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    Points of Imbalance.

    Scheduled Pinned Locked Moved Balance Discussion
    172 Posts 27 Posters 24.9k Views 1 Watching
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    • M Offline
      moses_the_red @Explosive
      last edited by

      @herzer99 said in Points of Imbalance.:

      2 t3 landfactourys actually sound very fine

      Because why should players be expected to put a significant percentage of their mass into the game's late game land attack units?

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      • biassB Offline
        biass
        last edited by

        t3 spamming is t1 spamming with extra steps and is not cool or interesting gameplay

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        • E Offline
          Explosive
          last edited by

          2t3 factourys is a fucktom of ressources

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          • M Offline
            moses_the_red
            last edited by moses_the_red

            Ugh...

            I notice a lot of changes to T1 units this patch. Labs, Mantis, Bombers, Scouts...

            I notice some changes to T2 ranged bots in particular.

            But apart from the SACUs which has been planned for years, there doesn't appear to be much on the slate for T3/T4.

            Very ladder-centric patch, focused on units that are heavily used in ladder.

            I am going to try to take a wait and see approach, and just trust them.

            Its not easy, but maybe the SACU changes are intended to solve the problems I'm seeing, or maybe they're not intended to solve those problems but will solve them anyway.

            Maybe they don't want to make changes to T3/T4 while introducing a major late game change in the form of the SACU changes.

            And that's reasonable.

            But it is difficult, because these patches only come once every 6 months, and the attitude of too many posters in here is that there is no issue, or that if the issue occurs on team maps it should be ignored.

            And that's just wrong.

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            • P Offline
              Psions Banned
              last edited by Psions

              Just as some anecdotal evidence on what moses is saying.

              In 1600 Dual Gap games i've yet to see T3 ever be spammed in significant proportions. Pushing always occurs with Chicken/GC/Megalit, and you might get 1 or 2 lone monkeys that manage to max their vet and become monsters.

              Personally, I think T2 is the only stage in the game that provides varied land unit options. T2 has siege, utility, mid range, close range. As it stands unit diversity most to worst goes something like T2>T1>T4>T3

              I would prefer to have a longer T2 phas,e, or for T3 insufficiencies to be fixed. As it stands the most diverse T3 army is Aeon. UEF "diversity" is a bit of a joke in that the MML and T3 arty perform the same essential functions, but the arty is almost always better. I would suggest upping the MML range to that of a fatboy.

              @moses_the_red
              The sacu changes don't combat any of the games problems. instead it just makes combative sacu less useful and this indirectly buffs using SACU as "income" units.

              So the changes are fundamentally flawed.

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              • TheWeakieT Online
                TheWeakie
                last edited by

                This post is deleted!
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                • M Offline
                  moses_the_red @Psions
                  last edited by moses_the_red

                  @Psions said in Points of Imbalance.:

                  EDIT: Wrote up a long admittedly accusatory post and realized that I should wait until the next patch launches and give people the benefit of the doubt. In truth I have no idea whether this issue is being seriously considered or not. More communication from the balance team would help.

                  I'm just going to take a wait and see approach to this. Perhaps they'll address it.

                  I doubt that they're looking to sabotage SACUs. I imagine the SACU changes will be very positive for the game.

                  The part I don't know is whether they'll correct the issues people have been pointing out, but I have a hunch the patch is coming along so we'll know one way or the other before too long.

                  EDIT again: JaggedAppliance was in Aeolus, and he agreed that assault experimentals need a nerf. I don't know the guy and can't be sure he wasn't trolling or something, but I think he was being straightforward and thinks they need a nerf.

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                  • FtXCommandoF Offline
                    FtXCommando
                    last edited by

                    8DCA39D4-D45D-42CB-84EE-09A4EF9580CE.jpeg

                    Don’t think that’s him saying t4 needs a nerf lol

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                    • A Offline
                      advena
                      last edited by advena

                      About support factories

                      I was sure that they have better mass/BP ratio than engineers
                      I was terribly wrong

                      tl;dr
                      Only T3 factory that better than hives is air

                      Name - BP - mass - mass/BP
                      
                      --- Eng and stations
                      Eng T3  - 30  - 312  - 10,4
                      Hive    - 75  - 1050 - 14
                      Kennel  - 50  - 1050 - 21
                      --- T3 support
                      T3 Land - 90  - 1400 - 16
                      T3 Air  - 120 - 1510 - 12,6
                      T3 Navy - 150 - 2200 - 14,6
                      --- T2 support
                      T2 Land - 40 - 580  - 14,5
                      T2 Air  - 40 - 510  - 12,75
                      T2 Navy - 90 - 1100 - 12,2
                      --- T1 
                      T1 Land - 20 - 240  - 12
                      T1 Air  - 20 - 210  - 10,5
                      T1 Navy - 20 - 300  - 15
                      

