Points of Imbalance.
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Ask chris taylor
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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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"Consider making this standard to ALL factions or remove this change."
No.
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TY @keyser. My information was outdated and I was wrong
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@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.
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@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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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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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. -
T3 mobile arty gets wrecked by t2 arty, and t1 scout counters stealth.
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@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.
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.
I have to keep repeating this, because I don't think people have really accepted this yet, but the 3696 nerf was a massive nerf, which reduced the combat effectiveness of T3 units by around 50%.
Have two current bricks fight one pre-3696 brick, and they're going to come out a bit even, with the pre-3696 brick perhaps killing both with a small amount of health left. Assuming you allow the pre-3696 brick to kite until the current brick catches it. I could be slightly off here, but I imagine it would be close.
Certain nerfs are multiplicative meaning that they stack in such a way that they drastically change unit balance.
Seemingly small changes to health and damage, when combined with other changes to say range can together significantly cripple a unit.
So if T3 seems weak, perhaps we should acknowledge that its weak because of patch 3696.
When you nerf a unit at a low tier, you have to then nerf all units at higher tiers, or the unit will be underpowered in comparison to units at higher tiers. The balance team did not do that for one reason or another.
What's most hilarious about all this, is I hunted down the discussion thread for that patch, and there was very little relevant discussion about these nerfs. People didn't realize how massive those changes were, and seemed not to consider the impact such changes would have on T3/T4 balance.
I think its clear it was a sloppy patch. They may have "fixed" T2/T3 balance, but they drastically reduced the effectiveness of T3 land versus both T4 and static structures in order to do it.
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@moses_the_red said in Points of Imbalance.:
I have to keep repeating this, because I don't think people have really accepted this yet
I fail to see a correlation between these two phenomena (the first being: you repeating claims on this forum, and the second being: people coming to accept that those claims are accurate).
To me It looks like you keep writing stuff and people keep disbelieving you.
@moses_the_red said in Points of Imbalance.:
What's most hilarious about all this, is I hunted down the discussion thread for that patch, and there was very little relevant discussion about these nerfs. People didn't realize how massive those changes were, and seemed not to consider the impact such changes would have on T3/T4 balance.
@moses_the_red says he has researched this subject and found out that, at the time of the 3696 patch (which was known informally as the "T3 rebalance"), there was "very little relevant discussion" about the nerf to T3 units, and that "People didn't realize how massive those changes were."
I disagree. In fact, contemporaneous documents contradict his claims:
Petric made a video to make people aware of the changes: "Now let's discuss the biggest focus of this patch: the long-in-the-works T3 rebalance that was started by Zock in 2015 or so."
https://www.youtube.com/watch?v=emz9WwAOoxM&t=6m17sDuring the first four months of 2018, there were literally thousands of games played on the FAF Beta branch (5000+ hits in the vault, I didn't bother to check how many were team games as opposed to 1 person sandboxing by themselves).
During the beta period, tournaments were held to increase awareness and to conduct testing regarding the balance changes.
There was a forum thread about the balance changes with 283 posts. The very first response to that thread brought up bricks and percivals. https://forums.faforever.com/viewtopic.php?f=67&t=15809
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Petric made a video to make people aware of the changes: "Now let's discuss the biggest focus of this patch: the long-in-the-works T3 rebalance that was started by Zock in 2015 or so."
I admittedly haven't watched the entire thing, but it seems very focused on T2/t3 balance, and seems to ignore T3/T4 balance. I'll watch the rest of it later to ensure that I didn't miss that discussion.
There was a forum thread about the balance changes with 283 posts. The very first response to that thread brought up bricks and percivals. https://forums.faforever.com/viewtopic.php?f=67&t=15809
That's the thread I was referring to. Yeah, they considered the balance between bricks and percies (which I haven't been saying is a problem) but going through that thread I didn't see significant concern for whether it would throw T3/T4 balance off - which is the claim that I'm making.
I also didn't see much discussion about the magnitude of those changes, about how they're multiplicative, about how effective a post nerf unit would be against a pre nerf unit.