@relentless said in Pending Balance Changes Feedback Thread:
Whats the determining factor in the teleport range? e.g Is it aimed at 10km maps?
It's hard to imagine the exact impact since it's very map dependant, but it is mostly meant as an impact for 20km maps (since it's usually a lot stronger there since there are more spread out bases and more spots with no vision)
@maudlin27 said in Pending Balance Changes Feedback Thread:
Don't get why stinger is getting nerfed when it's already bad thanks to missing lots of shots on t1 units. I could see the change if it was combined with the hitbox issue being resolved, but on it's own I find it strange.
@zeldafanboy said in Pending Balance Changes Feedback Thread:
The T2 air changes are mostly lip curling. Nerfing T2 transport speed again? Making the Stinger even weaker and more spammable so it's even worse against flak? Making the Vulthoo even denser so it's better against flak? Nerfing the Janus spamability? Making ASF even more resistant to ground AA?
The stinger "nerf" is not a nerf for the same reason as the soulripper and bulwark nerfs weren't a nerf but a buff (in different scenario's that is). I think it's quite funny that people instantly see the vulthoo change as a buff even though it technically worsens the stats / mass invested compared to the current version while the stinger more or less stays the same.
T2 transport speed has been untouched for 6 entire years. You make it sound like we're chain nerfing it. Also if you missed it t2 transports got a huge mobility buff in the last patch which makes them way more maneuverable. In combination with the fact that inties still have an incredible hard time to catch t2 transports because they are very dumb with pathfinding makes this a necessary change.
Asf keep the same hp/mass ratio which by nature means that ground aa has the same impact on asf after this change.
@zeldafanboy said in Pending Balance Changes Feedback Thread:
The T3 MAA becoming cheaper and more spammable + HP normalization is good. Flak all have the same HP, which is good, although T1 MAA have slightly different HP (And Aeon has the lowest, not Cybran). I guess air gets so much more important the longer the game goes on its only fair for every faction to have identical HP on their land AA.
There is no normalization on t3 maa. All non sera factions have very slight differences. Sera t3 maa are unique and should be put seperately in there (cause of different stats) but until gieb gives me permission to edit my own post it stays like this.
@ftxcommando said in Pending Balance Changes Feedback Thread:
I’d rather factions get diff ranges for their teleports tbh. Aeon and Sera are epic aliens, they get no range limit but they have current expensive teleport. Cyb and UEF work with Earth tech, get a range cap but slightly cheaper teleport or something.
Making tele upgrades different per faction is something i want to work to yes. It makes sense to do it to balance it out, but for now i didn't have the time yet to think about the exact details so i wanted to add the range change to beta and see what impact it has to have a better understanding what changes the factions need.
@eminence said in Pending Balance Changes Feedback Thread:
Imho if only problem is telemazer, then increase its build time or cost, only for cybran acu,
See above. Also it is not feasible to simply nerf 1 factions teleport without anything in return. The nano upgrades for different factions are of different costs but also of different strengths. We will not have the same strength teleport upgrade with different costs.