T1 pgens aren't essential for T2 arty, it's a 4% reload discount which ends up being a 1.19x effectiveness for fully capped arty, coming to a profit of only 62 mass which is a negligible 2.8% of the total 2200 mass cost of the setup (unitdb).
This marginal adjacency is eclipsed by the idea that sparkies shouldn't build any eco structures so that there is no chance of them not being a combat unit.
Best posts made by Nomander
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RE: UEF T2 Field Engineer (T1 pgens)
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RE: Bug Report:SMD missing target
SMD missing and having to fire a second time is unacceptable. In that game the SMD firing twice actually lost the game.
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RE: SUGGESTION: AEON T2 Shield Generator Fix
As Deribus mentioned, I think reducing the size without changing the stats would make it too powerful in firebases, since you can basically stack 4+ instead of 3 shields to defend a T2 PD and they are high HP and low cost compared to UEF/Cybran.
Shield HP Mass HP/Mass Cybran ED2 7000 460 15.22 Cybran T2 ED1 4000 160 25.00 Sera T2 13000 700 18.57 UEF T2 9000 600 15.00 Aeon T2 11000 480 22.92 Here's the overlap possible for a PD with the current shields:
I don't think being unable to upgrade the shield is a huge drawback, it just requires you to ctrl-k the shield and reclaim the small wreck before building the very cheap T3 shield. It requires some APM but definitely isn't impossible if you're defending something important that requires your attention with shields.
For the size complaint, I'm not sure what you want to shield. It can shield adjacent structures pretty well. Not entirely but almost everything:
For this pgen specific case I'd rather opt for a tiny increase in shield size instead of making the structure smaller.I've been testing your size idea with the "Create entities" dialog (its in the hotkeys, you use the hotkey while a unit is selected and you can change its blueprint values. Spawn a new copy of the unit to make sure you get all the changes. Requires cheats):
4x4 size is just way too OP, since you get ~8 overlapping shields instead of 3:
5x5 size is enough to cover a pgen but its still a small shield so its not reaching towards diagonals:
It also still increases the coverage from 3 to 4-6 shields:
Decreasing the size even by 1 seems to bring more problems than solutions.All in all, I understand why you dislike the shield but I think its strengths in HP and cost make it above average for firebases and protecting most directly adjacent things like T3 shields, pgens, factories, or engineers. The T3 shield is also very strong because it's super cheap and the 2nd most powerful, while giving sufficient radius imo: I've seen Aeon T3 shields easily protect air grids, artillery, or game enders from artillery barrages when a sufficient number are built (and number of shields is the most mass-efficient way of defending, so having a cheap shield helps a huge amount - natural regen is nearly worthless while recharge from 0 is extremely strong).
Shield Shield HP Mass BT HP/Mass Sera T3 21000 3600 5841 5.83 UEF T3 17000 3300 4988 5.15 Aeon T3 18000 2400 4097 7.50 Cybran ED5 16500 4260 7100 3.87 Cybran T3 ED4 13000 2460 3515 5.28 -
RE: Question on shield assist mechanics
Maudlin is correct that assistance costs vary by shield, since it is based off of regen rate, repair cost, and RegenAssistMult.
Documentation on github repo:--- How much buildpower is required to provide 1x of the shield's regen rate.
--- The cost of assisting a shield isrepairCostRate / RegenAssistMult
,
--- where repairCostRate is determined by Unit:UpdateConsumptionValues
---@field RegenAssistMult? numberThese are the buildpower and mass efficiencies considering that repair cost is 0.75x the unit cost and RegenAssistMult is 60 for all shields.
Shield AssistRegen/BP AssistRegen/Mass Sera T3 2.80 6.06 UEF T3 2.18 4.40 Aeon T3 2.50 5.69 Cybran ED5 2.33 5.19 Cybran T3 ED4 2.17 4.13 Cybran ED3 1.87 4.35 Cybran ED2 1.47 3.29 Cybran T2 ED1 0.75 4.38 Sera T2 2.55 6.07 UEF T2 2.00 5.11 Aeon T2 2.30 6.07 Considering that defending a T3 Aeon artillery costs at least 165 mass/s, and a Mavor at least 550 mass/s, it is well worth economically to spam out multiple shields (they cost around 3.4k mass each) instead of assisting one, although it is riskier because the enemy can retarget the artillery, let all your shields get up, and then come down all together in the next few artillery shots as the overspill and splash damage take effect. Good for game enders that you need to protect at all costs but also need income to build.
