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    Pending Balance Changes Feedback Thread

    Scheduled Pinned Locked Moved Balance Discussion
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    • CheeseBerryC
      CheeseBerry
      last edited by CheeseBerry

      I looove the proposed tele range nerfs!

      Now tele actually requires correct execution and interaction with the rest of the map, while still being super strong when it works as it should be 🙂

      As an idea, I'd propose to change the tele range from 350 to 410, for no other reason than 410 is the nuke sub range and having standardized ranges where possible is nice.

      1 Reply Last reply Reply Quote 1
      • phongP
        phong
        last edited by phong

        @TheWheelie Thanks for taking the time to address feedback, here and in discord. I think the balance team's reasoning is solid and you explained it well. I'll try to play some games with beta balance before forming an opinion.

        1 Reply Last reply Reply Quote 2
        • F
          FunkOff
          last edited by

          I think nerfing teleport this bad is a mistake. I think some other common sense solutions are better, such as a cooldown on the ability up to 60 or 90 seconds, perhaps a warning that it's being used ala nuke (warning sent when teleport sequence is initiated) and or a 10 or 20 second stun time after teleport completes and before weapons turn on (but move/build still allowed)

          There are lots of ways to nerf telemazer that dont totally kill it. Also, importantly, the nerf doesnt even do that much to stop it there is a lake or sea near an enemy base or acu which could be used as a safe intermediary jump point before and after the kill jump

          N 1 Reply Last reply Reply Quote 0
          • waffelzNoobW
            waffelzNoob
            last edited by

            the changes you propose are even harder nerfs to tele

            frick snoops!

            1 Reply Last reply Reply Quote 5
            • N
              Nex @FunkOff
              last edited by

              @funkoff said in Pending Balance Changes Feedback Thread:

              Also, importantly, the nerf doesnt even do that much to stop it there is a lake or sea near an enemy base or acu which could be used as a safe intermediary jump point before and after the kill jump

              That is the intention probably?
              It's not so that you simply can't get a useful telemazor off (which your changes would do), but so that the enemy has more time to react to it.
              so if you need 2-3 hops to get to the enemy base, then your opponent will have more time to react to the teleport and will also possibly be alerted by the sudden appearance of a radar signature.

              1 Reply Last reply Reply Quote 2
              • Chenbro101C
                Chenbro101
                last edited by

                Just make it so you cant tele inside anti nuke radius. You can then buff tele however you like to be better in other situations. Job done.

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                • veteranasheV
                  veteranashe
                  last edited by

                  I would like to see how a warning pops up like nuke, could do it when the tele starts or when you actually tele

                  TheVVheelboyT 1 Reply Last reply Reply Quote 0
                  • S
                    snoog
                    last edited by

                    You already get a warning when you actually tele, it's the sound of the laser killing you.

                    1 Reply Last reply Reply Quote 0
                    • TheVVheelboyT
                      TheVVheelboy @veteranashe
                      last edited by

                      @veteranashe said in Pending Balance Changes Feedback Thread:

                      I would like to see how a warning pops up like nuke, could do it when the tele starts or when you actually tele

                      That's a great way to make sure tele stops being useful snipe tool. Now everyone can just walk away or get countermeasures ready in no time. Making sure that you will never come back from the tele attempt.

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                      • veteranasheV
                        veteranashe
                        last edited by

                        If the warning prompts right when tele happens I'm not sure on countermeasures.

                        If tele warming prompts at the start You can get tele just to mess with people by clicking tele and cancelling

                        ? 1 Reply Last reply Reply Quote 0
                        • ?
                          A Former User @veteranashe
                          last edited by

                          @veteranashe Make it uncancellable

                          1 Reply Last reply Reply Quote 0
                          • T
                            TankenAbard
                            last edited by

                            I actually like the idea of telesnipes as a late game win option. It's desperate, and it's not very difficult to stop.

