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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!

    Experimental changes on 2026.06.25 Feedback

    Scheduled Pinned Locked Moved Balance Discussion
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    • N Offline
      Nomander Balance Team
      last edited by

      Develop and FAF Beta have been updated with the following changes for testing, and we have also provided some questions to guide your thoughts in gameplay:

      Please provide replays with your feedback if possible.

      Czar Buff
      Cost slightly reduced and AA missile firing angle limits removed.

      Does its cost better match its anti-ground performance without being overwhelming in air-to-air utility/performance?

      GC Claw Nerf
      DPS and range heavily reduced but units can now be shot while they are in the claws.

      1. Is GC still too powerful against T3 units by itself?
      2. Is it too powerful accompanied by DPS from the surrounding army?
      3. Do shots targeted at units in the claws miss too often when the GC is moving?

      Beetle rebalance
      Cloaking removed and speed reduced in exchange for HP and regen.

      1. Can both sides interact with the beetle in a fair and enjoyable way, especially in T2 stage?
      2. Is it too weak, too powerful, or too difficult to use?
      3. How powerful is it when dropped?

      Sniper rebalance
      Range significantly reduced (below T2 PD range) in exchange for movement speed and a large cost reduction.
      Ability to prioritize ACUs is removed.
      Seraphim snipe mode speed increased and damage model adjusted for shorter reload alongside the main changes above.

      1. Can non-sniper armies interact with snipers in a fair and enjoyable way?
      2. Are the lower cost cost snipers counterable if they are rushed?
      3. Do the snipers provide their user a fair reward for their resource and APM cost?
      4. Are mixed armies more viable than pure sniper balls?
      5. Are Percy/Brick counters for Sera/Aeon more accessible to lower rated players?

      SACU Rebalance
      Quantum gateway cost, buildtime, and adjacency buffed.
      Base SACU cost reduced.
      Energy and buildtime costs significatly reduced for most presets.
      Costs further reduced for the engineer presets.
      Energy upkeeps reduced.
      SACU RAS upgrade increases death nuke damage.
      UEF Bubble shield prerequisite of the personal shield is removed, and the shield is rebalanced with mobile shields in mind.
      Added RAS for Seraphim SACU and removed increased base production + cost.
      Overcharge upgrade cost massively reduced.
      Shield moved to tele/OC arm (tele nerf and Rambo preset rework).
      Rambo preset changed to Nano + Shield + Sensors/Gun Range (non-energy-based lategame single-target damage rambo).

      1. Do SACUs come out and counter T3 or ACUs too early?
      2. Is UEF bubble shield viable with its new stats considering the utility of the SACU underneath?
      3. Is overcharge cost too low, especially after the first SACU dies and you can reuse the energy infrastructure?
      4. Are any SACU presets snowballing too strongly into the lategame, overpowering even their T4 counter?
      5. Are UEF Rambos a viable high-cost direct-fire option for UEF, who have no direct-fire T4?
      6. Is the buildpower of combat SACU too high?
      7. Are there any overwhelming/unreasonable faction differences with SACU gameplay?
      8. Do engineer presets find use cases as a dense buildpower option?

      The full patch notes can be found online or in the game lobby's patch notes button.

      1 Reply Last reply Reply Quote -4
      • maudlin27M Offline
        maudlin27
        last edited by maudlin27

        Re Q2, sucks to see the bubble shield nerfed so hard for what already was a unit I'd rarely see. Using mass costs for simplicity, before it was 7600 mass (2100+2000+3500) for a 55k shield [i.e. 7.2 shield per mass] that would (when discharged or down) regenerate at 256 health/s (150 when up).
        Now it's 5200 mass (1700+3500) for a 22k shield [i.e. 4.2 shield per mass] that would (when discharged or down) regenerate at 200 health/s (160 when up).

        As a comparison, Sera T3 mobile shield although significantly smaller, benefits from far better speed of 4 (2.2 for the SACU), and costs 720 mass for a 10k shield [i.e. 13.9 shield per mass] that when down regenerates at 250 health/s (133 when up).

        In terms of potential value from a UEF perspective, a percy gets 5.6 health per mass investment; granted this shield protects from aoe damage, but at the same time it also takes damage faster because it's easier to hit with indirect projectiles (far more so given its size compared to other mobile shields).

        Before the shield was so high in health that it could both be used as an alternative for base defences in some scenarios (e.g. I found it made a good tele defence for smd/arti/game enders compared to static shields where a SACU could teleport in and its death explosion could kill the static shields), and was an option for covering slower attacking units with the defensive buff justifying delaying the army a bit. The shield would recharge painfully slowly and coupled with the slow SACU speed it was difficult to get continued value from them (compared to mobile shields).

