Mercy. They are completely ineffective in the current balance because they are very easy to shoot down. Change – increase HP and increase speed
I've heard this argument back when they dealt 2400 single-target damage and had 10 hp, and it never made sense back then, and doesnt make sense now. Mercy is incredibly good in current form, as its MASSIVE 7.5 splash, low cost, low buildtime and relatively high speed allows you to make 1 or 2 of them very early on in the game without setting you back on t3 hq timings/mex count, and destroy your opponent. Even one mercy sent to pretty much any player can absolutely devastate their eco and ruin their day, wiping out dozens of pgens, engineers, leaving no reclaim, and locking air factories from producing anything for 10 seconds. They are so good that it is rare for me now to not build a few mercies from an air slot, even if i know that they have a high probability of not getting through.
Some numbers:
- Mavor has 7 splash, and op cybran strats used to have 7 splash that allowed them to kill 4 mexes in 1 bomb on a large amount of maps
- 2 corsairs/nothas cost nearly 2x energy, mass and take exactly twice as long to build as 2 mercies (4800 bt, which is 40% of a t3 hq), often not even being worth it unless killing a few mexes and a pgen, which can happen, but from my experience is about as rare as a mercy getting through.
- Giving mercies even a small speed increase of 0,5 will make them as fast as stingers, and 1,5 will make them as fast as t2 transports, that are notoriously known to be impossible to catch with ints in time without perfect micro.
Absolver. Too small a specialisation. Change: - add an EMP weapon. And include the option to switch between two firing modes: against shields/EMP.
The unit is very good as-is. It makes seraphim snipers obsolete against aeon, crushes mobile shields, renders uef acu/rambo sacus impossible to use, and blows up any t2 shield bunker in seconds if paired with snipers and mobile artillery.
Giving it EMP will straight up break the balance, allowing a single aeon double range acu with 5 absolvers to instakill mobile shields, stun any t3 units and sacus, and then farm them for free with overcharge.
Czar. The least effective air exp in the current balance. Changes – decreased cost and increased speed
As previous posters have said, czar is perfectly balanced. In my opinion, it is generally the best air experimental to build when the air sitaution is roughly equal, as it has a massive vision/radar radius paired with the highest range AA in the game (120 with 1000 dps), as well as some epic 2000 dps flak and a 30k hp shield that regens 240/292 hp per second, outperforming soulripper's measly 75 hp/s regen. I've probably seen dozens of games where a czar helped one team to win air, got to kill the enemy air grid, regen it's shield back to full and become basically like new, killing 100000 more mass worth of random buildings. An ahwassa could never achieve that without an already established air dominance and careful micro.
It's main laser weapon is also not that bad, and is actually way better than ahwassa's bomb on single targets/smaller armies, capable of killing a gc in only 30 seconds.
Titan. Poor unit in terms of value for money. The Loyalist easily defeats the Titan in 1v1, 5v5, 10v10 matches, and so on. At the same time, the Loyalist has unique abilities (EMP Weapon, Tactical Missile Deflection) and does not use energy. The Titan is also very weak against other T3 units. Change – increase speed or increase damage
While titans are weaker than loyalists in direct combat (so are bricks compared to percivals tbh), they excel in their primary use cases of being a destroyer of t1 slop/raider. The 700 hp shield with recharge rate of 15 seconds allows titans to engage a bunch of slop, or a pd, kill it, and regain 22,5% of its hp back in no time. Titans also have the luxury of mobile shields that loyas simply do not have.
Spearhead. Huge DPS for a low cost. Change - increase the cost, reduce the speed
Spearheads are definitely overtuned, but i'd just bring their hp down to ~1000 to be in line with t3 arty, and increase mass cost by 100-200, because their current damage/mass ratio is surreal(240 dps for 400 mass). I even had to cancel a 95% acu shield upgrade today because of a spearhead rightclick — if i waited for 5 more seconds for it to finish, i'd die at 99,99%.
Novax. It is dangerous because it allows you to switch quickly between different targets. Change - increase the cost and/or reduce the initial speed of the satellite (that the satellite progressively increases speed)
IMO its pretty balanced as-is, but most people seem to hate it, so i dont mind a nerf or a complete rework into an intel unit with an addition of a brand new uef air experimental.
Othuum. They are less agile than their rivals. Change - increase the turn rate
Yes, and also nerf it's main cannon dps in exchange for some range. For some reason they require 6th sense and 100% situational awareness to use, you MUST only attack when the opponent moved his units forward and looked away, or else you lose 50% of your othuums by the time they get in range of enemy bricks/percies/harbs.
Cybran
Stealth, stealth, stealth. Cybran units are good even without stealth, but with stealth they become far too powerful. If the enemy army has AA, you’ll need to carry out a stream-scout with T1 air factories to counter it. In most cases, one air factory is not enough for this, and you will need two, three or more factories for stream-scout. And with a hypothetical 100 income, you’ll be forced to spend 12–20 mass and 120-240 energy just to see the enemy army (10–20% of your economy) . That’s far too much
Deceiver. Change - increase energy for stealth drain by 2 times
Beetle. Change - increase energy drain for stealth by 2 times
Barracuda. Change - increase energy drain for stealth by 1.5 times
Mermaid. Change - increase energy drain for stealth by 1.5 times, remove the anti-torpedo (in fact, they have the most powerful anti-torpedoes in the game)
Gemini. Change - increase energy drain for stealth by 2 times
Revenant. Change - increase energy drain for stealth by 2 times
Wailer. Change - increase energy drain for stealth by 2 times
Soul Ripper. Change - increase energy drain for stealth by 2 times
Outside of navy, stealth is not that big of a problem, but i agree that the energy drain is comically low on some units.
’d like to make a separate comment regarding the Paragon and the discussion about nerf (you can read more here: https://github.com/FAForever/fa/pull/7131). I have discussed this with different high-ranked players and almost everyone against such a strong nerf
Paragon currently is outstandingly strong, to the point that it will still be the best game ender if you nerf its cost to 300k and mass gain to 3k. As farms said, its the only thing in the game that allows you to easily win with minimal effort from 25% of map control. And when i say minimal - i mean MINIMAL. For some reason people seem to think like it's hard to queue a line of t3 factories, build infinite t3 engineers from them, assist 1 t3 shield on your paragon, and then queue a line of smds, salvations, czars, and most importantly new paragons, that pretty much hard counter any nuke/arty/air attack/land attack/teleport your opponent can attempt on their limited mass supply.
I myself have won countless of games with a paragon, and the only times i had to tryhard is when the enemy also had a paragon. The rest of them i treat kinda like sandbox games, doing whatever, building millions of air/land units and throwing them at the enemy.
Example: https://youtu.be/P0e9BPX0Tck?si=DXjIdGJfn7NAKaqW&t=3772
Any change to the paragon that makes it share/overflow mass is incredibly busted and should definitely not be implemented, that's equivalent to giving mavor 4 barrels instead of 1, each one individually controlled by a different teammate and dealing 1/2 of its original damage on hit.







of the players do not have similiar usernames that are abusing I's and l's, and you can punish them just by comparing two names: one in the report, one in the game that was reported.




