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

    Balance Patch 3750 - Feedback

    Scheduled Pinned Locked Moved Balance Discussion
    94 Posts 38 Posters 13.7k Views 2 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.
    • MachM Offline
      Mach @FtXCommando
      last edited by Mach

      @ftxcommando said in Balance Patch 3750 - Feedback:

      Trick AA to turn away, now you die even with your ACU in the middle of 3 aa turrets.

      can't this be fixed by making mercies top priority target for aa and making them targettable for longer, or perhaps not becoming untargettable at all (swarm of energy things) and just do damage by charging into target like a normal missile would?

      @thomashiatt said in Balance Patch 3750 - Feedback:

      Give mercies a sacrifice ability or healing

      guided healing missile sounds interesting for aeon, almost as annoying if something that was getting sniped gets healed though

      1 Reply Last reply Reply Quote 0
      • arma473A Offline
        arma473
        last edited by arma473

        Mercies should just automatically die if an anti-air unit is inside their vision radius.

        (Edit: but don't include true multi-purpose units like Megalith, Spider, Cybran SACU. They would only suicide if they saw a dedicated AA meaning T1-T3 static AA emplacements and T1-T3 mobile AA)

        1 Reply Last reply Reply Quote 0
        • BlackYpsB Offline
          BlackYps
          last edited by

          If your idea immediatly needs half a dozen exceptions to work, it's usually not a good idea in the first place

          arma473A 1 Reply Last reply Reply Quote 1
          • arma473A Offline
            arma473 @BlackYps
            last edited by

            @blackyps said in Balance Patch 3750 - Feedback:

            If your idea immediatly needs half a dozen exceptions to work, it's usually not a good idea in the first place

            Then don't call "exceptions"

            Just say you're adding an "anti-mercy field" to those 6 types of units (T1-T3 static/mobile AA)

            1 Reply Last reply Reply Quote 0
            • T Offline
              TheWreck
              last edited by

              Giving mercies 800hp and half the damage is honestly a buff because then you would need t3 maa to stop them. The health shouldn't be changed but the damage should be cut in half or possibly move it to a t3 air unit.

              1 Reply Last reply Reply Quote 0
              • ComradeStrykerC Offline
                ComradeStryker
                last edited by ComradeStryker

                Just played a game where nukes were my opponent team's main oppressive force.
                Kudos to this player, but because of the nature of the map, and how the game was going, we were unable to really rely on SMDs.

                Ignoring the skill issue on my part, nukes, are not useless.
                They are still quite a powerful tool that can be ruthless if used properly.
                The extra mass cost and energy to use them is practically nothing... and it changes very little in terms of in-game effectiveness and utility.

                Check it out:

                598b7856-5a43-483c-ab54-57f6145005c2-image.png

                That was just one nuke launcher, by the way.


                ~ Stryker

                ( ͡° ͜ʖ ͡°)

                1 Reply Last reply Reply Quote 1
                • S Offline
                  STlNG
                  last edited by

                  Give Mercy a mini chrono-dampener effect on impact.

                  1 Reply Last reply Reply Quote 0
                  • ArranA Offline
                    Arran
                    last edited by

                    My feedback.

                    Sparky: T2 Field Engineer
                    Nice! Feels much better as a front line supporter. A bit worried the T1 factory blueprint part might be abusable but haven't had those fears confirmed yet.

                    Ambassador: T3 Strategic Bomber
                    Feels too strong now.

                    SR90 Blackbird: T3 Spy Plane
                    Like how it is unique now.

                    Loyalist: T3 Siege Assault Bot
                    The charge ability feels much better now with the change. Weapons staying active really helped make the ability feel worth the APM.
                    No more redirect on billy nuke was blatant UEF favouritism. Cruiser TDM can stop it, ergo loyalist TMD should to. Alternative: redirected billy nukes become viewed as hostile to TMD on return flight and can be shot down.

                    Usha-Ah: T3 Sniper Bot & Sprite Striker: T3 Sniper Bot
                    Nerfed again? They feel like mistakes to even build in the first place now. T3 direct fire unit balls now feel unstoppable by Sniper Bots.

                    T2 Air Transports
                    Crash damage increase was nice. Didn't know how much I wanted this change until it was thrust upon me.

                    Beacon Class: T1 Frigate
                    Feels too strong now. Perhaps revert build costs but keep range increase.

                    Bulwark: T2 Shield Boat
                    New change feels good. More relevant in T2 phase.

                    Hives & Kennels
                    Hives feel too costly for what you get.
                    Kennels feel better now as in-base consolidated BP. Rebuild cost on drones however makes them easy to abuse as fast flying engineers going around the map.

