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    Evildrew

    @Evildrew

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    Best posts made by Evildrew

    Title: A Time For Change: FAF Community Balance Team

    Introduction:
    As many know, current and past balance councilors and balance team were never elected by the community. Mostly through fake news and conspiracy theories claiming a popularity contest would lead to bad game changes they managed to circumvent democratic processes in the past to implant themselves like a cancerous oligarchy. This is of course the common premise of all dictators who know that in a fair election process, their self centeredness would never trump superior candidates’ ideas. This has become very clear over time in their "balance" patches that create new imbalances, lessen strategic diversity, ruin map designs and reduce units to obsolescence (I.e. Fire Beetle).
    Unfortunately FAF nowadays is in ruins, having become increasingly stale and uninteresting, as viable strategies to create advantages and counterplay keep disappearing. I want to see the game saved from this path, the ‘S’ in RTS for FAF is almost dead but we can bring it back, bigger, better and stronger than ever before with real change that you can really believe in.

    Cause and effect:
    The issue is as follows: With their unlimited term in office and no stated manifesto, the current group have no reason to hurry along completing their process of "balancing the game" and consequently use their position to prevent much needed changes and improvements they either don't understand or don't see how those changes would improve things for themselves.
    Nevertheless they keep making adjustments to units after playing games in which they did not like the outcome, i.e. that they lost and the blame goes to the unit used against them "obviously being OP". This leads to poor patches necessitating further "balancing" after they lose yet another game. The vicious circle never ends and while the head of the hydra has changed from time to time, at its core the balance team is still the same group of people who appease their "friends", while others get ignored when proposing improvements to the game. Balanced gameplay is not just about changing individual unit costs, HP and DPS, failing to see further implications to the changes than just one dynamic between 2 units, it is much more complex.
    You may say they are good players because they have high ratings. OK, but where do these ratings come from? Is it that they can click faster, have better memorized build orders or that they have shaped the gameplay to favor their strengths and preferences? Are these factors alone really relevant to the task at hand of balancing units vs each other in a complex dynamic web or should there be a general framework based on math and analytical models that anyone can look at and scrutinize?
    The issue with saying a unit 'is better balanced' and 'it is intended to do X' is that those are just claims/opinions with no supporting evidence. As an example, many maps have specific ideas behind them based on the range of T1, T2 and T3 navy units and why should map makers have to redo their maps because the balance team decided to change ranges on navy vessels' weapons? Another example were t1 bombers being sterilized for 5 years because the first bomber on 5x5 maps was "too strong" which not only affects the first bomber but also every subsequent bomber. At the same time they weakened the bomber, they also buffed the T1 mobile AA reducing T1 bombers’ utility even further.
    It only reverted when a new leader of the team took over with no explanation whatsoever. Why did we have to live with that mistake for 5 years and still do with the many others?

    Conclusion:
    We need an alternative to this current feudal system. Like politicians, they never will admit they made an error and will keep their mistakes in place to the detriment of all of us as long as they have their say in the decision-making process.
    We need a superior balancing system to the current opinions-based one. Competing candidates with their own ideas should lay out what they intend to change with fixed terms of say 6-12 months to implement them. The community can then decide to re-elect those who deliver improvements or dismiss those that do not. Most importantly, the changes to come would be known in advance through their proposals as the game in theory is a static set of data. This would also weed out those who only want the power to decide what to change for their own benefit and prevent many meaningless changes presented as balance improvements when they are not just to achieve volume.

    -Evildrew

    posted in General Discussion •
    RE: Allow mobile factories to move while building units

    Consider it allowed....
    https://user-images.githubusercontent.com/46637108/214552114-c2d36dd3-c96d-4f74-826d-738ee39f1ff0.mp4

    posted in Balance Discussion •
    The Superior FAF Experience Mod

    Hello everyone,

    Many of you have been hoping FAF would get better over time and that the efforts by the Balance Team would make things better, not worse. For those of you who have squared with the disappointing reality or can't be bothered with the constant random changes and are thinking about hanging up your FAF boots for good or already have, there is a new beacon of hope shining in the mod vault that will bring forth a Superior FAF Experience that you can believe in, including crucial bugfixes, completed features, repealing many questionable changes from the past years and much more.

    To the point, I started working on my newest mod (Superior FAF Experience) about 5 months ago with some hiatus here and there. Some may call it a balance mod but it is much more. Therefore I wanted to take this opportunity to announce its publication in the mod vault and post a short overview of it.

    But first: Before I get into the details I want to point out some individuals who have made many things in the mod possible with their individual input.

    First and foremost there is DrunkenChaos who has been my closest ally from the start, who's commitment to the cause motivated me to pursue this mod in the first place and later go way beyond my initial goals. Without his coding expertise and support, there would not be this mod. Words cannot capture the full extent of the value flowing into this mod during our cooperation through this one man’s genius alone, which is why I am forced to make one up, cosplashtacious. Secondly, Psixollon's support with modeling was indispensable. Many of the standout improvements were only possible through the combination of these 2 individuals. People like Balthazar, Jip, Fichom and Hdt80bro also were very helpful, be with their input, assistance and explanations as were others every now and then in the FAF-modding-general discord, when it came to problem resolution for some of the finishing touches.
    Also many past contributors' work and accomplishments such as Exotic Retard (who’s initial work on the mobile factories in the Equilibrium mod in 2016 or 2017 laid ignored for years) and DrNuklearizer (who helped me fix the UEF cruiser hatches and other smaller things 5 years ago) are featured once more as they were in my previous mod (FA RTS).

