FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    The Last Thread about RAS SACU Balance

    Scheduled Pinned Locked Moved Balance Discussion
    140 Posts 50 Posters 20.5k Views 3 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • AzraaaA Offline
      Azraaa
      last edited by

      You should just nerf ras into the ground. RAS is too good to make viable. You make it viable, you make it meta simple.

      Developer for LOUD Project | https://discord.gg/DfWXMg9
      AI Development FAF Discord | https://discord.gg/ChRfhB3
      AI Developer for FAF

      Community Manager for FAF
      Member of the FAF Association
      FAF Developer

      1 Reply Last reply Reply Quote 0
      • The_JanitorT Offline
        The_Janitor
        last edited by The_Janitor

        I think a game has to end somehow, ras should be hella profitable but hella risky to do as well, that is why i am advocating for increasing the dmg and radius of explosion and moving the ras in the place where teleport is so they can not tp in enemy base and go kabom. If they transport it well that is on you, since that is preventable.

        -Increase the cost and increase the mass gain up to 15
        -Increase dmg and radius of explosion (sufficient+ so one ras can insta kill another ras and cause chain reaction)
        -Move ras in the slots where tp is so they cant have both (preventing tp kamikazi)
        -Lower down BP of SACU
        -RAS preset lowers the hp of SACU to like 5~10k hp (lower would be better me thinks)

        And there you go the ras is solved, notice me balance plebs.

        In the end, a game has to end so might as well be yolo. Also i like seeing big experimentals being built (mavor, scatus, para...).

        Secure the kill and send it off.

        1 Reply Last reply Reply Quote -1
        • epic-bennisE Offline
          epic-bennis Banned
          last edited by

          Can someone of the balance team please elaborate on their position on ras sacus? Honestly nerf cost by factor 2 or get rid of them..

          1 Reply Last reply Reply Quote 0
          • K Offline
            keyser
            last edited by keyser

            this was already answered in previous thread on ras scu

            epic-bennisE 1 Reply Last reply Reply Quote 0
            • epic-bennisE Offline
              epic-bennis Banned @keyser
              last edited by

              @keyser where do I find said thread?

              1 Reply Last reply Reply Quote 0
              • P Offline
                Psions Banned
                last edited by

                They take 11 minutes to pay back their initial mass cost.

                If you are having problems with Ras com spam you are either playing a turtle map like DG, or you're not being aggressive, and your opponent would win anyway, because you are on the backfoot and lacking any tactical intiative in that theatre.

                Honestly 6500 mass for 11 income, 6500/11 = 640 seconds or roughly 11 minutes.

                10 Ras sacu is the same cost as 24 strats. With 24 strats you can strat anything. For 15 Ras sacu you can make 2 Asswashers.
                For 40 ras sacu you can make a paragon.

                The optimal income if you are using all income on a paragon is about 400 anyway, after which you are actually delaying its completion.

                Z W 2 Replies Last reply Reply Quote 0
                • Z Offline
                  Zokora @Psions
                  last edited by

                  @Psions said in The Last Thread about RAS SACU Balance:

                  The optimal income if you are using all income on a paragon is about 400 anyway, after which you are actually delaying its completion.

                  How do you come up with that number?

                  1 Reply Last reply Reply Quote 0
                  • W Offline
                    WhenDayBreaks @Psions
                    last edited by

                    @Psions said in The Last Thread about RAS SACU Balance:

                    6500/11 = 640 seconds or roughly 11 minutes.

                    6500/11 = 590

                    On this note, I want to stress that I very much agree with the call for more moderation on this forum.

                    1 Reply Last reply Reply Quote 0
                    • epic-bennisE Offline
                      epic-bennis Banned
                      last edited by

                      Psions please read the opening statement of this thread

                      1 Reply Last reply Reply Quote 2
                      • epic-bennisE Offline
                        epic-bennis Banned
                        last edited by

                        I found the thead in the old forum.
                        So currently the approach balance team takes is to nerf their build time and reduce their bp.