                    T2 Point Defense
                    Cerberus - Small buff. You needed it.
                    Oblivion - Small nerf. Still the worst. Missed an opportunity here to give it some love. More AOE?
                    Uttaushala - Small nerf.
                    Triad - Very small nerf. Did it need to get relatively (albeit slightly) stronger compared to the others?

                    All changes not commented on are either good changes or I don't have any particular thoughts about if they are good or bad changes yet.

                    Sladow-NoobS 1 Reply Last reply Reply Quote 1
                    • Sladow-NoobS Offline
                      Sladow-Noob @Arran
                      last edited by Sladow-Noob

                      @arran

                      @arran said in Balance Patch 3750 - Feedback:

                      Ambassador: T3 Strategic Bomber
                      Feels too strong now.

                      Still not the best AoE, also why not complaining about Stealth on Cybran-strat?

                      @arran said in Balance Patch 3750 - Feedback:

                      Usha-Ah: T3 Sniper Bot & Sprite Striker: T3 Sniper Bot
                      Nerfed again? They feel like mistakes to even build in the first place now. T3 direct fire unit balls now feel unstoppable by Sniper Bots.

                      Snipers are still the most effective units for larger areas, against ACUs, etc. etc. Either post a replay where you can say "other t3 units >>> sniper bots" or it's honestly just skill issue.

                      @arran said in Balance Patch 3750 - Feedback:

                      Hives & Kennels
                      Hives feel too costly for what you get.
                      Kennels feel better now as in-base consolidated BP. Rebuild cost on drones however makes them easy to abuse as fast flying engineers going around the map.

                      The change was literally made to adjust hives to kennels. Also if you want purely the buildpower, don't upgrade hives.

                      @arran said in Balance Patch 3750 - Feedback:

                      T2 Point Defense
                      Cerberus - Small buff. You needed it.
                      Oblivion - Small nerf. Still the worst. Missed an opportunity here to give it some love. More AOE?
                      Uttaushala - Small nerf.
                      Triad - Very small nerf. Did it need to get relatively (albeit slightly) stronger compared to the others?

                      Cerberus is alrdy good.
                      Oblivion and the worst? It's way harder to dodge than the UEF projectiles, has more damage than Cybran, doesn't directly shoot into the ground like Sera and has AoE.
                      Triad is the easiest to dodge, so yes. It's nearly pointless against ACUs if you don't have multiple ones.
                      Don't think any of these chances did anything to the PDs though.

                      Can't say anything about navy since I didn't get Aeon on these spots yet.

                      Inactive.

                      MachM 1 Reply Last reply Reply Quote 0
                      • FtXCommandoF Offline
                        FtXCommando
                        last edited by

                        In quantities lower than 10 or so you really feel the aeon range advantage, at higher numbers you can't really kite around so it's less of a big deal.

                        1 Reply Last reply Reply Quote 1
                        • MachM Offline
                          Mach @Sladow-Noob
                          last edited by

                          @sladow-noob said in Balance Patch 3750 - Feedback:

                          @arran

                          @arran said in Balance Patch 3750 - Feedback:

                          Ambassador: T3 Strategic Bomber
                          Feels too strong now.

                          Still not the best AoE, also why not complaining about Stealth on Cybran-strat?

                          stealth was always a thing on cybran strat even before FAF

                          1 Reply Last reply Reply Quote 0
                          • MazorNoobM Offline
                            MazorNoob
                            last edited by

                            Before the HP nerf Cybran strats were the only ones that couldn't oneshot T2 mexes, that's what balanced them.

                            1 Reply Last reply Reply Quote 1
                            • MachM Offline
                              Mach
                              last edited by

                              sounds more like they were underpowered before than overpowered now to me

                              1 Reply Last reply Reply Quote 0
                              • ArranA Offline
                                Arran
                                last edited by

                                The seraphim destroyer feels weaker somehow without being changed. Not sure how that happened.

                                Snipers have been nerfed time and time again, yet nothing ever changes because they are an essential matchup unit against T3.5 units (Brick/Percival). Yet snowballing (the claimed problem) isn't the issue. Accuracy while moving is.
                                Revert the change of firing randomness while moving from 0.5 to 0.8 so sniper death balls can no longer kite as effectively and reduce sniper costs by 80 mass to revert the latest patch change (but keep the energy cost increase to keep preventing rushes).

                                Air Scouts having jamming has reduced the effectiveness of air denial against UEF air while leaving other factions in a comparatively weaker position. So many jamming signatures can really become a potent phantom HP pool for flying above SAMS.

                                1 Reply Last reply Reply Quote 0
                                • maggeM magge unpinned this topic on
                                • First post
                                  Last post