A Big Discussion on Balance. Part 1
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Have I read all the messages? fuck no. Am I still throwing in my two cents? Yes.
Regarding the czar:
Most ppl dislike the czar because it feels "underwhelming". I've had this discussion a lot (especially trainees reaching from 500-1800 range) but the main issue is that they're using the czar wrong.
Especially low ranks see big laser and big unit => must throw into enemy base.
Meanwhile it's about kiting air units (while being covered by a few sams) and stacking multiple czars with the goal of winning air, if your opponent doesn't micro properly, the ASF will get one or two cycled by the czar stack => air won.Just something to keep in mind and especially which direction the czar's purpose should head to.
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@Sladow-Noob Thanks for the feedback!
I agree with you on how CZAR should be used. However, I don’t think it’s worth 45k mass and 1.5 million E. Reducing the cost by 10% would be a good solution, in my view
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thanks for your input @sladow-noob , much appreciated
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@Terarii Thanks for the feedback!
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Mercy. I agree that they deal good damage for their price. But at the moment, they’re being taken out by just two shots from T1 Inties. And if you couldn't kill Mercy, then it's a skill issue. I’m not suggesting give them hp like the T2 gunships. Increasing the HP to 250–300 would be reasonable. It’s difficult to take down T2 transports, mainly because you don’t have enough time to destroy them (they have 1500+ HP). If Mercy has 250 HP and a speed of 14, this won’t be such a problem. That said, I’m okay with improving only HP if the balance team decides that the speed boost is excessive. As I said from the start "I am not a member of the balancing team, and my suggestions may not be ideal, but when I asked players which units needed rebalancing first, the majority of them mentioned these ones"
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Absolver. The discussion here has convinced me that Absolver is good value for money. I’ve already mentioned this above. I’ve updated the main post to make it easier for everyone to follow. But I still think this unit has too few uses. I think replace shield damage to EMP would be an interesting solution, which would make it possible to build Absolver more often. EMP settings can vary, so it would be a good to test different options with FAF Beta Balance
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CZAR. I agree that its air defence is very strong and will help you win the air. But it’s too expensive for that kind of use. The Ahwassa isn’t particularly effective in air fights, but it is twice as fast and can help defend both sides at once; also, it’s effective against mobile AA and SAMs, whereas the CZAR, on the other hand, is very weak against sams and mobile AA. I’m not suggesting making CZAR half the price and twice as fast, but a few small changes would make this unit more interesting
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Titans. Yes, the Titan can handle T1 spam well, but is that really the main job of a T3 unit? Percy is a brilliant unit that works well with Titan. But when you’re playing 1v1 or 2v2, you can’t always afford to build Percy straight away, and there’s nothing you can do about a raid by Loya, Harbs or Othuum, even if you spend more mass on your Titans
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Spearheads, Othuum, Novax. I’m glad you agree that these units need rebalancing. Let the balance team decide exactly which stats should be adjusted.
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Stealth. I also agree with you that not all types of stealth (apart from Mermaid, Revenant and Deceiver in the early T2 stage) are imbalanced, but the energy drain is comically. Increasing the energy drain would be logical
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Paragon. I’ve never denied that a paragon that uses its full potential will win the game. But as I wrote on GitHub, it takes more time to build + time to deploy. Any other game-ender, on the other, can be built more quickly and starts doing damage straight away, which is why building a paragon is a risk. And that risk would be pointless if Paragon were nerfed by 60%
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I think describing the Czar as: 'the least effective air exp in the current balance' is extremely misinformed. The Czar is in a very strong balance state right now, it feels extremely effective to use in the current balance.
A single Czar has 1000 DPS of extremely long range (120 range) SAMs, Plus 1920 DPS of 44 range Flak. Nearly 3000 DPS of total AA. The Czar can very comfortably defend itself against a swarm of 25 ASF alone without any support. It is effectively an experimental Restorer that gets 3330 air to ground DPS, plus a nasty depth charge; the ability to add to a team's total air production, and a high regen shield. It is an exceptional experimental air unit.
Describing it as 'the least effective air exp in the current balance' is honestly just a concerning statement to be reading from the balance team when the Soul Ripper is in the current state it is in, and the Czar is being built consistently in high rated map gen games these days. Please refer to my recent post on the Soul Ripper's current state in the balance for a more in depth discussion on the state of air experimental in the current balance patch.
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Just want to clarify that I thought you were a part of the balance team, but now realize that this is not the case. *Sorry for the misunderstanding.
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My 5 cents
Absolver - yes its really good at what it does but is role is very niche - ironically its best used against its own faction, due to harbingers having shields, usefull against seraphim with t3 mobile shields, limited against uef and absolutely pointless against cybran, making absolver emp would make the unit more versatile against all factions and units, but if not done reservedly could easily become op, I always thought that shield breaker would suit cybran better as they dont use mobile shields.
Czar - best used against asf as mentioned above, but rubbish as air to ground despite having big laser, a small speed buff would make it better to use in both situations but something that big moving quickly could look strange, so hp buff would be prefered as it takes only 25 or less asf to kill it
Spearhead is annoying as hell, most of the annoying units in faf belong to UEF, lower hp would be nice, also consider to prevent fire when moving.
Novax - obviously
Othuum - speed buff would be nice to counter short range, another point for seraphim would be to match mobile shield speed with othuums, come to think of it all of the t2 shields move at different speeds to the main fighting units wich has always bugged me.
Stealth - is brutally effective but rather than changing stealth costs consider making t1 scouts cheaper, not the build time just mass and energy, navy stealth is far more jarring as distances are much greater
I have no thoughts about the mercy its very rarely used, however I have seen it used to devestating effect but I have also seen it acheive absolutely nothing so meh.
same with the paragon very rarely seen maybe 1-100 games and ive also seen people with para get stomped, so if you can get away with making one without being punshed then you probably deserve to win at that point anyway.
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Personally I'd like to see the Czar's crash damage buffed to 12k (currently 8k), so that it's more reliable at squishing the enemy because, at the moment, every T3 shield mitigates 3K crash damage thus if the Czar crashes over 1 shield, it can't cascade T3 pgens and T3 mass fabs. The Ahwassa on the other hand is faster so there's less time to shoot it down and can do 20k damage if it crashes onto its bombing target.
If the enemy don't have lots of AA the Ahwassa is still better because its AOE bomb can do far more damage far quicker, especially if the player knows how to hover bomb. The one thing the Czar does better than the Ahwassa is its massive AA range. I'd like to see the doughnut of doom also be better at dying with style.
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You would have to make crash damage reliable so it isn't frustrating to use, but that's difficult because it's a normal AoE that is blocked by well-placed shields. If you make it ignore shields then there is an issue with crashing near the outside of a shield and dealing full damage through it. I don't think there is a way to make shields absorb the damage up to a limit and without allowing overlapping shields to stack the absorption amount.
Also if we're talking about killing bases (since we're talking about crash damage it has to be a game-ending move), Ahwassa really struggles with enemy buildpower spamming shields because it has such low DPS. I get that Czar isn't that good vs surface targets but you're comparing the wrong situation.
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As far as I understand this situation, the Czars crash damage is 8k, it goes through a shield blocking 3.3k thus dealing 4.7k damage to every structure under the shield and since every T3 pgen and mass fab has over 6k HP, the Czars crash damage can't cascade any grid with 1 shield up before the Czar dies.
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