2 Aeon T3 artillery one shot a shield and it is impossible to assist to prevent that currently.
Assisting works at full speed if you're stalling but that's a hard to fix engine bug/performance heavy Lua fix.
[Does assisting] speed up getting a collapsed shield back up?
No it does not. That is determined by the shield recharge time which will be added to the UI soon.
Aeon used to have t2 shields that couldn't be upgraded (unless my memory fails me) but that was patched as a balance decision.
The balance team does approve of letting them be upgradeable but there is simply no animation for doing so.
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RE: TMD could be cheaper
The cost of the TML isn't just 800 mass:
- mass cost: TML (800 mass) + missile (250) + some way to kill tmd, let's say 4 (easily countered) T1 bombers (360) = 1410 mass (unitdb) which affords 5 TMD.
- You need to get an extremely valuable central map position to be able to force out 6 TMD per enemy base. You then have to get T2 engineers to that position. Taking all that time + having to get the engis there (early HQ instead of eco) gets your opponent a T2 mex.
- You also have to build a TML instead of a T2 mex which gives your opponent extra mass to build TMD while you load the TML.
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RE: Reduce T2 Air Snipes
Decapitation was added as a rated victory condition server-side and has an implementation in the game lua awaiting in this PR: https://github.com/FAForever/fa/pull/6667
It would make ACU snipes still have a place in stopping ACU usage or ending the game fully but it wouldn't put people out of games as a "cheap" win by destroying a team's apm (or give an unfair loss by giving enemy 2k bases). I hope you can host and enjoy the victory condition when it comes out.Balance-wise, my opinion is that 7 min T2 air snipe is incredibly greedy and has an unreliable outcome unless its explicitly to snipe some T1 + ACU pushing guy. It would be easily countered with a playstyle (I won't use "meta" here because imo higher level players do actually do these things, at minimum in response to scouting snipes) that has heavier emphasis on scouting, inties, raiding, and early T2 land tech.
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RE: Mod: advanced target Priority
Vault has v1.0 because v1.1 was removed for some reason, but you can still download it from the original forum post: https://forums.faforever.com/viewtopic.php?f=41&t=17047
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RE: Another Novax conversation
Satellite isn't unbalanced, it's just annoying to play against. If you simply target T3 mexes with it it basically does less damage in mass/s than the equivalent production in mass fabs (if the t3 mex are rebuilt eventually), and it eventually falls off as things become shielded, until an entire T3 arty has to be built to give it opportunities to hit stuff again (not guaranteed).
@Caliber said in Another Novax conversation:
Arty has an energy cost to fire.
Give Novax a large energy cost to fire weapon?
That way spamming lots of them can cripple your E reserves and stall.
This is a mere (hidden) cost increase to the satellite, since satellites practically never get rebuilt, so they cannot re-use the energy for the old dead satellite.
@Blade_Walker said in Another Novax conversation:
So what if your nukes (not SMD) had a toggle to detonate in proximity to a novax ( could even work for any air Experimental?) Double the build cost and maybe time for a replacement Satellite.
I like this idea in terms of economic costs: 16.5k launcher + 12k missile + at least 6280 mass in pgens (34.78k total) vs 36k novax + at least 10k per rebuilt satellite
This is way better than the SMD idea where sats basically die for free (7.5k smd + 3.6k missile + 2k pgen = 13.1k total)In terms of gameplay design it is a bit of an awkward solution with the targeting but at least both sides get something useful out of their investment if the nuke isn't used to intercept the sat so there's never useless mass wasted. Also balancewise imo it would be a poor, unsatisfying decision to make a nuke and use it on a sat that will kill its mass in 5 minutes instead of using the nuke to kill some poor player without smd (way faster mass killed/time).
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RE: Why has crash-damage from Czars been eliminated?
It was only reduced from 10000 to 8000 compared to the Steam version. On top of that, shields can reduce crash damage by 20% of their own max HP (basically this means Czars/Ahwassas crashes can only kill 3600 HP SMD through shields).