    Second: Some may ask why is this mod necessary, couldn't we integrate its content into the current version? The answer is no and the explanation quite simple. The balance team has been changing the game to their choosing, steering it in a direction undesired by many and a very different experience from what were the original developers’ conceptions and always making sure their interests and those of their friends are prioritized when changing the game and not even properly testing things before patches go live. Some may wonder why they have this privilege in our community and what they have done to earn it, who decided they were best suited and why don't they have to compete in the market place of ideas with their mod and have exclusivity rights to the TMM and ranking system especially since their mod is an incomplete work in progress with seemingly no clear end goal or defined vision? Some may like this approach of constant random changes nerfing every legitimate strategy and promoting a very passive defensive play style in hopes it will eventually help make it so they can win more often or make their skill limitations less obvious, but not everyone wants this and not everyone buys the nonsense about balance advancements or skill expression to justify bad changes. This is why creating the Superior FAF Experience was necessary in the first place, to create an alternative that focuses on fast paced action driven gameplay where offence vs defence are more in equilibrium as well as economy vs military. Some might wonder how so much could have been done properly in such a short period of time and therefore doubt the quality based on what they have seen with patches in the past. How can SACUs have been reworked in less than half a day when the balance team still has nothing to show for after over 2 years on this topic. The answer is dedication and focus.
    So to the mod: There are 2 main aspects to the mod. Firstly, it follows an originalistic approach, meaning that the modifications are meant to be in the spirit of what is believed to be the vision of its original creators, infilling what was not completed or missing and secondly only adding enhancements where it augments the gameplay's optionality, i.e. making it more strategically diverse or improves functionality. The added features and resulting unit changes are based on a sound methodology that I do not want to get into since just about no one really will care to read it and most will rather let the product speak for itself while playing it. Listing a changelog is also futile in the light of the patches that keep coming out changing the base of comparison that most would be comparing it to. Suffice it to say, I have looked at almost every single unit in terms of ensuring they have adequate stats, factional diversity is respected where possible and identifying and resolving bugs to improve gameplay.
    Since the modifications are extensive in their numbers and not all listed here, playing this mod should be seen as exploring the game like you did the very first time you played and discovering it afresh with the beneficial advantage of knowing that it will not change radically every 3 months due to some random nobody you have never heard of complaining about how he was beat and demanding a tactic or unit to be nerfed.

    Key features (Just the tip of the iceberg):
    Complete (part 1):
    Mechanics:
    *Lazer weapons hit moving targets almost always.
    *Overcharge has a dynamic recharge time (rate of fire) based upon the HP of the unit it is being fired upon.
    *The UEF cruiser has a homing cruise missile and the bombardment missiles system autotoggle (can still be improved) + the hatches.
    *All known and identified bugs on the mobile factories were resolved:
    -The Atlantis has a mobile factory plus the sams and flak from the promotional video, plus torpedo defenses.
    -Megaliths can poop eggs on the go (all T2 and T3 units buildable).
    *The GC sucks up units and drains their HP to add part of it to its own.
    *UEF frigates have a hedgehog weapon added (depth charges).
    *The firebeetle is cloaked and stealthed while stationary.
    *All Subs have vision reduction while submerged and T1 subs also have speed reduction while under water.
    *The post overcharge jerk around of ACUs is fixed
    *Strats do shield damage plus normal damage.
    *No hoverbombing is possible.
    *No more free intel from dead planes flying into enemy bases.
    Other noticeable unit changes and balancing:
    *The T3 torpedo bomber mechanics vastly improved
    *T3 missile subs have a more useful multi muzzle missile launcher making them useful beyond nukes only.
    *T2 and T3 “tanks”' combat stats have reevaluated and adjusted where necessary.
    *SACUs are reworked to offer other options than just making RAS coms.
    *Ecoing as a strategy for sim city players is nerfed (no ctrl k advantage on T3 Mexes, increased buildtimes+buildrate on tier 3 mass yielding buildings where applicable).
    *Overcharge is nerfed through the adjustable reload time and a lower area of effect to compensate for energy cost between 5,000-20,000.
    *T2 Torpedo bombers are slower, have lower HP.
    *Cruisers have a bit more HP to make them less fragile and more useful with improved sea to sea combat stats and abilities (UEF cruise missile, Aoen stun effect on main gun).
    *The Fatboy is bigger, stronger, more expensive, can build units on the go, with a minimum range on its main guns to give it a new weak point.
    *The Aeon MML does more damage over time with the green cloud effect but deals less damage to shields, the Absolver is a T2 unit so both can complement each other.
    *The Ahwassa is smaller and has a lower DamageRadius and for its bomb with adjusted for lower crash damage.
    *All T3&T4 artillery and game-enders are more expensive and less effective.
    *T2 shields are weaker and very hard to hold with engineers.
    *The UEF battlecruiser has a cannon instead of a TMD on the front deck cannon.
    *UEF battleships have torpedoes.
    *The UEF destroyer has 10x low damage short range torpedoes per firing cycle.

    Future developments (part 2):
    The following are implementations I would like to feature in part 2 for which I just wont have the time and energy in the near future to work on. The issues are mostly understood and solutions partially work or mostly exist at the conception stage, meaning, they just need translating into code that compatibly works with other elements consistently throughout the game.
    *A TML nerf based on the overcharge mechanics splitting damage to the HP of buildings/units and applying a 20% multiple on the remainder that hits the wreck.
    *Improve handling of the UEF and Cybran cruisers dual weapon system.
    *Missile ship should have automatically toggling weapons system, 1 vs navy with homing missiles, the other the standard bombardment option.
    *Unit selection inconsistencies - A comprehensive redesign of the display of units selected since it is inconsistent and messy.
    *Splitting of submerged and emerged units of the same type.
    *T3 & T4 Artillery shells should have inner and outer ring damage.
    *Make the beetle explode in the GC's claw.
    *Unit numbers or weight on transporters impacting the transporter’s speed
    Other things that bother me and I would like to improve:
    *Proper veterancy system.
    *The walled T1 point defence issue.
    *The T3 navy rolloff issue.
    *Prevent transporters from being able to drop non amphibious units onto water.

