THE PROBLEMS WITH THE UEF - Part 6 (The Kennel & Drones)
Hi everyone!
Today I would like to talk about the Kennel and its drones.
In extension, the shoulder drones for both the UEF ACU and SACU.
I won't quite get into specifics on mass efficiency or Build Power efficiency as FtXCommando has already covered Kennels Vs. Hives in one of their previous posts with great detail. So, go view that one, too!
But the main gist will still be tackled.
This one is a little long, so bear with me.
-Disclaimer-
These are just some problems I wanted to bring attention to. I am offering my own solutions to these problems, however, I am not a balance team member, nor do I have a large data pool to back up my suggestions; Hence, the balances will likely need some adjustment. There may also be some better ideas to fix these issues, out there - so I encourage you guys to suggest your own ideas as well.
-Structures-
Problem: The Kennel (Engineering Station) & Drones, detailed version:
Kennels are a fantastic unit, they produce flying engineer drones that can move anywhere on the map! In terms of Engineering Stations, they are quite similar to the Hive and its variants, so I will focus on its comparison with the Cybran structure.
Structure Wreckage Values
To start off, I would like you guys to take a look at the image below:
Image: Shows reclaim values for each tier of engineering station for both Cybran and UEF.
Notice a problem? If you haven't, allow me to assist.
What we are looking at specifically is the wreckages of each Engineering Station. On the top row, we have the Hive and each of its tier's wreckage values. On the bottom row, we have the UEF and its variants.
Notice how the base Kennel's wreckage is worth 446 mass, yet the upgraded variant is worth a little bit less at 405.
Before I go on, I would like to quickly point out that a max upgraded Hive and a max upgraded Kennel are worth the same in terms of mass investment. Both require 1050 mass total.
Now, with this information, the wreckage of the upgraded Kennel should be valued at around 810 to 892 mass. Or, for balance's sake, at least the same as the max upgraded hive; valued at 851 - since you are investing the same amount of mass.
Drone HP
If you are unfamiliar, drones are classified as air units. Air units that have 6 HP each - across all Tech stages. This means anything with AA (with the exception of ASF) can shoot at them; and with their low HP, they will be destroyed easily. I'm specifically mentioning this as even a T3 drone has 6 HP. Yes, 6 HP at the T3 & T4 stage.
The drone's range and ability to be used anywhere is severely held back by their HP.
I will explain in more detail further below.
Drone Rebuild Time & Cost
It takes almost 40 seconds for a Kennel to rebuild a drone. The Kennel requires 6 mass and 66 energy per second to rebuild it during that timeframe.
Doing the math, that's about 240 mass and 2,640 energy to rebuild a drone. (According to the database, a drone is valued at 250 mass & 2,500 energy.)
So, this is a problem as losing the Build Power for almost 40 seconds is already a huge penalty. Why must the user also pay for the drones each time they are destroyed, as well?
On top of this, the Upgraded Kennel only rebuilds one drone at a time, needing 80 seconds to rebuild both drones. Another issue here is that you cannot even assist the Kennel in rebuilding its drones - so it's a static 40 to 80 seconds at all times!!!
Drone Speed & Assist Range
Though this isn't quite an issue as the other problems mentioned, but, I would still like to touch on it.
The assist range of a drone makes swapping between assisting units, structures, factories, and more, quite lengthy and wacky. Currently, its range matches that of a T1 engineer; This makes the drone fumble around needing to re-adjust its heading, height, and the direction it's facing when swapping assist orders, then it has to move as well.
If this was increased to that of a T3, or even just a T2 engineer, it would make the drones a little more viable to use in bases. More than accounting for the awkwardness drones have. As they will swap and start assisting a little bit quicker, not wasting time on the movement.
Below, we are comparing the range of a Kennel's Drone to that of a T3 engineer.
Image: Comparing the range of Drone (Inner dark brown circle) to T3 Engineer (Outside golden circle) with a base as reference.
In theory, it does make up for this 'short range' with its ability to fly; However, then its speed comes into question. Its max speed, as stated by the database is "3-4".
Image: Stats of a Kennel Drone, specifically, focusing on the speed stat.
Its assist-range ability is greatly affected by its speed as it cannot swap between structures as fast as the Hive - which can swap INSTANTLY between anything in its range.
