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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Im done with billy nukes

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    • FtXCommandoF Offline
      FtXCommando
      last edited by FtXCommando

      Certainly don't mind nerfs to billy accommodated by relational price adjustments. I just think it's at a reasonable level of efficacy given its current price point and so long as that's carried through any change the upgrade remains viable.

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      • waffelzNoobW Offline
        waffelzNoob @FtXCommando
        last edited by waffelzNoob

        @FtXCommando 5 broadswords vs a billy? and u choose broadswords? lol
        tmd creep is a shitass countermeasure vs billy btw, if anything its an argument against billy

        I sort of get what you're saying if the map is an open 15km mapgen like the standard is nowadays, but have a look at this 10km game where we were winning and a billy just shuts down uef push completely
        https://replay.faforever.com/24328792
        timestamp 25 minutes or so

        i think you'll agree percies and bricks are too slow to dodge with anyway, and you don't want to be constantly dodging while you're attacking someone. and if you're going to say "don't attack into a billy" then u agree billy shuts down attacks too well

        frick snoops!

        1 Reply Last reply Reply Quote 3
        • FtXCommandoF Offline
          FtXCommando
          last edited by FtXCommando

          Yeah I choose broadswords. Are you just rallying them into armies or what? 10 broadswords will force an air fight anywhere and you can attack any point in the map and babysit them to heal damage. They compound, billies do not. Ironically enough UEF is the faction most stalled by billy, yeah. Problem of percies having zero initiative with movement so they must keep everything in one singular blob because t4s will catch them out of place. Not a problem with billy, it's a problem with percies being slower than every mainline t4 other than mega. Disagree with bricks, that's just a unit mix problem because loya shouldn't have a problem dealing with billy. Nobody wants to risk their 300k e investment just bouncing back to hit their own base.

          I sure would hope TMD creep is a relatively bad counter. 5 billy nukes + the upgrade itself + t3 = washer in cost. Washer has 40% more area of impact, no cost for drops, and doesn't result in game loss if it dies. Imagine you could spend 500 mass to deal with washer. To keep this argumentation going, sam creep is also a shit ass counter to washer because it can edge bomb sams and the engineers building them. Except you know, it doesn't cost 300k e for every usage of this. It's annoying to keep sending more engies to continue the TMD creep, but it's a war of attrition you win because the enemy is spending 10,000 e a second to edge nuke some tmd.

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          • C Offline
            Caliber
            last edited by Caliber

            @FtXCommando

            Counter to Broadswords = Mobile AA

            Counter to Washer = Mobile AA

            Counter to billy = ?

            Also 10,000 e per second is 4 t3 pgens then what? most air players float +10k energy in average games.

            If you want to compare energy costs cybran laser costs 500,000 energy and places the commander in much greater risk compared to the 315,000 energy for billy and keeps the com relatively safe

            1 Reply Last reply Reply Quote 1
            • FtXCommandoF Offline
              FtXCommando
              last edited by

              If you think floating 10k e is normal and expected behavior I think I found the reason for game loss and it had nothing to do with billy. Personally I never float above 2000 e at any moment as an air player and that would only be for maybe 20 seconds as another air fac finishes.

              Nice comparison with Cyb laser, did you forget it’s 315k e to to build the launcher and 315k e to build the first billy and then 315k e to build every subsequent billy?

              1 Reply Last reply Reply Quote -1
              • DeribusD Offline
                Deribus Moderator
                last edited by

                Billy has a similar problem to Ahwassa in that upon being built it effectively means T3 land is no longer an option. And you aren't going to send land T4s without support, so it means land gameplay is over. It isn't fun to watch your entire army be deleted in an instant, and there's very little counterplay (aside from TMD creep, which by that point in the game is very easily sniped). It also promotes turtle gameplay and air dominance.

                What if had a targeting laser effect? A little marker like teleport has so you can see that there's one incoming and split your army or build emergency TMD with some front line engies/SCUs. That way you have some counterplay options and the "skill issue" crowd can still say "should have seen the targeting laser"

                1 Reply Last reply Reply Quote 2
                • N Offline
                  Nomander Balance Team @phong
                  last edited by

                  @phong The reason I said it might become useless is because lower velocity is not a stat that changes with equal effect on higher and lower levels of gameplay, because the effectiveness of the change is related to the player's ability to counter billy in the first place. It would make people who play well against billy play even better, but have little effect on people who don't play well against billy. Like your example with hitting armies at range relies on the army having scouts and regularly paying attention to dodge the billy (every 30s as long as the army is alive). Lower velocity would help people who do that but have little effect on people who don't.