    Bugs, issues, feedback:
    Anyone can post or message me directly on discord (Daddy_Drewsky#3551) if they find something that is broken, bugged or have issues with. I can imagine people wont find the mobile factory or know how to use it, the solution to this is simply to either hover over the unit and press 'h' or zoom out and click/double click the factory icon.

    Common issues at current and expected into the future:
    As the Development team and Balance team keep making changes (modding the base game), there will likely be issues in the future. Maybe the mod breaks completely or some features that did work break. Unfortunately, there is nothing I can do about this and my suggestion that they make their own mod so content creators like myself are saved the hassle from updating our files all the time to neutralize the bugs that get transmitted from their modifications was rejected. This is another reason why many mods that people liked to play and had a lot of work put into have disappeared.
    The mod will only be playable in custom games on FAForever. Unfortunately due to anti-competitive policies it is not available in TMM and games wont rated.

    Prospects for a better FAF experience:
    It has always been my hope to have competition and fair elections decide who leads the balance team since they claim the right to modify the game according to their preferences beyond the bounds of just balancing stats. Unfortunately that is not the case and conspiracy theories about the Russians taking over have been forwarded among other excuses to justify the oligopoly in place. As I have accepted that it wont change I have been forced to make this mod to offer an alternative and more importantly, a superior experience.
    As of today it is available to be played through the FAF mods vault yet I cannot guarantee that this will always be the case.
    My other ambition is to keep the gameplay through this mod relatively consistent over time. Users should not have to reevaluate the game every 3 months or lose strategies they enjoy because someone in a position in power does not like a legitimate tactic or strategy being used against them or the humiliation associated with getting beat by it. The list of changes in part 2 are at this time the only planned alterations, however any other bugfixes that do not alter the game but just improve it can always be added.

    Complaints and copyrights:
    I know there will be a bunch of clowns who yap a lot to gain prominence in the community and contribute next to nothing in actual value to the game with not bargaining power just like a failed crypto exchange asking why I wont released the elements of my mod into the public domain for anyone to use them. After all, they also would like to have all the good stuff for free and not have to play my mod because in the end as we know that for them it is all about control and not about making the game better for anyone but themselves. However, that is not how competition and intellectual property rights work. I do acknowledge the property rights of the contributors to my mod and to use their own contributions in their own mods or pass it on to others if they choose to do so. However I will never make available their contributions to this mod open access to anyone without their consent and since many elements of the mod is intertwined between varying contributors it is difficult to attribute wholistic parts to one person alone. Therefore the only place where players will be able to enjoy the collection of the mods components in its entirety will be by playing the mod itself.

    posted in Modding & Tools •
    Extensive Navy Redesign and Rebalancing suggestions - My vision

    I had a chat with someone as a result of my scathing assessment of the balance team on the forums this week as a result of the most recent patch. I decided to let action follow words. In this post I outline my vision for the Navy aspect of the game. While I know that some will just disagree because they do not like me, I accept that not everyone will agree with me on each change. While some suggestions can be excluded, others cannot. Overall there are many interconnected ideas between the suggested changes and I am not able to explain every single possible aspect (not even in a spreadsheet). The perfect balance of the values is not assured as it is mostly about redesigning but anyway, this is how I would like to have navy reshaped to take FAF into the future. The goal is to stay within the parameters of what appears reasonable, logical and feasible.

    The proposed changes are aim at:
    *Increasing strategic optionality + diversity
    *Increase unit relevancy
    *Increase logic
    *Create more interesting gameplay dynamics
    *Increase balance without breaking it

    A quick overall elaboration on the rationale of all these changes. The idea is to induce an amplified rock-paper-scissors dynamic into Naval warfare which takes it away from the current 1 dominant unit type (Destroyer at T2 stage, Battleship at T3 stage) to a much broader series of options that have their advantages and disadvantages over others. Strategic choices can influence the outcome of battle much more instead of purely superior ecoing and microing.

    T1 Subs
    32 range as is
    While emerged visionradius 32
    While submerged visionradius reduces to 16 (I.e.Watervisionradius=Visionradius)

    Advantages to the game:
    *Added logic
    *Makes emerging not just a thing for killing mexes on the shore,

    T2 units
    Cruisers

    UEF
    2 fire modes with autotoggle and target priorities helping players prioritize.

    1. 1 Missile able to track navy units only (not land units/buildings) doing 1k damage a shot, has a longer reload cycle of 10 secs (100 Dps) and Range of 90.
    2. The existing bombardment without homing missiles

    Advantages:
    *Makes TMD on navy units that have it relevant.
    *Increases optionality at the T2 navy stage.
    *Enhances the relevancy of subs substantially in an indirect manner.

    Cybran
    It’s good as it is.

    Aoen
    Vision increase to 85
    Gun fires only one shot doing 250 damage (well 2 shots same time 2x125),
    MuzzleSalvoDelay = 0 (fires 2 shots at the same time looking as one)
    Does stun damage for 2.2 seconds
    Has range of 70
    (Possibly does shield damage 200)
    FiringRandomness = 0
    MuzzleVelocity = 50
    Stun radius of 3
    RateOfFire = 0.28, (approx 3.57secs) Designed to mess up the firing cycle of UEF and Aoen Destroyers some but Cybran destroyers the most.