@Kilatamoro is correct in that it's like a normal AoE that gets absorbed by shields. I did write some code where crash splash damage ignores shields, since it is reduced by shield max HP already, but the issue is that if the unit crashes right outside a shield it deals 8000 damage straight through the shield, which isn't fixable. -
RE: Disconnect tele effect
I already worked this out, among other options, see: https://github.com/FAForever/fa/pull/5971
In summary it adds 2 new lobby settings: disconnection share conditions and disconnection ACU share conditions.- Disconnection share sets the share condition for a player after they disconnect. I would expect it to be the same as the share condition or fullshare, but all the other share conditions are available too.
- To prevent abuse, when the disconnect share condition is applied depends on how the ACU is shared in Assassination.
In non-assassination, it defaults to fullshare because I find it very unlikely that people can disconnect to avoid death in other victory conditions.
- To prevent abuse, when the disconnect share condition is applied depends on how the ACU is shared in Assassination.
- ACU sharing determines what happens to an ACU after the player disconnects:
- Explode: Like normal, the ACU explodes 10 seconds after the player disconnects.
- It is an instantaneous condition, so if the ACU took damage in the last 2 minutes (to prevent abuse) the disconnect share condition is not applied (no abusing disconnect to fullshare a base in a normally noshare game).
- Recall: Similar to Explode with the 2 minute timer, but the ACU recalls and doesn't damage anything.
- Delayed Recall: Disconnected ACUs are shared to allies for 2 minutes or until 5 minutes pass in the game. The DC share condition is applied when the ACU recalls or dies.
This is the competitive option in my opinion, which gives some time to stabilize and use the ACU, but limits the use time since there were concerns about having two ACUs being OP. - Permanent share: Disconnected ACUs are shared to allies permanently, and the DC share condition is applied when the ACU dies. This is prone to double gun ACU abuse or just easily saving the ACU for way later tele/com bomb, but it is the option that maintains the current game state the best, so if people don't find multi-ACU oppressive they can use this option.
- Explode: Like normal, the ACU explodes 10 seconds after the player disconnects.
- Disconnection share sets the share condition for a player after they disconnect. I would expect it to be the same as the share condition or fullshare, but all the other share conditions are available too.
Latest posts made by Nomander
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RE: Im done with billy nukes
Do multiple stacked shields survive?
On paper, 2 shields survives because it's 10k + 3k overspill damage + 2.25k remainder damage = 15.25k total vs 20k HP.
In reality, the engine handles the AoE damage and shield entities with difficulty (or we have a shield bug, hopefully not), so 12k dmg gets blocked completely by every single shield in AoE range despite the shield being behind another shield, so all shields touching the 12k dmg range get disabled. Afterwards, 250 outer damage hits everything, even the shields that blocked 12k dmg by stacking up together, and these shields only have 400 HP. T2 shields have only 100/150 HP.
There is a point where you can spam enough shields to block all the damage fully, but it requires more researching how shields work.
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RE: Im done with billy nukes
@phong Yeah I considered some dynamic flight characteristics and what came to mind to me was slowing the projectile down as it approached, like Seraphim missiles, which was a bit unintuitive so I discarded the idea. Making the Billy fly higher and and take a long time to go downwards is a better idea.
I would have thought it to be a more radical suggestion since it's very counter-intuitive that an upgrade to the tml have shorter range
Imo it is not an "upgrade" to TML but more like an evolution. It isn't an unusual game design to have the next step of something have a similar design with different purpose. This is already reflected in Billy's missile cost: you can no longer use it to kill T2 mex efficiently (and T3 mex are good targets by a small margin).
and since it impacts billy's performance against static targets which I didn't think was the problem.
With how many great targets Billy has, I don't think losing out on Billy-ing bases because it has TML range is something people will miss out on. Also it is much more exciting to transport/teleport in range of a base to Billy it, so maybe it would be a positive change for the gameplay vs static targets.
If you did go for the range reduction, would you let players still fire regular TMLs after upgrading to billy?
It is not necessary to be an option because Billy can always get a use, even in a static late game with tele (which you conveniently have the power for when maximizing Billy load speed), so people will never feel like they lost out on significant power from upgrading to Billy.