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                            • veteranasheV
                              veteranashe
                              last edited by

                              Can't remember if I mentioned this before but make a constant move order like patrol but you don't stop moving, ever. A lot harder to snipe in general

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                              • ZeldafanboyZ
                                Zeldafanboy
                                last edited by

                                It seems like the game is being taken over by people who are anti-snipe. Over the years, Firebeetle Drops, Mercies, T3 bombers, and now Telemaser have all been gutted. People just want to sit back and play simcity

                                put the xbox units in the game pls u_u

                                1 Reply Last reply Reply Quote 0
                                • T
                                  TankenAbard
                                  last edited by

                                  pulling a fast one on people is a great feeling.

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

                                    What's with the constant fear of creating something new that's good? You see the current issue with uef shield is that it's too expensive for the hp so the solution is to make it cheaper but also make it shittier in survivability again? It's supposed to be some mongoose upgrade when half the boon of mongoose is the speed which you now can't use because they are tethered to an ACU that has a more expensive but shittier survival upgrade in every way than Aeon?

                                    If the point is testing things out in beta why don't you err on the side of making things good enough to actually break the meta inertia and use the new toy rather than it being too bad aside from 1 in 3400 game scenarios but when that scenario actually arises you forgot the upgrade exists to actually test it out.

                                    ZeldafanboyZ TheWeakieT 2 Replies Last reply Reply Quote 3
                                    • ZeldafanboyZ
                                      Zeldafanboy @FtXCommando
                                      last edited by

                                      @ftxcommando

                                      The balance team doesn’t want the inevitable blowback when people start dying and losing rating to the new good thing in the days/weeks before people discover counterplays. It just causes more stress and work for them with regards to keeping FAF humming along and growing. People can drop games over stuff like that. Nobody playing now is going to drop the game because it’s still mostly like it was X years ago. That’s kind of the appeal.

                                      put the xbox units in the game pls u_u

                                      1 Reply Last reply Reply Quote 0
                                      • RoweyR
                                        Rowey
                                        last edited by

                                        https://patchnotes.faforever.com/fafbeta.html I've updated the beta Patchnotes page for what is live on FAFBeta

                                        "The needs of the many outweigh the needs of the few" - Spock

                                        1 Reply Last reply Reply Quote 5
                                        • TheWeakieT
                                          TheWeakie @FtXCommando
                                          last edited by

                                          @ftxcommando said in Pending Balance Changes Feedback Thread:

                                          What's with the constant fear of creating something new that's good? You see the current issue with uef shield is that it's too expensive for the hp so the solution is to make it cheaper but also make it shittier in survivability again? It's supposed to be some mongoose upgrade when half the boon of mongoose is the speed which you now can't use because they are tethered to an ACU that has a more expensive but shittier survival upgrade in every way than Aeon?

                                          If the point is testing things out in beta why don't you err on the side of making things good enough to actually break the meta inertia and use the new toy rather than it being too bad aside from 1 in 3400 game scenarios but when that scenario actually arises you forgot the upgrade exists to actually test it out.

                                          Meet cybran nano. To this day there are enough people (Also 2k+ players) that think it's still as OP as the first iteration and those people are still complaining about it even though it has been nerfed massively compared to how strong it used to be.

                                          Aside from that i honestly don't know how you came to this conclusion. You're cherry picking the mass and hp changes the uef shield, even though the biggest changes are focussed on the e cost, regen and recharge time
                                          01a41a99-27a1-464c-aacb-103814a5ba9e-image.png
                                          This makes it have a faster recharge time than first aeon shield, which is widely considered to have an insanely good recharge time.

                                          We don't want to underbuff units yes, but obviously we don't want to overbuff them either and try to get their stats as accurately as possible from the get go. Aside from that i do intend to rather overbuff than underbuff units so it's easier to get data (especially since it's beta), but as you yourself know we have 0 data on the current shield which means it's harder to estimate how it will behave in a game.

                                          I think this is still a big buff compared to the current UEF bubble shield. Will it be enough of a buff since it's bad atm? who knows. Sadly due to a lack of github enthusiasts this suggested bubble change that was decided on the 1st of october isn't in beta yet so we haven't been able to test it to see whether it needs further adjustments or not.

                                          FtXCommandoF 1 Reply Last reply Reply Quote 0
                                          • RoweyR
                                            Rowey
                                            last edited by Rowey

                                            @TheWheelie I've made the changes, I am just awating Tagada to Approve

                                            "The needs of the many outweigh the needs of the few" - Spock

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