    ***(Ideally I would prefer a system like the normal gun firing every 3.33 seconds and every 10 seconds it would have a loaded overcharge like Stun weapon with Auto-OC like function / manual discharge dependent on the player’s preference with a 6 second stun to normalize the effectiveness vs all destroyers but I am not sure how to do this. The player could choose to fire the stun gun or shoot a regular round. However I do not have the coding skill to do this…)

    Advantages:
    *Act as a counter to counterintelligence boats of cybran.
    *A tactical vessel able to stun high value vessels in a fight impacting their DPS or acting like a lasso when they are on the retreat.
    *Makes Aoen cruiser competitive in direct combat vs Cybran cruiser but has its key strengths vs UEF and Sera cruisers.
    *Seraphim can submerge destroyers, UEF can build shield boats to counter the stun gun.

    Seraphim
    I don’t it needs changing but it could be a 2 missiles system like suggested on the UEF cruiser tracking navy units doing 500 damage a shot, (100DPS)

    Destroyers

    UEF
    Fires 12 torpedoes doing 50 damage each, very long reload cycle of 15 seconds, short range of 28, aim is to only counter t1 subs effectively.
    Max speed 5.5 to make up for the shorter turret range of aoen and cybran destroyers.
    Turret range to 65 to give a bit of advantage vs Seraphim destroyer while keeping it weaker than Cybran and Aoen destroyers and cruisers.
    Range on main guns 60-->65
    HP 8000-->7200
    Advantages:
    *The shorter range torpedoes makes the UEF destroyer a true close combat unit while maintaining the Cooper as the predominant anti-sub-unit.
    *Kills 1 sub in one salvo but takes for ever to reload.
    *Buff to range offsets reduction in HP and improves the imbalance for the main guns that has always existed.

    Cybran
    Torpedo range of 35
    Advantages:
    *Enhances T2 subs effectiveness vs Destroyers while T1 subs are still no match for it.

    Aoen
    Torpedo range of 35
    Range on main guns 70-->75
    Advantages:
    *Enhances T2 subs effectiveness vs Destroyers while T1 subs are still no match for both.

    Seraphim
    Torpedo range of 42

    Cooper
    Longest range torpedoes of 50

    T2 Subs
    Cybran
    Has stealth already but when submerged, stationary and not firing should cloak
    Torpedo range 42

    Aoen
    When submerged, stationary and not firing should have stealth and cloak
    Torpedo range 42

    Shield boat
    Is fine

    Stealth boat
    Is fine though the stealth field is tiny especially compared to that on the T3 Cybran Sonar…

    T3 Sonar
    Lower Sonarradius to 150 (passive sonar) and E to -400
    Explore if it is possible to have an active sonar which would work like a wave with a range of say 300-350 when the player clicks the active sonar button it would increase E usage (Like on T3 arties) for the duration of the emitted wave, say -1000E and optically look like the suggested chrono of Deribus. Might be a good idea to make the Sonar stationary (.I.e no movement speed) for the duration of the active sonar scan. https://forum.faforever.com/topic/1354/chrono-dampener-rework?_=1675468176661

    Seraphim does not get this feature because they always get the short end of the deal and can submerge their T2 sonar.

    T3 nuke subs
    Add the shorter range homing missile feature as mentioned for Cruisers to them and adding a secondary bombardment mode could also be introduced since UEF has 6, Cybran has 3 but I think only 2 should be used and the 3rd left for the nuke since 1 cybran missile splits 2 cybran missiles equal 8 and the damage is equivalent, Aoen has 4 missile silos +1 different looking silo for the nuke.

    T3 Missile ships
    Could have shorter ranged homing missiles for navy vessels to once more bring TMD on navy ships into play.

    Suggested range for homing missiles: 120 range, 2x3 missiles, 100dps
    As a contrast bombardment missile range is 200 (2x5 missiles)

    Mobile factories
    Carriers should get mobile factories to make them more than a buffed cruiser.

    Atlantis
    Future Battlefield pack has a version of it in which the Sams come out like seen in the original trailer but the Atlantis in that mod looks different. I believe we can do that too with the right people.

    Reverting one change from the last patch
    Cybran frigate range back to 28

    Other recommendations to enhance gameplay further:

    Torpedo bombers
    HP from 720 down to 480 or 560

    Advantages:
    *Inities become more effective and hover flak miss them since they were changed much more than before.

    Fix Sera and Aoen overshoot

    Advantages:
    *Sera and Aoen bombers cannot dive into a UEF shield boat and get 1 of their torpedos dropping inside the shield while UEF and Cybran can. Fixing their overshoot also fixes this issue.

    Nuke subs&Nuke launchers
    Nuke launchers to max range of 700 indirectly enhance Nuke subs and Sera battleships utility.

    What I would need help with to implement this if desired:

    1. The active sonar lua coding and optics.

    2. Making Auto-Toggle as seen on Cybran cruiser work on UEF cruiser and on Aoen missileship.

    3. Vision changing when submerging/emerging subs.

    4. UEF Nuke subs script fixing or Lod file fixing in blender. Hatches open weirdly.

    5. Lod file on Atlantis to have sams extend like in the Future Battlefield Pack without changing the entire look.

    6. I took me ages even with some much needed help to get the UEF cruiser’s hatches and firing sequence to work properly many years ago, but I will need to do the same kind of script work around for the UEF destroyer it seems - someone with good lua knowledge will certainly spot how to translate it from one to the other.