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RE: SUGGESTION: AEON T2 Shield Generator Fix
When I last looked at it the panels at the top just needed to be duplicated in the T2 shield to become the T3 shield, and some panels needed to somehow appear at the bottom of the T2 shield to create the base of the T3 shield. Anyway, I look forward to it.
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RE: Im done with billy nukes
@phong The reason I said it might become useless is because lower velocity is not a stat that changes with equal effect on higher and lower levels of gameplay, because the effectiveness of the change is related to the player's ability to counter billy in the first place. It would make people who play well against billy play even better, but have little effect on people who don't play well against billy. Like your example with hitting armies at range relies on the army having scouts and regularly paying attention to dodge the billy (every 30s as long as the army is alive). Lower velocity would help people who do that but have little effect on people who don't.
I don't like straight up buffing the cost in response to a velocity nerf because a cost change has a very different effect across skill levels compared to the velocity in my mind, not because I think that a lower velocity + cheaper cost doesn't compensate each other at high level.
Should you decide to be a bit more charitable though, I would rather you imagine a changed billy being effective and cost-efficient at ~2x gun range against skilled opponents and falling off gradually beyond that, to the point where getting your army hit at max range is cause for ridicule.
In a similar idea, I think reducing the max range is a good direction. Billy currently has TML range, but that doesn't make sense for two reasons:
- TML pressures eco by targeting single targets in the backline, while Billy's targets are frontline armies.
- TML is static and fragile, while ACUs are mobile (especially with transports or even tele) and durable.
Reducing the max range would make the ACU more vulnerable to land/air, make it easier to scout/keep intel over, would make the ACU's target more obvious, and would limit its power on smaller maps (TML covers an entire 10km map edge to edge but not corner to corner).
As for velocity accomplishing the balance you describe, I find that the effect would vary. Lower velocity would certainly make predicting army movement harder for the billy user at longer range, but for the billy victim I think whether or not the billy is fired at long range relies too heavily on intel to be able to spot the billy that far away. Basically if everyone uses T1 scouts flying into sams, it doesn't matter how far behind the sams the ACU is for the army, since they'll see the billy with the same warning time every time.
Should you agree that it's cheaper at lower skill and in larger games and consider it a problem, shifting its cost towards mass and away from energy might address that more directly.
I don't have experience abusing massive energy overflow like 10k e/s from the air player like Caliber is talking about. Nevertheless, my intuition says that Billy will take an equal amount of time because low level air players can overflow energy but land players can also float tons of mass, and in the end people will complain about Billy's damage either way.
Also an overflowing air player typically isn't thinking that they need to keep the overflow up so that their team can use it, so in the end the Billy user will want their own pgens and storages. -
RE: Im done with billy nukes
SACU are quite good vs Billy with their HP, regen, and BP. Billy deals 12k/30s or 400 DPS maximum, so an SACU can be a good investment to defend the Billy without being super snipeable. The SACU is also useful in other situations like detecting Cybran armies, building reclaim factories/SAMs/TMLs, or dealing with small amounts of units with their AoE damage. They're particularly good at lower level because they avoid the issues of your T2 BP dying and having to very quickly replaced or else you gain 0 ground vs the Billy.
I see @phong's perspective in that it requires specific knowledge/different army composition and a higher level of apm, but nerfing things because of such ideas that are basically skill issues might lead to situations like we have with the strat where it's 99% unusable just so that it isn't extra strong at low levels. As for the lower cost/slower velocity suggestion, that might make billy even stronger at a low level where they likely aren't setting up the scouting you recommend and don't really have the apm to split their army a lot.
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RE: Another Novax conversation
A sat only needs 3-4 T3 engis and 40-60m/s of assistance depending on faction T2/T3 shield to be completely countered. On paper, 2 T3 shields with shield micro can also counter 3 sats. 4 sats is 972 DPS and 144k mass, while an Aeon T3 arty with pgens is 1000 DPS, 9000 avg. energy overflow, and 86160 mass. So unless you've already lost the game due to something else previously, T3 arty/T4 arty is way better than spamming a number of sats, therefore there really shouldn't be any argument about making more than 1 sat in the current balance.
Design-wise imo an "artillery" satellite just doesn't fit in any cost region:
- At around 36k cost the shields needed to cover its attack area are overkill on HP, so they cost a bit too much. It can also come out a bit too early and bully players that are behind.