        Now it feels like that's been made even harder - it still has the really slow speed compared to other mobile shields, but no longer has the high health to compensate. It's also (vs single target damage) more efficient to just get percies vs getting a mix of percies and shield SACUs. I presume the intention is therefore for it to no longer be used primarily as a shield unit, but instead as a hybrid combat-shield unit, but also one where the increase in damage spill means it's worse in numbers (with its large shield size harming building it in larger numbers disproportionately compared to the other mobile shields, since it's more likely to overlap with other shields; the bulwark would be a useful counterpoint for where a high shield size can still work, but the bulwark is significantly faster and the shield size so large it doesnt need to be on the frontline). But if it's only intended to be built as a single unit to support an army, it then works out even more inefficient unless the gateway was being built for other SACUs (maybe the wider SACU changes mean it would be). So I expect I can still use it for teledefence (cheaper vs SACU tele, weaker vs tele-laser), but other mobile shield uses for it feel much weaker.

        Appreciate you primarily wanted in game testing, whereas I usually approach things from a more theoretical 'if I had the apm to use this unit however I wanted, what use cases can I see for it', since I can then both have my AI apply those use cases, and use them myself as a player occasionally. However I'm really struggling to see how I'd be better off building percies, a gateway, and 1 or more of the bubble shield units vs just building percies (given the shield gives less health than the percy),

        Also just checking how things compare at the t2 mobile shield stage re shield health vs combat unit health, t2 mobile shield gives 3k health for 220 mass (while being fast moving and recharging much faster). A pillar gives 1500 health for 198 mass. It's a similar story for othuums - i.e. T2 and T3 mobile shields give significantly more health per mass invested than an equivalent combat unit, compared to the new bubble shield SACU which gives less (so maybe its combat potential makes up for this, but then it's less of a mobile shield than before, when the rationale for the change was that it was being rebalanced with mobile shields in mind?)

        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)

        N 1 Reply Last reply Reply Quote 0
        • SkratS Offline
          Skrat
          last edited by Skrat

          Snipers should not be given such speed with such characteristics. They won't be countered. With the help of T2 pd, you can only defend yourself. It will become impossible to attack

          It's a bad decision to make cheaper already the most effective rembo sacu in the game (sera with OC)

          Sorry for my English. I use translator

          1 Reply Last reply Reply Quote 1
          • LunyshkoL Offline
            Lunyshko
            last edited by Lunyshko

            Please rethink your life choices, this is not what a real human would think of. This feels like it was written by AI.

            "Good luck and a safe landing commanders!"

            1 Reply Last reply Reply Quote 2
            • N Offline
              Nomander Balance Team @maudlin27
              last edited by

              @maudlin27 I think you're underrating the shield by rating it purely on its stats/mass for a few reasons:

              1. A big shield HP pool is super valuable to the UEF roster due to their reliance on Percies which are very vulnerable to AoE from Ythotha, Megalith, Fatboy, and SACUs.
              2. Percies are also vulnerable to overcharge which is imo a bit too early to be building shield SACU vs ACU, but Sera SACU can have OC that the shield would be good against. The shield generator also does not die to a single OC like other mobile shields.
              3. Due to overspill shields have a cap of 3.3x their HP in terms of how much damage a shield ball can block, so having 2.2x the HP of Sera which is 3.3x UEF and 2.85x Aeon lets even just the first shield have much more effective HP than stacked mobile shields. Sure you can micro shields in/out or off/on to mitigate overspill, but vs burst damage there's no time for micro, which plays especially nicely into UEF's roster countering the air snipes that Fatboys experience.
              4. The single large bubble takes less damage from AoE than stacked small bubbles. For example billy nuke definitely would not go straight through and kill the shield generator, while it can 1-shot giant stacks of T2 shields and 2-shots stacks of T3 shields due to how AoE interacts with multiple small shields defending each other to deal extreme damage.
              5. The SACU also has buildpower, can be upgraded with sensors, and has tons of HP letting it survive to recharge instead of dying like normal mobile shields.
              maudlin27M 1 Reply Last reply Reply Quote 0
              • maudlin27M Offline
                maudlin27 @Nomander
                last edited by maudlin27

                @Nomander
                Ythotha was the main unit I had in mind where it'd be beneficial as I'd have thought fatboy's firing nature means it deals much higher DPS against a bubble shield than it does normally (all its shots hit); but I was thinking not just as a standalone unit if it might be worthwhile but also compared to old bubble shield which was rarely seen and would also give aoe protection to percies.