                      I suggest fixing this by buffing support factories BP or cost to point where mass/BP ratio is around 7-10

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                      • ArranA Offline
                        Arran
                        last edited by

                        Currently my impression from the community is that T3 land is uninteresting/boring for a plethora of reasons. @advena suggested this is because of support factories but @Azraeel suggested this is because of reclaim being too high for T3. Perhaps support factories could be buffed, but I have no clue. What I am curious about is the Reclaim values.
                        Why was it decided that Land unit reclaim is about ~81% of the original mass construction cost? Why not be 80% or 50% or 90%, etc... How would the game be impacted if the "percentage of original mass left over as reclaim" was reduced by some arbitrary amount? Would this solve some of the inadequacies of T3 land?
                        I am very curious to know the reasoning behind setting the wreck mass percentage to ~81%.

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                        • TheWeakieT Online
                          TheWeakie
                          last edited by

                          Ask chris taylor

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                          • ArranA Offline
                            Arran
                            last edited by

                            He's out of the picture. I'm interested in people who actively work on the game, not some guy who's involvement in the current game is ~0%.
                            Another point of imbalance. The Percival is now the only T3 land unit to target the ACU over T1/T2 land units.
                            https://github.com/FAForever/fa/pull/3072
                            https://github.com/FAForever/fa/pull/3054
                            Consider making this standard to ALL factions or remove this change.

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                            • K Offline
                              keyser
                              last edited by

                              https://github.com/FAForever/fa/pull/3072/commits/c07ae911ad28aba6d8fa57ebb94afcea4e68dd5f

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                              • TurinturambarT Offline
                                Turinturambar Balance Team
                                last edited by

                                "Consider making this standard to ALL factions or remove this change."

                                No.

                                Forumpros doing balance https://www.youtube.com/watch?v=4wTcguJZh3A .
                                When a canis player remembers to build more than 3 units https://www.youtube.com/watch?v=7hjp8xJHuyA .

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                                • ArranA Offline
                                  Arran
                                  last edited by Arran

                                  TY @keyser. My information was outdated and I was wrong 🙂

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                                  • P Offline
                                    Psions Banned
                                    last edited by Psions

                                    @Fletching People don't have the forethought to realise that by increasing BP on T4 it also increases the earliest time a T4 might be up, meaning there is a greater window to eco before building relevant defensive structures.

                                    They just think ooh Ras spam hive spam insta monkey.

                                    The reason why T3 is stale, is because T3 mobile arty do not break the main base, they a gimped units and a successful viper spam would simply work better. T2 artillery at t3 stage is just too devestating for t3 maa.

                                    So what you have nwo at t3 is 3 useful units

                                    Long range, Mid range and raid units.

                                    Aeon v Aeon t3 is much more interesting because of shield disruptors.

                                    T M 2 Replies Last reply Reply Quote 1
                                    • T Offline
                                      Tagada Balance Team @Psions
                                      last edited by

                                      @Psions said in Points of Imbalance.:

                                      @Fletching People don't have the forethought to realise that by increasing BP on T4 it also increases the earliest time a T4 might be up, meaning there is a greater window to eco before building relevant defensive structures.

                                      Yeah I am sure that increasing the BP of the Monkey from 0 to X will make it build your pgens faster... I am not sure if you realize but you don't defend only vs experimentals, if you play a decent map you have to maintain your map control and bcs your experimental takes longer to build you can't afford to neither eco more or build it too early cause before you would get it up your enemy would take most of your map control with his t3, then retreat it and use his defenders + Income advantage easily defend vs your last ditch effort experimental push.

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                                      • P Offline
                                        Psions Banned
                                        last edited by Psions

                                        Tagada, what it will mean is that early monkey is viable for base killing. Instead with the nerfed t3 stage all we get is a firebase into eco, after the map has been drawn out with t1 and t2 skrimishes.

                                        Okay I just tested it. T3 units cannot break a basic firebase while t2 units can. Brick is literally worse than Rhino spam. DPS and speed of brick is just depressing.

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                                        • E Offline
                                          Explosive @Psions
                                          last edited by

                                          Okay I just tested it. T3 units cannot break a basic firebase while t2 units can. Brick is literally worse than Rhino spam. DPS and speed of brick is just depressing.

                                          Hey just as a pointer here,
                                          T3 mobile arty with mobile shield or stealth is extremely good at killing firebases and t2 formatipns.

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                                          • P Offline
                                            Psions Banned
                                            last edited by

                                            T3 mobile arty gets wrecked by t2 arty, and t1 scout counters stealth.

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