Reclaim Action
A hive is able to reclaim incoming Moving units
Let's be real, we've all done it once or twice in games when it's getting tight.
Incoming Experimental? Suck it up and leave its wreckage as a statue to remember this victory!
Image: Standing wreckage of an unlucky GC that attacked a base with Hives as T4 PD
However, drones cannot reclaim units that are moving. I believe this is an engine limitation, but I'm still mentioning it in case anyone can explain why this isn't possible.
I can see a few possible solutions to these problems; Option 3 was offered by Oblii (2100), so credit for that idea goes to them.
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Option 1: Make the Kennel drones far cheaper, or even free, to rebuild.
Lower the rebuild time significantly. -
Option 2: Increase the survivability of the drone.
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Option 3: Increase the HP by a significant amount, but impose restrictions.
Option 1:
Decreasing the time needed to rebuild the drones would make it so a player goes less time without needing to rebuild their BP.
Decreasing their cost would make it so the user doesn't need to pay multiple times per drone each time they are destroyed as they are very fragile and quite expensive in numbers. You can easily lose 10 drones, costing you 2,500 mass, and 25,000 energy!
Option 2 (A):
An option here is to increase their HP. This will help them significantly.
It will make it more difficult to lose a drone to any form of AA as well as lose them to excess splash / AoE damage.
For example: If your drones are under a shield (specifically near the edges of the shield), and anything with AoE attacks, (Strats, T2 & T3 static and mobile arty, etc.) There is a high chance that damage spills into/through the shield which then destroys the drones.
Option 2 (B):
A suggestion that was offered to me was that the drones fly a little higher to prevent splash from hurting them. This can be useful in all Tech stages of drones but would benefit the ACU shoulder drones mostly, especially in the early stages of T1.
Option 3 (A):
Increase the HP of the drones significantly to allow them to be used with more confidence. However, to balance this, add a 'leash' - or limit their range - so they cannot fly everywhere.
Option 3 (B):
Similar to the previous option, but instead of limiting their range, a fuel bar is imposed. Requiring the drones to refuel at their stations every few minutes.
Drone BP:
(This section may be disregarded if the Nerf to the hive goes through.)
I believe their drone's BP should be increased. Compared to the Hive - which can upgrade itself twice, effectively tripling its BP, it's lacking!!
Now, I understand that you need to pay for the flying ability and the range that Drones offer, as they can move anywhere, but sacrificing so much BP for that seems strange. Right now, Kennels cost 550 mass to build and a Hive costs 350 mass to build. Both produce the same BP: 25. The Kennel can be upgraded for 500 mass to double its BP, which now totals 50, and the Hive can upgrade itself twice for 350 mass each time, for a total of 75 BP.
Essentially, both will cost you a total of 1050 mass. However, one provides you with 50 flying BP while the other provides you with 75 static BP. So, you're paying the same mass cost for 33% less BP.
By increasing the BP of the drones just slightly, they will have more of a chance to compete with Cybran Hives. Though you will still lack enough BP to keep Hives as the king of assistance in the immediate area where they operate in. This small increase in BP should balance itself out with the fact that Drones can be destroyed by almost every unit that has anti-air and by the higher drone and structure costs.
Suggestions:
I recommend all drones be immune to damage whilst they are docked as any form of (AoE) damage will destroy them.
This can be witnessed on the ACU and SACU Drones as they will be destroyed by damage from another (support) commander's main weapon, T1 mobile artillery, overcharge, T1 bombers, Strats (Their AA capability), etc.
Heck, even an Interceptor can also shoot the drones off of a Commander's back!
AoE damage can also be noticed if a T1 bomber ground fires the area where a drone / or a group of drones are operating in, the AoE will damage and destroy the drones.
A quality-of-life suggestion would be that, if we are to take advantage of the drone and its ability to fly, they should be allowed to reclaim wreckages with just a Patrol or Attack-move order. This would encourage drone use outside of just bases.
Though, the HP again, would be an issue.
On a separate note, I suggest that the Kennel get its own T3 variant. In the FAF database, the upgraded Kennel is classified as a T3 structure. It would be favorable for the Kennel if you could build the upgraded variant when you have a T3 Engineer or T3 Suite, saving you some time from managing upgrades as these upgrades take longer than Hive upgrades. It'll still cost the same resources and whatnot, but it would also give the Kennel some more compete-ability against the Hive as in typical Cybran fashion, they are more favored.