- At 72k+ cost it would just compete with T3 arty which is necessarily stronger due to inaccuracy.
The design also doesn't fit in any nerfs, the proposed nerfs to the design have basically been to remove it by making it die for cheap to SMD (which makes its weak power compete with powerful nukes, or you have to mega buff sat DPS which makes it an annoying T4 PD) or just removing its shield or structure/unit damage.
It also doesn't make sense in the current arty balance for Novax to exist anyway. UEF T3 arty is not intentionally worse than the rest and frankly it doesn't help Mavor against a well set up shield assist situation.
From my perspective, since the arty role is irredeemable, the best course of action is to give Novax a support role that doesn't deal DPS but helps other things (arty, gunships, Fatboys) to survive or deal their own DPS.
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RE: SUGGESTION: AEON T2 Shield Generator Fix
I just checked using the FAF version and BrewLAN's animation is the same as the build animation. Basically the shield just builds the upgrade under itself, it doesn't transition into the upgraded form like other upgrade animations.
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RE: Add the Tombstones from the 2025 April Fool's Update as a Permanent Feature
@waffelzNoob said in Add the Tombstones from the 2025 April Fool's Update as a Permanent Feature:
However currently ACUs "cost" a ton of resources so I imagine a wreck would give way too much also
This is easily adjustable in wreckage parameters. Also ACUs only cost 2000 mass right now, so you could just add wrecks without changing anything.
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RE: Another Novax conversation
Using "several T3 shields" sounds like heavy shielding for a Novax to nullify all damage it deals. Imo some core bases should be able to get away with T2 shields except those dense air/fab grids but that's besides the point.
If you pre-emptively shield heavily against T3 arty on every single slot it would also amount to ~80k mass (22 sera shields) or more, no? If that is true, then novax is balanced as "artillery" but is just so cheap people see it as coming out unfairly early. It's a similar idea with nuke where the nuke + missile + 2 pgens needed cost 34980 mass but an SMD + missile + minimal power costs 12680 mass so the nuke basically always pays off unless it's a map where everything is defended by 2 SMD.
I guess if we don't want to make it 2x cost 2x dps, then just like nuke it should simply have a cheap factory, no free sat, and extreme sat buildtime so it has an eternity to be scouted (way easier to scout a built structure than an unfinished one) and prepped for. The buildtime would depend on the estimate of how long it takes to shield things.
Also while the final shield cost can exceed the novax cost, you can build eco instead while the novax is building, and the equivalent mass in T3 fabs/pgens without any adjacency is 96 income or a premium Sera T3 shield every 38 seconds, while the Novax takes around 1:30 to cross the map, and then only does 57.5 mass/s of damage in a rather ideal scenario where it can kill a t3 mex every 40 seconds (2 reloads) and the mex gets rebuilt on top of its wreck. This is basically re-iterating the concept that the economic cost of the Novax isn't that bad because you can out-eco it easily, so if you go with a nerf it really has to be light on the overall cost of the unit. A nuke cost style nerf would honestly necessitate a small total mass cost reduction considering this.
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RE: Another Novax conversation
@Caliber said in Another Novax conversation:
Energy costs just makes sense, radar and omni both have energy drain so why is the novax the exception?
From a gameplay perspective radar/omni only have an energy drain because they can skip tech tiers through upgrades. Putting the mass cost of the radar into the form of energy upkeep encourages teching up to appropriate pgen efficiency levels before being able to build a high-tech radar independently of engineer tech at the front.
There is also an additional point that expendable units with an energy upkeep are expensive to build but cheap to replace. Radars/omnis are killed rather often for a structure, especially T1 and T2 radars.Novax does not fit into either design idea because it is not upgradeable from anything and never gets destroyed since it is artillery. The only thing upkeep would do for a Novax is punish energy stalls (not like this game gives many opportunities for an enemy to do that), increase its effective mass cost, and make it slightly harder to defend since there is another pgen somewhere on the map.
I will concede that thematically it may make sense, but balance-wise if you add energy upkeep to Novax it would simply get a cost reduction. I say "may make sense" because on one side there's arty and intel energy drain, but on the other hand mobile units don't have intel (but not counterintel) or weapon energy upkeep.