                  I don't like straight up buffing the cost in response to a velocity nerf because a cost change has a very different effect across skill levels compared to the velocity in my mind, not because I think that a lower velocity + cheaper cost doesn't compensate each other at high level.

                  Should you decide to be a bit more charitable though, I would rather you imagine a changed billy being effective and cost-efficient at ~2x gun range against skilled opponents and falling off gradually beyond that, to the point where getting your army hit at max range is cause for ridicule.

                  In a similar idea, I think reducing the max range is a good direction. Billy currently has TML range, but that doesn't make sense for two reasons:

                  1. TML pressures eco by targeting single targets in the backline, while Billy's targets are frontline armies.
                  2. TML is static and fragile, while ACUs are mobile (especially with transports or even tele) and durable.
                    Reducing the max range would make the ACU more vulnerable to land/air, make it easier to scout/keep intel over, would make the ACU's target more obvious, and would limit its power on smaller maps (TML covers an entire 10km map edge to edge but not corner to corner).
                    8768d34e-5ca8-4f7c-b9f1-31fef03f26b1-{33539D1F-53BE-4445-B497-F26DEB480E25}.png

                  As for velocity accomplishing the balance you describe, I find that the effect would vary. Lower velocity would certainly make predicting army movement harder for the billy user at longer range, but for the billy victim I think whether or not the billy is fired at long range relies too heavily on intel to be able to spot the billy that far away. Basically if everyone uses T1 scouts flying into sams, it doesn't matter how far behind the sams the ACU is for the army, since they'll see the billy with the same warning time every time.

                  Should you agree that it's cheaper at lower skill and in larger games and consider it a problem, shifting its cost towards mass and away from energy might address that more directly.

                  I don't have experience abusing massive energy overflow like 10k e/s from the air player like Caliber is talking about. Nevertheless, my intuition says that Billy will take an equal amount of time because low level air players can overflow energy but land players can also float tons of mass, and in the end people will complain about Billy's damage either way.
                  Also an overflowing air player typically isn't thinking that they need to keep the overflow up so that their team can use it, so in the end the Billy user will want their own pgens and storages.

                  phongP 1 Reply Last reply Reply Quote 3
                  • maudlin27M Online
                    maudlin27
                    last edited by maudlin27

                    If it was to be nerfed (e.g. by reducing speed, range, or giving a VFX to indicate the target when zoomed in) I hope that the minimum time between firing 'feature' could then be removed due to how unintuitive it is

                    I also worry that anything good the UEF gets is nerfed because when viewed individually it is strong (billy nuke, novax), with nothing else given to the UEF to compensate. I.e. whether a unit is too strong shouldn't just be considered in isolation, but also in the wider faction context.

                    Plus, in terms of counters, Aeon TMD ignores the billy nuke health (albiet billy can just go over its head to strike further back targets); Cybran just needs a single loyalist; Seraphim has mobile T3 shields that [edit: Looked up the wrong shield before: have 10k health (testing in sandbox 2 overlapping mobile shields meant a billy nuke dealt 250 damage to units under the shields)] and UEF in theory could make a shield SACU to cover most of their army as an alternative to TMD-creep

                    M27AI and M28AI developer:
                    https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                    https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                    M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                    C 1 Reply Last reply Reply Quote 1
                    • S Offline
                      Sainse Balance Team @Caliber
                      last edited by

                      @Caliber said in Im done with billy nukes:

                      only cybran have a mobile counter to it

                      Seraphim as well cause of t3 shields

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                      • C Offline
                        Caliber
                        last edited by Caliber

                        @Sainse I have tested sera mobile shields and I dont see them as a counter to billy

                        Billy damage = 12,250 Sera mobile shields health 10,000 leaving 2,250 damage to units under the shield and kills the shield so they cant even recharge

                        at best it protects the units from being one shot, it reduces damage, but does not prevent damage.

                        phongP 1 Reply Last reply Reply Quote 1
                        • phongP Offline
                          phong @Nomander
                          last edited by phong

                          @Nomander the projectile's motion need not be flat. By deciding how the billy flies you can adjust how valuable intel is to dodge it - make the landing take a proportionally larger chunk of the flight time, or a projectile that starts off fast and slows down as it goes, and scouting is less relevant.