Problem: Kennel Drones / Drones: TL:DR
All drones the UEF has in its arsenal are in need of rebalancing.
The Kennel itself as well as its drones have a few flaws that are in need of re-adjusting.
Proposed Solutions:
All drones:
Invulnerable whilst docked (Kennel Station, ACU, SACU).
Allow all drones to reclaim like standard engineers (Patrol & Attack Move)
As for what Option 2 (B) says:
Operational elevation increase: 3 -> 8?
For reference, a T1 Interceptor flies at an elevation of 18. This would help avoid random ground splash damage from killing the drone(s). But not too high to where they float above/outside of shields.
ACU Drones:
HP increase: 6 - > 51
This would make it so ACU drones take 2 shots from an Intie before dying but still keep their HP low enough so that T1 AA can deal with it with ease. They're already worth quite a lot - as much as a T1 Transport each. Having them with a bit more HP would help in their survivability.
Rebuild time reduction:
It takes longer to rebuild the drone than it is to get the upgrade again.
SACU Drones:
HP increase: 6 - > 201
Increase speed of drone: 4 -> 5
In the T3 Stage, even with 200 HP, anything will kill them with ease. But this would help again, with random Splash that hurts them. For example, a Spy Plane or an ASF's crash's damage won't just send them to oblivion.
As for the speed, having it increase would compliment the Kennel drones when they are tasked on a mission, having one slower than the other would be counterintuitive.
Rebuild time reduction:
It takes longer to rebuild the drone than it is to get the upgrade again.
Kennel & Drones:
Increase the wreckage value of T3 Kennel: 406 -> 851
Increase the assist range to match a T3 engineer.
Increase speed of drone: 4 -> 5
(Fixes issue with drone fumbling, compliments SACU drone speed change.)
Option 1:
250 Mass -> 50 Mass (Free?)
2,500 Energy -> 500 Energy (Free?)
Rebuild Time: 40 seconds -> 7 seconds
(10 seconds or more would still feel quite long and 5 seconds may be a little short. 7 would be a good middle ground.)
(Edit: 10 seconds seems more reasonable.)
Option 2:
Increase drone HP: 6 -> 151.
This would help in sending drones out to get reclaim or whatnot in the T2 and T3 stages as well as make it slightly more difficult to lose them.
Option 3: (A)
Increase drone HP: 6 -> 501
Max Range ∞ -> 256 (Same range as a TML)
Option 3: (B)
Increase drone HP: 6 -> 501
Fuel Capacity: 10 Minutes
Suggestions:
Allow the blueprint for an upgraded T3 Kennel to be built in the T3 Suite.
Allow passive reclaim via Patrol or attack-move order.
My thoughts on option 3 (A & B):
The high HP would make them quite useful for front-line use. With this HP, the drones would be far weaker than gunships, (flak would 3 or 4 shot them) but still enough to make inties and "Swift Winds' (Aeon T2 Combat Fighter) not one-shot them which would increase their utility and enforcing more aggressive actions with drones.
However, I would prefer Option 3 (B), as even without fuel, the drone could still fly around and utilize its range. This can be useful in larger maps like Seton's when you want to send out the drones to reclaim in the middle of the pond(s), risking air and navy fire.
That being said, I still believe Option 1 is the best overall as it doesn't change the fundamentals of the drone itself and how it's used.
Being honest, Option 3 (A) is quite extreme, to me. And imposing range restrictions would make the point of paying for the Kennel's range ability, quite dull. But the huge HP increase would likely make up for the fact.
Though I am slightly opposed on imposing limitations on range; I am still sharing it with you all as it seems like a great idea that could be further expanded upon. With obvious balances, of course.
Having a drone with 500 HP would likely mean a hefty change or nerf elsewhere.
Thank you!
I encourage you all to offer your own suggestions.
I appreciate the feedback.
Next post on Friday!
Edit: Taking a quick break to not spam the forums, haha. I'll post the next update likely next Monday (29th).
Sneak peek at part 7: The Ravager
For now, see you on the battlefield!
~ Stryker