    7. Stopping the smoke on UEF cruisers when you cancel the firing cycle is something that would round it off even more.

    The remaining changes I believe I can do myself.

    posted in Balance Discussion •
    FAF Balance as Mod instead of base settings

    I watched the Sanctuary video that was released today and from my past of having run a mod what always bothered me was when the balance team out of the blue decided to add some feature that then would be merged into my mod because they are editing the base game (victim talk I know).
    Also this has affected all the other great mods that were created in the past such as BlackOps, Mayhem, etc.
    So since the Sanctuary guys were talking about having a base game with base settings that isn't being touched and them having the official version of the units settings as a mod, it got me thinking and I concluded that sounds like a much better implementation that we should have too on FAF.
    It is the best way to protected any contributors' work who is not creating content as part of the official FAF Teams but is creating alternative content independently.

    posted in General Discussion •
    RE: Mex ringing shortcut

    @jip said in Mex ringing shortcut:

    8281a287-caa4-44d4-a5b5-50bde5df033b-image.png

    Can we have an option so that you have to hold Ctrl or Alt or some other button of choice?
    Whenever you tell a handful of engies to go assist an upgrading mex and find another bunch of engies and want to give them to order to also assist that same upgrading mex, the game recognizes 2,3,4 assist commands on the mex and automatically assumes you want to ring it, that can get really annoying when t2 engies start t2 mass fabs while you have no storages building yet.

    posted in Game Issues and Gameplay questions •
    RE: Make SAMs weaker vs gunships and strats, but stronger vs ASF

    @blodir said in Make SAMs weaker vs gunships and strats, but stronger vs ASF:

    In order to satisfy moderation:

    Some Sort of Ethos: I've played the game since 2013 and been one of the top rated players ever since. Yay!
    Identify a Problem: SAMs disproportionally strong vs air to ground compared to ASF. SAMs make air outside of exps almost completely useless, but it's difficult to nerf them since they are already so weak vs ASF.
    Showcase the Problem: Pick an abitrary teamgame of length >30min
    Find a Solution: Make SAMs weaker vs gunships and strats, but stronger vs ASF
    Justify the Solution: SAMs can be nerfed now and you can do more stuff with air to ground as a consequence

    The issue why Sams are OP vs Gunships and to a lesser extent Strats but suck vs ASF is that Sams have AOE and Gunships move in clustered up together tight formation, strats are less clustered but still to some extent. Even if it doesnt look tight it is a tight formation, the different between 0 AOE and 0.1 AOE is that it is going to hit others Gunships that are far from the one being hit. ASF do not have this issue to the extent Gunships and strats have because the mass density of the area affected by the AOE of the Sam does not hit as many ASF in terms of resource value. Consequently Gunships have +/-6k HP, strats +/-4k HP to make up for the splash damage despite strats costing almost 2x what Gunships cost and having less DPS than Gunships.
    The only way to achieve what you want is to increase DPS on Sams and their remove AOE. At the same time you would have to change ASF HP and DPS and the same on Gunships and Strats etc.
    The following quote by you is not a solution, it is a wishlist with no clear way of how to achieve it.

    Find a Solution: Make SAMs weaker vs gunships and strats, but stronger vs ASF

    Well suffice it to say, it would require a more extensive rework of several unit settings to achieve your goal. Not impossible at all, I could certainly write up something workable that would achieve the aim but my opinion doesn't matter to the decision makers so, I guess we let them figure how whether to give Strats 5 or 6k HP and Gunships 10 or 12k HP and make Sams do 500 or 600 DPS...

    posted in Balance Discussion •
    RE: Make SAMs weaker vs gunships and strats, but stronger vs ASF

    @azraeel said in Make SAMs weaker vs gunships and strats, but stronger vs ASF:

    T3 air is so oppressive in the game. 1v1's its basically the opposite however if you get to T3 it can still get oppressive even in a 1v1. T3 Air always ins with 2 giant blobs of Air just staring at eachother.
    The single point of T3 Air being so Oppressive (not OP) that it basically eliminates ground pushes late game especially if you are down in air because the enemy can cheese it so well with bombers, gunships, mercy spam (it happened before lol), etc. It's just not fun with how Air is balanced

    Of course this is my opinion and experience.

    T3 Air also eliminates any interesting plays late game because you locked on ground because for one T3 Omni exist (needs to be NERFED HARD IMHO but thats another topic). You can't sneak anywhere on the map because the Enemy Air will just see you instantly. Maybe we should nerf ASF Speed? No, in my opinion thats like a middle nerf. You aint actually solving the problem. You are hindering it but not fixing it. ASF should have more buildtime and T3 HQ Upgrade & Supports should cost more, the Power Adj should be nerfed too.

    T3 Sams IMO is an easy fix, just revert like maybe half or third of the AoE.

    You are missing the point. There is virtually no difference between DamageRadius = 0.1 and DamageRadius = 1. I tested this years ago. I think if my memory is not failing that there is something about DamageRadius not working in decimals but only in integers.

    Besides that, as soon as you introduce splash damage in any amount, any overlapping hitboxes will magnify the damage dealt by Sams. Gunships have this stupid behaviour that if you tell them to attack anything they all fly in shift-G mode to the target, then once they reach the target they go into reverse gear, spread out and hover around the target while firing at it which clumps them up in one big blob with tons of overlapping. You wont achieve any meaningful improvement by only reducing splash damage alone, whether by half, 2/3 or even 3/4.

    Essentially why any number 'n' of gunships suck so bad vs sams is because when attacking they take up to 'n' X 'Sam DPS' which makes it equivalent to the DPS of 1 sam spiraling up towards a variable 'n'.

    Splash or no splash are the only 2 real options.

    posted in Balance Discussion •
    The nuke imbalance issue - an analysis and proposed superior solutions

    Over the past years the balance teams (past and present) have always favored increasing the cost and slowing the load speed to try and improve the balance when addressing the relative value of nukes.
    In this post I will present the nature of the imbalances and explain how adjusting different values can improve the balance.