                Since megalith's firing nature is a bit easier to control in sandbox and you've suggested it as a use case, I figured I'd run some simple sandboxes to test my theory that I'd be better off just getting more percies vs getting percies+new bubble shield (as if that's an example of the bubble SACU use case, I'd expect it to come off reasonably well).

                Granted this isn't perfect 'live-game' type scenario since you wouldn't expect a megalith to be unsupported, but it does still give useful information on how the new bubble shield compares.

                I'd kite the megalith backwards after it started firing (until all percies were in range of it). Percies would start off grouping in a 2 line group before advancing as a group. Effects of crash damage were ignored (as that was reliant on at what point I got around to just having percies attack when switching army views).

                • 25 percies vs 1 megalith: 4 percies survive
                • 17 percies + 2 new balance shield SACUs vs 1 megalith: 3 percies survive
                • 19 percies + 1 old balance shield SACU: If the shield SACU is grouped with percies and advanced such that the megalith fires at the unprotected percies first, mega wins; if instead the shield SACU is put slightly ahead of the percies so a kiting megalith targets it down first, then 8 percies survive.

                Worth noting in most cases this setup would be expected to be favourable to the shield SACUs - 2 new balance shield SACUs with 17 percies mean the shield SACUs cover every percy, without the shields overlapping. I'm also ignoring energy costs, or the cost of building a gateway (essentially assuming they're free). One other thing that might give the shield SACU a better result is if say it was x3 the number of units so percies took more aoe damage from the megalith, but then there'd be shield overspill balance to counter it.

                TLDR sandbox results

                • Getting more percies results in a better position than mixing percies with new bubble shield SACUs
                • Old bubble shield SACU gives a better result if the megalith can be baited into firing at the shield SACU first (and/or if the percies can all fit under it initially I expect, but that'd be harder to micromanage)

                #27323961
                #27324001

                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)

                1 Reply Last reply Reply Quote 1
                • SheppyS Offline
                  Sheppy
                  last edited by

                  My Impressions which I already voiced on discord for summary:

                  • the whole SACUs rebalance is a lot of fun and adds alot of variety, I love it and I really look forward to having it in the mainline FAF-balance
                  • the Sera-SACU base combat has a Intel-Icon which is confusing, I didnt know that the Upgrade also gives Gun-Range and probably most people don't, so the icon for it should be changed to display gunrange & intel in one Icon for both the Upgrade and the preset
                  • Sera OC has too high alpha, but many people already noticed that, personally do like the idea of "energy infrastructure" for OC "surviving" an SACU death, while the max dmg certainly needs a lower Cap, I wonder if increased energy cost of OC would be a good idea aswell
                  • SACUs are too strong in general, but I really, really like the ACU T3-QG progression path, I would prefer if you don't nerf it out of existence and similary the viability of SACUs into the later T4 stage was also pretty neat

                  Semi-related:

                  • Ravengers can always be dodged obviously, but the small, high-hp SACUs are a whole new level of missed DPS for this Unit, maybe consider increasing projectile speed or size long term?
                  1 Reply Last reply Reply Quote 0
                  • SkratS Offline
                    Skrat
                    last edited by

                    Together with banani, I conducted a survey on the proposed balance changes amongst the Lots 2025 participants (as they are the strongest players in our community, with extensive experience and a high level of understanding of the game).

                    Out of 16 players, 9 voted, whilst the rest voted abstain or did not respond. I have attached the survey results below. I hope the balance team will examine them carefully.

                    image.png

                    c664d44f-09e7-4fb8-88b1-db8130b75b4f-image.png

                    If you have any doubts about the survey results, you can ask the Lots 2025 members directly how they voted.

                    Sorry for my English. I use translator

                    1 Reply Last reply Reply Quote 1
                    • N Online
                      Nuggets FAF Association Board
                      last edited by

                      This is not really useful at all if they dont say what is bad about them. They could all have different ideas about what is bad...

                      SkratS 1 Reply Last reply Reply Quote 1
                      • SkratS Offline
                        Skrat @Nuggets
                        last edited by Skrat

                        @Nuggets Bad is bad. It wasn't my goal to offer an alternative balance for each point. I've gathered the opinions of different pro players. Most people think it's better not to change snipers and sacu at all than to change it like that. Because it will destroy the balance at the t3 stage.

                        The other proposed changes are interesting and no one objects to them.

