, and have found some interest in a few options.
I'll be focusing on three different sections of the unit:
- Utility
- Survivability
- Agility
As well as one or two other, minor stats.
I did modify a large number of stats but most are minimal.
I am suggesting these changes as more so of a 'Band-Aid' whilst other, better, and more proper ones can be made by the Balance Team.
That being said...
Too much? Too little?
Wrong direction of balance?
Lemme know!
-Disclaimer-
These are just some problems I wanted to bring attention to.
I am offering my own solutions to these problems, however, I am not a balance team member, nor do I have a large data pool to back up my suggestions;
Hence, the balances will likely need some adjustment.
There may also be some better ideas to fix these issues, out there;
So, I encourage you guys to suggest your own ideas as well.
Increasing Utility
Build Power
At the moment, the Build Power (BP) as a Mobile Factory is very lackluster.
Imitating the Atlantis, the BP is increased to match it.
This change encourages the Fatboy to be used as a Mobile Factory, as this ability does not see much use to begin with.
BuildRate:
180 -> 240; (+60)
This further solidifies its Title as a Mobile Factory.
A larger increase in BP, rather, anything more than 240 BP, will cause the Fatboy to spend an unrealistic amount of mass.
This also would have an unwanted side effect that starts to mess with the build animation.
Vision
Speaking of Atlantis...
In tandem with how that unit works within Navy, we could also mimic its role but for the Fatboy.
We grant an increase to Vision.
Vision: 32 -> 65; (+33)
WaterVision: 32 -> 65; (+33)
Doubling the vision from 32 to 65 makes it sit well below its max fireline, but it offers a possibility of synergy with land units near it.
For Reference, A Fatboy's new vision next to a SoothSayer.
3x3 Air grid for scale.
And another image in reference to a Percy:
Increasing Survivability
Moving on to Survivability:
Base Unit Adjustments
As mentioned before in my Fatboy post, the base unit's stats and the Shield Stats were basically swapped.
However, after some testing and some minor feedback from some players, these changes were made:
Base Unit HP:
12,500 -> 15,000; (+2,500)
Base HP Regen:
20 HP/S -> 30 HP/S; (+10)
A slight direct increase in Base HP and Regen as a baseline for more Survivability.
Shield Adjustments:
This new Shield would greatly be strengthened;
Specifically in regen and regen-related stats.
Shield Recharge Time (In Seconds):
120 -> 60; (-60)
Shield Regen:
100 HP/S -> 200 HP/S; (+100)
Shield Regen Start Time (In Seconds):
1 -> 0 ; (-1)
Shield Recharge Time:
A 50% reduction to reduce the downtime that the unit is vulnerable to when the shield is offline.
Shield Regen:
Doubled to increase the shield resilience.
Reduces downtime if the shield takes heavy damage but not enough to disable the shield.
Shield Regen Start Time:
This last one may be a little controversial.
Arguably the smallest change, but the one with the biggest impact on the Shield Behavior.
In conjunction with the Shield Regen change;
Shield Regen Start Time decreased from 1 second to 0.
This stat references how much time needs to elapse after taking damage before a Shield starts to regenerate.
In the current case, 1 second needs to elapse after taking damage for the regen to start.
Reducing that from 1 to 0 means no time needs to elapse hence the shield will start regenerating immediately.
This change was made as the Shield is the main defensive strength of the Fatboy.
This gives the shield more durability against low numbers of units that get into range but would be easily overwhelmed with any standard ruthless engagement.
It also makes the Fatboy the only unit with a regening shield.
An 'Experimental Feature', you could say.
Quite unique, no?
Agility Adjustments
Back-Up Distance:
15 -> 20; (+5)
MaxAcceleration:
1.75 -> 1.85; (+0.10)
MaxBrake:
1.75 -> 1.85; (+0.10)
MaxSpeed:
1.75 -> 1.85; (+0.10)
MaxSpeedReverse:
1.75 -> 1.85; (+0.10)
Back-Up Distance:
Makes it easier to back the unit up when kiting is its main strength.
Speed:
Since speed seemed to be a large discussion on the Discord post, a tiny bit of extra speed so it can keep its range.
Weapon Adjustment
MuzzleVelocity:
25 -> 30; (+5)
Muzzle Velocity:
This gives a slight increase in the consistency of the rounds that the Fatboy fires.
It does not increase the raw damage output, but it does help make sure the shells can hit their target.
At the moment, a GC, Ythotha, and sometimes even a Megalith can sidestep a little and can avoid about 15-20% of the shells fired from the Fatboy.
This change aims to reduce that to around 10-15%.
Economical Adjustments
To balance out these changes:
Energy Maintenance Cost:
-600 -> -750; (-150)
Build Cost Mass:
28,000 -> 30,000; (+2,000)
Build Cost Energy:
350,000 -> 400,000; (+50,000)
Build Cost Time:
47,500 -> 50,000; (+2,500)
Maintenance:
Stronger shield? Larger drain.
Resource Cost:
Slight increase in Mass, Energy, and Build Time to balance for a better unit, overall.
Also, makes it very, very slightly more difficult to attain critical mass.
TL:DR;
I, also, do want to show my standing on the Anti-Artillery TMD - That is still something I would like to see.
And the adjustments to the Torpedo and AA stats that Equilibrium has is a very nice touch as well.
I reference those here:
These could also see a use in FAF.
Again, this is more of a Band-Aid so I ask that you keep that in mind.
To be honest, no... these changes will not really 'fix' its problems, but they do help a little.
If not, they at least shift the unit's focus to be more versatile, regardless.
A minor benefit, overall.
Thanks for your time.
I eagerly await your feedback.
~ Stryker