                        This is not dealing with their fundamental problem: the combination of power and mass generation which removes the need to protect either generation in lategame, and their overall currently underpriced value proposition, they are too good for their cost (the little bp nerf doesnt cut it)

                        Why?

                        The Yudis will just make a few more hives which undos the change.

                        I still believe that ras is too powerful of an upgrade and should only be available once on the acu. I think i dont need to explain how powerful it is. The best static basebuilding air bos get acu ras before full t3 mex, thats how efficient it is, and thats not taking into account that its eco that doesnt need to be protected extra.

                        I propose for ras upgrade to be removed from sacu.

                        Because it will force people do spend the mass on anything else, and that will always make games more exciting than spending it on defensive ras boys. They are simply put shit for the gameplay experience. They incentivise people to play "meme as hard and still get away" style.

                        If thats too radical or a change, and people still want to use them, for example for lenghty coop missions as moveable base, or for increased difficulty meme style against noobs, then nerf them by increasing cost by 50%.

                        Another good idea raised in this thread was to make them only produce power as a choice to get safe power production. But why offer that choice? There isnt any save mass production either, except for the infamously broken ras acu.

                        I think protection of economy is a key principle that should stay even in lategame and ras sacus weaken that principle in ways not healthy to the game.

                        Also it would mean an indirect nerf to mindless hive spam which is a bonus.

                        P 1 Reply Last reply Reply Quote 2
                        • P Offline
                          Printer @epic-bennis
                          last edited by

                          @LittleBoyBennis said in The Last Thread about RAS SACU Balance:

                          This is not dealing with their fundamental problem: the combination of power and mass generation which removes the need to protect either generation in lategame, and their overall currently underpriced value proposition, they are too good for their cost (the little bp nerf doesnt cut it)

                          Would introducing diminishing returns mechanic make this viable?
                          Say first (5) SACUs are 100%, next (1) 125%, next 150%, etc cost? The 10th SACU would be 225% more (15k mass) which would be very cost prohibitive. Lore wise, that also makes sense as it's supposedly a human in each one...

                          What of the Quantum gate? If SACUs are nerfed, kinda makes them useless. I saw one mod YEARS ago that turned them into Nydus Canal like structures or very rapid T3 factories... ...just saying if nerfed too much- what's the point of the QG?

                          Only 1100, sooo just some noob thoughts. Also...youtube vid of awesome gate mechanic

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

                            What if we made RAS a toggleable ability, like Selen cloak? It does produce eco, but disables itself in the process, and if you want to use it for anything else you (temporarily) lose the income.

                            1 Reply Last reply Reply Quote 1
                            • AzraaaA Offline
                              Azraaa
                              last edited by

                              You could just as easily be in the middle ground and nerf BT of QG and Nerf RAS Income.

                              Developer for LOUD Project | https://discord.gg/DfWXMg9
                              AI Development FAF Discord | https://discord.gg/ChRfhB3
                              AI Developer for FAF

                              Community Manager for FAF
                              Member of the FAF Association
                              FAF Developer

                              1 Reply Last reply Reply Quote 1
                              • epic-bennisE Offline
                                epic-bennis Banned
                                last edited by

                                Bt nerf is inconsequential because by the time you have enough mass for ras sacu spam you have enough mass to make a few more hives or engis or QGs anyway. If you nerf nerf their bt by 100 % you just need to spend another 1100 mass to make another qg. Not a big thing.

                                M TheWeakieT 2 Replies Last reply Reply Quote 1
                                • M Offline
                                  Marked_One @epic-bennis
                                  last edited by Marked_One

                                  @LittleBoyBennis if you remove the ability to assist QGs and increase the price to that of a land factory hq, it will take significantly more time for ras acu to pay itself off...

                                  that way you wont have 50 ras walking around in a few minute, one way of nerfing them without having to change any stats besides the QG cost and maybe even the its build time...