    Issues:

    1. The Range on SMLs is extremely high while the range on SMDs is relatively low. This leads to the relative value of SMLs scaling with map size and target dispersion on the map.
    2. The Damage Radius (Inner and outer rings) is counter intuitive versus how nukes work in reality. In FAF, nukes have a large inner ring and smaller outer ring. The Inner ring doing enough damage to kill almost anything in the game while the outer ring deals very little damage to a smaller periphery around the inner ring. In reality the explosive damage by a nuke centers a high amount of damage on a smaller inner ring while the outer ring is much wider where the blast wave and radiation kills off everything living but does no explosive blast damage.
      Consequently the damage dealt by nukes is quite extensive in FAF due to the high damage radius and nukes can deal damage many fold their own cost when targeting almost any commonly observed base structures in the game. The return on investment of a landing nuke would shrink drastically with a reduced inner ring.
    3. The cost of SMLs and SMDs, nuclear and counter-nuke defence missiles can only be a fixed ratio, it cannot scale up or down with map size and target dispersion.
    4. Nukes can be used offensively and defensively to attack bases, or counter unit pushes. SMDs are only 1 trick ponies.

    The short comings of balance team's current approach:
    Increasing the cost of SMLs and load times of nukes does not address issues 1&3. It addresses to some extent issues 2&4.

    Better solutions:
    Option 1: Reducing the inner circle size to be 1) effective vs select structure (i.e. T3 Arty, game enders, highly clustered economy buildings), 2) be balanced vs select mid range value targets (i.e. core mexes at start position, smaller air grids, spaced out massfab-pgen clusters) 3) ineffective vs other lower value structures and units on the move due to less chance to hit them. Inner ring damage could be lessened to 50,000, outer ring to 1000 (that allows low HP buildings and most T1&T2 units to die. This addresses points 2,3&4 but fails on point 1.

    Option 2: Reducing range brings Nuke Subs and Nukes on battleships into relevancy on bigger navy focused maps but this does not work for big land only maps where SMLs would need to be placed closer to the enemy base. That would definitely swing the balance towards the favor of SMDs but would still be situationally dependent. It would address issues 1&3 but not 2&4.
    A range of 700-725 would appear to be approximately the correct range looking at some maps but that could vary depending on map design and probably those short coming make this option inferior to option 1.

    Proposed solution:
    Option 1 seems to be the best. It could be combined with Option 2 but it would need some more elaboration and calculations to determine the correct values and some gameplay to validate the expected improvements. Past costs increases of SML and nuclear missiles would also have to be scaled back to a more balanced ratio.

    posted in Balance Discussion •
    RE: Why are base SACU's getting a health nerf?

    The Engineering upgrade on UEF is quite cheap compared to the others but the main problem is that their is no value in making the engineering upgrade on a cost to acquired BP ratio. It is simple too expensive to pay 800 mass + Energy for 40 BP compared to the relative value of building another SACU or the other options one has to gain BP. The suggested lower BP for base and higher BP for upgraded SACU seems sound. It would need a more comprehensive valuation of base SACUs to determine precisely where one should start and how much BP relative to cost and upgrade should add, but we can speculate in this post I suppose.

    Regarding the GC vs 8 RAS SACUs scenario. The proposed changed will solve that but in a bad way. It does not address a multitude of other scenarios of what can and does happen in a game. I think that a GC with the speed advantage to outrun SACUs and superior range is not at the mercy of RAS SACUs at all but the outcome of engagements can be better balanced by increasing death explosion damage and having a higher damage radius on death for RAS SACUs since they carry an eco generative upgrade. So in my opinion they should have a higher damage radius and damage.
    Clustering up RAS SACUs in this scenario would penalize defensive use of SACUs for eco and sim city while also lessening the Risk of moving any other SACUs in on an attack. It is always annoying to have 10 Rambos and one blows up damaging the rest of the push (no matter how scattered you try to keep them) when you usually are already massively outnumbered.

    Not going to go back to earlier discussions about why RAS SACUs are OP but yeah as suggested in here too they should cost more.

    I suggest to improve the balance by doing the following:

    SACUs:

    Deathweapon: Damage Radius: 10-->3
    Deathweapon: Damage: 1000
    Build power 56-->45

    RAS Upgrade / RAS SACUs:
    Deathweapon: Damage Radius: 10
    Deathweapon: Damage: 1000-->5000

    All other Engineer Upgrade:
    Build power increase 40-->75

    UEF Engineer upgrade:
    Mass: 450
    Energy: 9000

    These are subtle changes that achieves the goal of weakening a RAS SACU Farm and enhances all other SACUs at the same time to promote more offensive use of them. I think trying to rework the whole thing is an inefficient use of time. Simpler solutions can solve the prevailing imbalances just as well without deviating too much from what people are used to.
    As mentioned the health nerf of SACUs in general will not only weaken RAS SACUs in the scenario vs a GC but will affect the effectiveness of SACUs vs T3 land units, bombers, etc. What should be avoided is turning SACUs in Fatboys, puffed up big looking paper Tigers that crumble to a multitude of relatively weak and much cheaper units.

    posted in Balance Discussion •

    Latest posts made by Evildrew

    RE: Reworked Mercy, how do you like it?

    Maybe someone can post a few replays where it has been used as area denial if that isn’t just a fictitious idea that someone dreamt up during their lunch break...

    posted in Balance Discussion •
    The Superior FAF Experience Mod

    Hello everyone,

    Many of you have been hoping FAF would get better over time and that the efforts by the Balance Team would make things better, not worse. For those of you who have squared with the disappointing reality or can't be bothered with the constant random changes and are thinking about hanging up your FAF boots for good or already have, there is a new beacon of hope shining in the mod vault that will bring forth a Superior FAF Experience that you can believe in, including crucial bugfixes, completed features, repealing many questionable changes from the past years and much more.

    To the point, I started working on my newest mod (Superior FAF Experience) about 5 months ago with some hiatus here and there. Some may call it a balance mod but it is much more. Therefore I wanted to take this opportunity to announce its publication in the mod vault and post a short overview of it.

    But first: Before I get into the details I want to point out some individuals who have made many things in the mod possible with their individual input.