                          I personally would like a reduced billy range more than tweaks to its speed, and even a reduced ACU TML range to be honest, but I would have thought it to be a more radical suggestion since it's very counter-intuitive that an upgrade to the tml have shorter range, and since it impacts billy's performance against static targets which I didn't think was the problem. This is why I suggested what I considered less drastic.

                          If you did go for the range reduction, would you let players still fire regular TMLs after upgrading to billy? If yes, how would reloading work? I don't care either way, just wanted to know what you thought.

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                          • phongP Offline
                            phong @Caliber
                            last edited by phong

                            @Caliber I didn't know this. Do multiple stacked shields survive?

                            N 1 Reply Last reply Reply Quote 0
                            • N Offline
                              Nomander Balance Team @phong
                              last edited by

                              @phong Yeah I considered some dynamic flight characteristics and what came to mind to me was slowing the projectile down as it approached, like Seraphim missiles, which was a bit unintuitive so I discarded the idea. Making the Billy fly higher and and take a long time to go downwards is a better idea.

                              I would have thought it to be a more radical suggestion since it's very counter-intuitive that an upgrade to the tml have shorter range

                              Imo it is not an "upgrade" to TML but more like an evolution. It isn't an unusual game design to have the next step of something have a similar design with different purpose. This is already reflected in Billy's missile cost: you can no longer use it to kill T2 mex efficiently (and T3 mex are good targets by a small margin).

                              and since it impacts billy's performance against static targets which I didn't think was the problem.

                              With how many great targets Billy has, I don't think losing out on Billy-ing bases because it has TML range is something people will miss out on. Also it is much more exciting to transport/teleport in range of a base to Billy it, so maybe it would be a positive change for the gameplay vs static targets.

                              If you did go for the range reduction, would you let players still fire regular TMLs after upgrading to billy?

                              It is not necessary to be an option because Billy can always get a use, even in a static late game with tele (which you conveniently have the power for when maximizing Billy load speed), so people will never feel like they lost out on significant power from upgrading to Billy.

                              1 Reply Last reply Reply Quote 1
                              • N Offline
                                Nomander Balance Team @phong
                                last edited by

                                @phong

                                Do multiple stacked shields survive?

                                On paper, 2 shields survives because it's 10k + 3k overspill damage + 2.25k remainder damage = 15.25k total vs 20k HP.

                                In reality, the engine handles the AoE damage and shield entities with difficulty (or we have a shield bug, hopefully not), so 12k dmg gets blocked completely by every single shield in AoE range despite the shield being behind another shield, so all shields touching the 12k dmg range get disabled. Afterwards, 250 outer damage hits everything, even the shields that blocked 12k dmg by stacking up together, and these shields only have 400 HP. T2 shields have only 100/150 HP.

                                There is a point where you can spam enough shields to block all the damage fully, but it requires more researching how shields work.

                                1 Reply Last reply Reply Quote 1
                                • C Offline
                                  Caliber @maudlin27
                                  last edited by Caliber

                                  @maudlin27 said in Im done with billy nukes:

                                  I also worry that anything good the UEF gets is nerfed because when viewed individually it is strong (billy nuke, novax), with nothing else given to the UEF to compensate. I.e. whether a unit is too strong shouldn't just be considered in isolation, but also in the wider faction context.

                                  Imo the UEF on the whole need a bit of a nerf

                                  Billy nuke = arguably the strongest com upgrade allowing the acu to destroy all t3 armys without risking the acu (aswell as telebilly lol)

                                  Percy = Strongest land unit

                                  Broadsword - strongest air unit

                                  Spearhead = only t3 mml

                                  Ravager = only t3 point defense

                                  Novax = best intel unit and very effective harrasment unit

                                  drones = no other faction has drones

                                  Mavor = strongest artillery / strongest unit in the game

                                  fatboy = land exp that can destroy any other exp without even getting scratched

                                  acu = T2/gun/shield or shield nano gun very versatile acu

                                  Atlantis = requires ground firing from battleships

                                  sparkys = great t2 build power

                                  continentals = stongest transport for transporting the strongest T3 land units = most powerful drops.

                                  anymore I missed?