                                  techmind_T 1 Reply Last reply Reply Quote 0
                                  • techmind_T Offline
                                    techmind_ Banned @Marked_One
                                    last edited by

                                    @Marked_One said in The Last Thread about RAS SACU Balance:

                                    @LittleBoyBennis if you remove the ability to assist QGs and increase the price to that of a land factory hq, it will take significantly more time for ras acu to pay itself off...

                                    that way you wont have 50 ras walking around in a few minute, one way of nerfing them without having to change any stats besides the QG cost and maybe even the its build time...

                                    It will just make building a bunch of massfabs around 3-4 gates make more sence, its kinda optimal anyway, just takes more space.
                                    Spending all mass on assisting with excess build power is faster and more space efficient, but less optimal.
                                    Building a bunch of mass fabs with spare mass pays for itself in 200 seconds vs 650 for QC. But not space efficient. But something like 'mass-fabs' meta is probably healthier, than 'mass ras sacus'.

                                    1 Reply Last reply Reply Quote 0
                                    • ThomasHiattT Offline
                                      ThomasHiatt
                                      last edited by

                                      Just have to point out that removing the ability to assist quantum gateways is an extremely stupid idea. Flux economy and controlling the amount of buildpower you use on something is the bedrock mechanic which the entire game is built on. Excluding launchers, which have some weird behavior when mass stalling that I think is stupid, everything obeys the elegant and simple rules of mass, energy, and buildtime. You cannot just say that this one type of factory is impossible to assist because you don't like the units it produces or because of quantum magic, it would be an unforgivable sin going against the main design principle of the game.

                                      If you want assistance to have less of an impact on quantum gateways you just increase the buildpower of the gateway and increase the buildtime of the SCU so that the external buildpower has less of an effect. Exactly the same thing that was already done with nuke launchers.

                                      1 Reply Last reply Reply Quote 1
                                      • CascadeC Offline
                                        Cascade
                                        last edited by Cascade

                                        I think RAScoms are pretty balanced where they're at. They're quite a large investment and they don't start snowballing until you have a handful of them. If you really want to nerf them i'd do something like halve their bp so they can't be both eco machines and fast base builders, because at the moment there is pretty much no need for engineers once rascoms start rolling out. In the current meta rascoms make more power than they really need and you can use the surplus to spam fabs with rascom bp which makes them even better. I think another way to nerf them would be to make their energy yield less than the power/mass ratio that's spent to build them, so you still need to make pgens if you are dumping your entire eco into gateways.

                                        personally I think they're fine, but a lot of you seem to have a problem with them

                                        1 Reply Last reply Reply Quote -1
                                        • J Offline
                                          JazzFunkNoob
                                          last edited by JazzFunkNoob

                                          I am starting to think that our perception of RAS SACUS being op is a bit influenced by those epic yudi games where he doens't really participate in the game. His team holds out long enough and then he can super hardcore carry the game because he just ecoed. Only the games where it works out get casted and praised. I don't want to jump to conclusions but why did yudi drop down to 1.8k global?

                                          1 Reply Last reply Reply Quote 0
                                          • TheWeakieT Offline
                                            TheWeakie @epic-bennis
                                            last edited by

                                            @LittleBoyBennis said in The Last Thread about RAS SACU Balance:

                                            Bt nerf is inconsequential because by the time you have enough mass for ras sacu spam you have enough mass to make a few more hives or engis or QGs anyway. If you nerf nerf their bt by 100 % you just need to spend another 1100 mass to make another qg. Not a big thing.

                                            BP on boys is good because you can use it elsewhere besides your gateway. Ofc the bp is mostly irrelevant when you're talking about building boys, but it means they are a lot weaker in quite some scenario's if they have less bp

                                            On sentons for example: They are a lot less good when reclaiming navy wrecks during big fights. They won't be able to insta spam sams (and harms) if the situation requires them to. They're worse at spamming up shields to defend vs arty/mavor or w/e. In general they just lose a lot of flexibility.

                                            Btw, current change that is in faf beta (and has been in there for a few months now) is BP 56 > 20

                                            epic-bennisE 1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post