                        Sorry for my English. I use translator

                        KnownSniperK SheppyS 2 Replies Last reply Reply Quote -1
                        • KnownSniperK Online
                          KnownSniper @Skrat
                          last edited by

                          @Skrat said:

                          @Nuggets Bad is bad. It wasn't my goal to offer an alternative balance for each point. I've gathered the opinions of different pro players. Most people think it's better not to change snipers and sacu at all than to change it like that. Because it will destroy the balance at the t3 stage.

                          The other proposed changes are interesting and no one objects to them.

                          I literally didn't answer it because i couldn't voice my intent with a question like this.

                          I think that the sniper change isn't needed at all but i don't think there is anyone that disagrees with a more balanced sacu considering they are almost never build in any serious (tournament) environment. Rebalancing sacu's has literally been on the balance agenda for 5+ years at this point and everyone always wanted it to happen. Just because the current proposal of nomander is not well balanced doesn't mean that the idea for rebalancing it is wrong. It just means that the current iteration is bad.

                          This is why the questions you asked are pretty irrelevant because you only ask about the current iteration (which is on fafdevelop, a testing mode, for a reason) and not about people's opinion about the big picture.

                          SkratS 1 Reply Last reply Reply Quote 1
                          • SheppyS Offline
                            Sheppy @Skrat
                            last edited by

                            @Skrat Bad is bad is a meaningless statement.

                            It matters "why" something is bad. Have you even followed the discussion. E.g. the consensus for SACUs on fafdev state already is, that they are too strong.

                            So even if you were to provide replays to show why something is "bad" - which you didnt - it wouldnt mean anything because adjustments are already on the way.

                            How about you play some fafdev games when lobbies are up again and the new changes are in and then give some valuable input as what and why you think certain things work and certain things don't.

                            SkratS 1 Reply Last reply Reply Quote 1
                            • SkratS Offline
                              Skrat @KnownSniper
                              last edited by

                              @KnownSniper Yes, in the survey, I specifically asked about the proposed Nomander iteration of changes. The survey format does not include lengthy comments.

                              In the description of the survey, I left links to the discussion in discord and on the forum. For more detailed comments.

                              I 100% agree with your opinion about snipers and sacu. Snipers are not needed in rebalancing. Sacu needs rebalancing, but the proposed version is bad.

                              Sorry for my English. I use translator

                              1 Reply Last reply Reply Quote 1
                              • SkratS Offline
                                Skrat @Sheppy
                                last edited by

                                @Sheppy I've been following the discussion on discord and on the forum and leaving reactions under some comments. You can easily see them. The survey was created on the day of publication, but it took a long time to get the answers.

                                Bad is bad is a completely normal statement. You don't have to play 100 games and write 1,000 words of explanation to say that increasing hp only for UEF ACU alone to 1 million is a bad decision.

                                Sorry for my English. I use translator

                                1 Reply Last reply Reply Quote 0
                                • N Online
                                  Nuggets FAF Association Board
                                  last edited by Nuggets

                                  Bad is a normal statement, you are correct. But just saying bad is also not helpful. If this was a vote made by the balance team to "all of faf" then you could argue its a yes or no. But when adjusting balance on fafdevelop just saying bad is not relevant. Bad can mean many aspects, its not some universal thing.
                                  One player could argue that bad regarding sacu is the fact that they are cheaper, the other could mean with their bad that the adjacency buff is too strong. We will never know unless these people clarify.

                                  The only thing the vote told us is that something needs to change. For all we know substracting 100 hp from all support commanders is enough to make it good in the eyes of the players who voted.

                                  I'm not trying to shittalk here or anything. Im just saying if we could get the reason for WHY its bad, it would be 1000x more helpful. Even if its just 1 sentence

                                  SkratS 1 Reply Last reply Reply Quote 2
                                  • SkratS Offline
                                    Skrat @Nuggets
                                    last edited by

                                    @Nuggets Unfortunately, our community is not the most active. None of the surveyed knew or were interested in these changes until I wrote to them about it. And even among the active players with lower ratings, with whom I was discussing this, almost no one knew about these changes.

                                    Therefore my main goal was manage to convince the balance team that it was not possible to release changes in such an iteration. Before they are added to the game. Because the reaction to unsuccessful balance edits in FAF is very long and weaky or too strong units can remain unchanged for years.

                                    I didn't see the point in asking specific suggestions from the interviewed players separately, as I left all the links to the discussions in the survey description. And anyone who wants to can write a detailed comment here or in the discord.

                                    I am grateful to Nomander and the Balance team for their work, especially for fixing a lot of bugs and working on improving the FAF. And as I wrote above. I like and support their proposed changes to GC, CZAR and beetles

                                    Sorry for my English. I use translator

                                    1 Reply Last reply Reply Quote 0

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