    First and foremost there is DrunkenChaos who has been my closest ally from the start, who's commitment to the cause motivated me to pursue this mod in the first place and later go way beyond my initial goals. Without his coding expertise and support, there would not be this mod. Words cannot capture the full extent of the value flowing into this mod during our cooperation through this one man’s genius alone, which is why I am forced to make one up, cosplashtacious. Secondly, Psixollon's support with modeling was indispensable. Many of the standout improvements were only possible through the combination of these 2 individuals. People like Balthazar, Jip, Fichom and Hdt80bro also were very helpful, be with their input, assistance and explanations as were others every now and then in the FAF-modding-general discord, when it came to problem resolution for some of the finishing touches.
    Also many past contributors' work and accomplishments such as Exotic Retard (who’s initial work on the mobile factories in the Equilibrium mod in 2016 or 2017 laid ignored for years) and DrNuklearizer (who helped me fix the UEF cruiser hatches and other smaller things 5 years ago) are featured once more as they were in my previous mod (FA RTS).

    Second: Some may ask why is this mod necessary, couldn't we integrate its content into the current version? The answer is no and the explanation quite simple. The balance team has been changing the game to their choosing, steering it in a direction undesired by many and a very different experience from what were the original developers’ conceptions and always making sure their interests and those of their friends are prioritized when changing the game and not even properly testing things before patches go live. Some may wonder why they have this privilege in our community and what they have done to earn it, who decided they were best suited and why don't they have to compete in the market place of ideas with their mod and have exclusivity rights to the TMM and ranking system especially since their mod is an incomplete work in progress with seemingly no clear end goal or defined vision? Some may like this approach of constant random changes nerfing every legitimate strategy and promoting a very passive defensive play style in hopes it will eventually help make it so they can win more often or make their skill limitations less obvious, but not everyone wants this and not everyone buys the nonsense about balance advancements or skill expression to justify bad changes. This is why creating the Superior FAF Experience was necessary in the first place, to create an alternative that focuses on fast paced action driven gameplay where offence vs defence are more in equilibrium as well as economy vs military. Some might wonder how so much could have been done properly in such a short period of time and therefore doubt the quality based on what they have seen with patches in the past. How can SACUs have been reworked in less than half a day when the balance team still has nothing to show for after over 2 years on this topic. The answer is dedication and focus.
    So to the mod: There are 2 main aspects to the mod. Firstly, it follows an originalistic approach, meaning that the modifications are meant to be in the spirit of what is believed to be the vision of its original creators, infilling what was not completed or missing and secondly only adding enhancements where it augments the gameplay's optionality, i.e. making it more strategically diverse or improves functionality. The added features and resulting unit changes are based on a sound methodology that I do not want to get into since just about no one really will care to read it and most will rather let the product speak for itself while playing it. Listing a changelog is also futile in the light of the patches that keep coming out changing the base of comparison that most would be comparing it to. Suffice it to say, I have looked at almost every single unit in terms of ensuring they have adequate stats, factional diversity is respected where possible and identifying and resolving bugs to improve gameplay.
    Since the modifications are extensive in their numbers and not all listed here, playing this mod should be seen as exploring the game like you did the very first time you played and discovering it afresh with the beneficial advantage of knowing that it will not change radically every 3 months due to some random nobody you have never heard of complaining about how he was beat and demanding a tactic or unit to be nerfed.

    Key features (Just the tip of the iceberg):
    Complete (part 1):
    Mechanics:
    *Lazer weapons hit moving targets almost always.
    *Overcharge has a dynamic recharge time (rate of fire) based upon the HP of the unit it is being fired upon.
    *The UEF cruiser has a homing cruise missile and the bombardment missiles system autotoggle (can still be improved) + the hatches.
    *All known and identified bugs on the mobile factories were resolved:
    -The Atlantis has a mobile factory plus the sams and flak from the promotional video, plus torpedo defenses.
    -Megaliths can poop eggs on the go (all T2 and T3 units buildable).
    *The GC sucks up units and drains their HP to add part of it to its own.
    *UEF frigates have a hedgehog weapon added (depth charges).
    *The firebeetle is cloaked and stealthed while stationary.
    *All Subs have vision reduction while submerged and T1 subs also have speed reduction while under water.
    *The post overcharge jerk around of ACUs is fixed
    *Strats do shield damage plus normal damage.
    *No hoverbombing is possible.
    *No more free intel from dead planes flying into enemy bases.
    Other noticeable unit changes and balancing:
    *The T3 torpedo bomber mechanics vastly improved
    *T3 missile subs have a more useful multi muzzle missile launcher making them useful beyond nukes only.
    *T2 and T3 “tanks”' combat stats have reevaluated and adjusted where necessary.
    *SACUs are reworked to offer other options than just making RAS coms.
    *Ecoing as a strategy for sim city players is nerfed (no ctrl k advantage on T3 Mexes, increased buildtimes+buildrate on tier 3 mass yielding buildings where applicable).
    *Overcharge is nerfed through the adjustable reload time and a lower area of effect to compensate for energy cost between 5,000-20,000.
    *T2 Torpedo bombers are slower, have lower HP.
    *Cruisers have a bit more HP to make them less fragile and more useful with improved sea to sea combat stats and abilities (UEF cruise missile, Aoen stun effect on main gun).
    *The Fatboy is bigger, stronger, more expensive, can build units on the go, with a minimum range on its main guns to give it a new weak point.
    *The Aeon MML does more damage over time with the green cloud effect but deals less damage to shields, the Absolver is a T2 unit so both can complement each other.
    *The Ahwassa is smaller and has a lower DamageRadius and for its bomb with adjusted for lower crash damage.
    *All T3&T4 artillery and game-enders are more expensive and less effective.
    *T2 shields are weaker and very hard to hold with engineers.
    *The UEF battlecruiser has a cannon instead of a TMD on the front deck cannon.
    *UEF battleships have torpedoes.
    *The UEF destroyer has 10x low damage short range torpedoes per firing cycle.