                                  as well as all that they have no real weakness, shields are strong arty is strong most HP for buidlings ect

                                  N 1 Reply Last reply Reply Quote 1
                                  • N Offline
                                    Nuggets FAF Association Board @Caliber
                                    last edited by

                                    @Caliber said in Im done with billy nukes:

                                    @maudlin27 said in Im done with billy nukes:

                                    I also worry that anything good the UEF gets is nerfed because when viewed individually it is strong (billy nuke, novax), with nothing else given to the UEF to compensate. I.e. whether a unit is too strong shouldn't just be considered in isolation, but also in the wider faction context.

                                    Imo the UEF on the whole need a bit of a nerf

                                    Billy nuke = arguably the strongest com upgrade allowing the acu to destroy all t3 armys without risking the acu (aswell as telebilly lol)

                                    Percy = Strongest land unit

                                    Broadsword - strongest air unit

                                    Spearhead = only t3 mml

                                    Ravager = only t3 point defense

                                    Novax = best intel unit and very effective harrasment unit

                                    drones = no other faction has drones

                                    Mavor = strongest artillery / strongest unit in the game

                                    fatboy = land exp that can destroy any other exp without even getting scratched

                                    acu = T2/gun/shield or shield nano gun very versatile acu

                                    Atlantis = requires ground firing from battleships

                                    sparkys = great t2 build power

                                    continentals = stongest transport for transporting the strongest T3 land units = most powerful drops.

                                    anymore I missed?

                                    as well as all that they have no real weakness, shields are strong arty is strong most HP for buidlings ect

                                    This is possibly the (lets put it in a friendly way) .. weirdest.. listing i have ever seen. You are literally just listing things as to how they work.

                                    Lets go for cybran:

                                    Brick = strong and versatile land unit

                                    wailer = more dps than broadsword

                                    t2 shield = cheapest shield

                                    monkey = cheapest experimental and strong

                                    scathis = huge area of effect

                                    acu = only acu with stealth, kills others without getting damaged

                                    t2 engies = good t2 build power

                                    mobile stealth fields = mobile stealth fields = most powerful drops

                                    And so on

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                                    • C Offline
                                      Caliber
                                      last edited by

                                      @Nuggets My point was UEF have no weak points unlike other factions, can you tell me one area that uef are weak in?

                                      Such as Cybran shields and PD are weak.

                                      N 1 Reply Last reply Reply Quote 1
                                      • N Offline
                                        Nuggets FAF Association Board @Caliber
                                        last edited by Nuggets

                                        @Caliber said in Im done with billy nukes:

                                        @Nuggets My point was UEF have no weak points unlike other factions, can you tell me one area that uef are weak in?

                                        Such as Cybran shields and PD are weak.

                                        Imo worst t2 navy and bad experimental stage

                                        Btw, considering cybran shields weak is insane. Yes 1 to 1 maybe, but they are the cheapest and fastest to build, so i would consider them the best. Also cybran pd is very good vs t1 as it has 0 overkill. Uef pd (especially t3), does.

                                        Not to mention all the things you listed earlier are just one side of the coin. You listed what they are good at but not the negatives of them. For example percies are very bad vs spam

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                                        • FtXCommandoF Offline
                                          FtXCommando
                                          last edited by

                                          worst t1 bomber worst t2 gunship worst destro worst frig worst cooper worst mobile shield worst hover tank

                                          harb is beat t3 land unit not percy

                                          broadsword and wailer are practically interchangeable

                                          spearhead only good part of uef t3 land

                                          ravager is ravager

                                          novax does same intel as eye for 10x the cost yes

                                          uef drone upgrade is dogwater and the worst acu upgrade next to aeon teleport

                                          mavor is 3rd place in the list of game enders only ahead of scathis

                                          fatboy is a joke and almost always worse than any other mainline land t4

                                          you didnt even list good acu versatility, sera definitely the most versatile acu anyway

                                          atlantis is only good because uef torp capacity is ass, shame it takes until t4 stage for uef to have a genuine response to subs

                                          sparkies are good

                                          if ur continental dropping percies ur losing more games than ur winning, 2 percies kill t2 mexes in one shot, 6 serves no additional purpose other than to get shot down by 6 asf and donate half a monkeylord to the enemy

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                                          • DeribusD Offline
                                            Deribus Moderator
                                            last edited by

                                            Let's focus on the billy and not turn this into an "overall UEF balance" thread

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