    Future developments (part 2):
    The following are implementations I would like to feature in part 2 for which I just wont have the time and energy in the near future to work on. The issues are mostly understood and solutions partially work or mostly exist at the conception stage, meaning, they just need translating into code that compatibly works with other elements consistently throughout the game.
    *A TML nerf based on the overcharge mechanics splitting damage to the HP of buildings/units and applying a 20% multiple on the remainder that hits the wreck.
    *Improve handling of the UEF and Cybran cruisers dual weapon system.
    *Missile ship should have automatically toggling weapons system, 1 vs navy with homing missiles, the other the standard bombardment option.
    *Unit selection inconsistencies - A comprehensive redesign of the display of units selected since it is inconsistent and messy.
    *Splitting of submerged and emerged units of the same type.
    *T3 & T4 Artillery shells should have inner and outer ring damage.
    *Make the beetle explode in the GC's claw.
    *Unit numbers or weight on transporters impacting the transporter’s speed
    Other things that bother me and I would like to improve:
    *Proper veterancy system.
    *The walled T1 point defence issue.
    *The T3 navy rolloff issue.
    *Prevent transporters from being able to drop non amphibious units onto water.

    Bugs, issues, feedback:
    Anyone can post or message me directly on discord (Daddy_Drewsky#3551) if they find something that is broken, bugged or have issues with. I can imagine people wont find the mobile factory or know how to use it, the solution to this is simply to either hover over the unit and press 'h' or zoom out and click/double click the factory icon.

    Common issues at current and expected into the future:
    As the Development team and Balance team keep making changes (modding the base game), there will likely be issues in the future. Maybe the mod breaks completely or some features that did work break. Unfortunately, there is nothing I can do about this and my suggestion that they make their own mod so content creators like myself are saved the hassle from updating our files all the time to neutralize the bugs that get transmitted from their modifications was rejected. This is another reason why many mods that people liked to play and had a lot of work put into have disappeared.
    The mod will only be playable in custom games on FAForever. Unfortunately due to anti-competitive policies it is not available in TMM and games wont rated.

    Prospects for a better FAF experience:
    It has always been my hope to have competition and fair elections decide who leads the balance team since they claim the right to modify the game according to their preferences beyond the bounds of just balancing stats. Unfortunately that is not the case and conspiracy theories about the Russians taking over have been forwarded among other excuses to justify the oligopoly in place. As I have accepted that it wont change I have been forced to make this mod to offer an alternative and more importantly, a superior experience.
    As of today it is available to be played through the FAF mods vault yet I cannot guarantee that this will always be the case.
    My other ambition is to keep the gameplay through this mod relatively consistent over time. Users should not have to reevaluate the game every 3 months or lose strategies they enjoy because someone in a position in power does not like a legitimate tactic or strategy being used against them or the humiliation associated with getting beat by it. The list of changes in part 2 are at this time the only planned alterations, however any other bugfixes that do not alter the game but just improve it can always be added.

    Complaints and copyrights:
    I know there will be a bunch of clowns who yap a lot to gain prominence in the community and contribute next to nothing in actual value to the game with not bargaining power just like a failed crypto exchange asking why I wont released the elements of my mod into the public domain for anyone to use them. After all, they also would like to have all the good stuff for free and not have to play my mod because in the end as we know that for them it is all about control and not about making the game better for anyone but themselves. However, that is not how competition and intellectual property rights work. I do acknowledge the property rights of the contributors to my mod and to use their own contributions in their own mods or pass it on to others if they choose to do so. However I will never make available their contributions to this mod open access to anyone without their consent and since many elements of the mod is intertwined between varying contributors it is difficult to attribute wholistic parts to one person alone. Therefore the only place where players will be able to enjoy the collection of the mods components in its entirety will be by playing the mod itself.

    posted in Modding & Tools •
    RE: Redesign of the Aeon air factory

    @jip said in Redesign of the Aeon air factory:

    That is a problem yes, changing textures like that. They'd blip into view at the end

    Couldn’t we sell it as the lights being switched on at the end of the construction process and just leave the animation running with non player related neutral colors like black?

    posted in Suggestions •
    RE: Redesign of the Aeon land factory

    @jip I see yes. I guess removing one of the designs layers is what made me think they were rising. The other models still have a full circle at the base.

    posted in Suggestions •
    RE: Redesign of the Aeon land factory

    Hm, then I would suggest letting the pillars stay in the ground 😛

    posted in Suggestions •
    RE: Redesign of the Aeon land factory

    floating.png
    This is what I mean by floating. The pieces are just taken from the ground and put hanging in the air.

    posted in Suggestions •
    RE: Redesign of the Cybran land factory

    Can we add a tower for the HQ? I think generally we could make having a tower the differentiating feature between HQ and support factories if that’s possible.

    posted in Suggestions •
    RE: Redesign of the Aeon land factory

    @jip said in Redesign of the Aeon land factory:

    What floating parts are you referring to?

    Last picture of your post. It looks like part of the platform was elevated, I.e floating.

    posted in Suggestions •
    RE: Redesign of the Aeon land factory

    Those floating parts just look wrong, how about making part of the pillars blue and remove the blue color from the ring on the support factories similar to what I suggested in the aoen air factories thread?

    posted in Suggestions •
    RE: Redesign of the Aeon air factory

    How about making the platform on which units build flat for support factories and remove the faction related blue color on the ring of the platform for the support factories and put the faction related color on the pillars? That would be visually more differentiating by having size, color and shape having distinguishing features.

    posted in Suggestions •