yooo mods thats impersonation!?
Posts made by TheWeakie
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RE: Legend of the Stars 2024 Qualifier 1
If you want your 10 mex 5km maps u have your cobalt valley or willy's
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RE: Open Review of FAF Moderation
The rule about not being able to discuss specific reports is the dumbest rule in the history of faf
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RE: Setons Clutch Tourney 2024
Makes no sense for me. You fight the entire tourney as a team and in the finals ur broken up and have to face eachother?
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RE: Faf Ranking rename
I never knew that military ranks were based on a persons height
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RE: MapGen 3v3 SHOWDOWN
TheWeakie (2300)
Ctrl-K (1817)
FtxCommando (1728)Combined rating of 5845
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RE: The Billy Nuke needs to be nerfed
Don't understand how you think telebilly is strong whatsoever. Especially with the latest tele nerf it takes like 1.5 min before you can fire the 2nd missile which is enough time for everyone to build some tmd. Killed 15k mass in a core base? It still cost you 20k mass + the insane e requirements to make the telebilly. At the end of the day making tele billy defense is also around 10x as cheap as telelazer def
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RE: UI mod request, stop base ctrl+k
If you want to stop others from doing it its not a ui mod but a sim mod
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RE: Full share duplicates upgrading structures
Noticed the same issue last weekend in some games
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RE: SACU Rebalance
Okay a small 3 days later than planned but better late than never.
What i will write here is the vision that i have on where to take the sacu rebalance. Note that a lot is still up for debate and nothing is set in stone.
The global picture
So i assume everyone knows that aside from ras boys other sacu's are barely seen in the average teamgame. The reason is simple: they're just not good enough because of a multitude of issues. They cost too much mass or e, take too long to build or just have upgrades that aren't worth getting. Generally speaking sacu's are a giant untapped resource that's kind of just sitting in the game being ignored by almost everybody.
Therefore they're gonna get rebalanced so they will be worth making. The general idea is to create 3 main sacu presets for each faction. A rambo preset, a support preset (more info on this later) and an engineer preset (of course there are also other more faction specific niche presets). The rambo preset will basically work the same as the current presets do (but better balanced) while the support presets are an entirely new (mostly) preset that's meant to support big armies. The engineer preset kind of speaks for itself, but the main difference is that they will be more usefull at the front than they currently are.
The way i envision the impact of this is that in mid to lategame land armies you will see multiple sacu groups as part of the bigger army, instead of evergrowing numbers of t4's.
The details
To allow the 3 main sacu presets to exist we first need to look at the current sacu upgrades, their presets and the sacu's themselves. It is extremely important that wrong upgrades do not overlap with different presets as this might make some presets obsolete.
So first of all the base sacu's. They will be nerfed for 1 simple reason. Not because they are strong but because them existing as they do now interferes with the plan of having 3 main sacu presets. A few examples:
- The base bp of sacu's needs to be nerfed substantially to make engineer sacu's (especially at the front) ever worth it. There is currently zero use cases for an engineer sacu because rambo sacu's already have so much inherent bp on them that coupled with all the survivability upgrades they are simply that much better than engineer presets on the front. You can outbuild a single t3 gunship with a rambo sacu.
- The base hp of sacu's needs to be nerfed to give the planned support presets a possible counter: sniping them for their lower hp.
- It also makes no sense that the non rambo presets basically have the same dps as a percy when they're clearly not meant for fighting. I remember a specific game where i walked a gc into a group of 20 ras boys and i managed to kill 3 ras boys before their combined 6k dps (2.5x the gc dps) killed my gc in about 20 seconds. That kind of stuff should simply not be possible.
The base sacu will get some buffs in return although we haven't discussed the details yet. It's probably gonna be something like a cheaper mass cost and/or lower bt, but it is important to keep in mind that most likely base sacu's are always gonna be too bad to build because they try to do too much at once. The moment it is made a viable option for anything it will almost instantly become OP since it's viable to do that one thing plus has the additional benefits.
The way gateways are balanced will also be changed quite a lot. I want them to work in a similar style as factories: You have multiple of them with some adjacency. Gateways always had terrible adjacency because with it ras boys would become way too strong, so the plan is to buff the adjacency anyway to become similar to t3 land facs in efficiency, and nerf ras boys as much as it's necessary to not make them stronger.
More specific details
So the support presets are probably the most controversial but also the most exciting changes for me. 1 faction already has a set of 3 support upgrades that should work pretty well: UEF sacu's with a jamming, sensor and shield field upgrade (although obviously it needs to be rebalanced to be worth making). The other factions right now are lacking these upgrades though. We have come up with a few possible ideas but like i said at the start nothing is set in stone, so please mention it if you have a good idea. Maybe it will be used.
The current plan is for sera to get a regen field which has the same function as the current regen field on the normal acu. The plan for aeon is for them to get a chrono support acu (again similar function as the normal acu). Both of these kind of fit their faction theme since the main acu already has these upgrades. It's probably gonna be relatively hard to balance these upgrades properly since the effect can be very strong, but i believe that with enough testing it will be possible.
Cybran is by far the toughest one for me though and aside from a multitude of ideas we haven't exactly gotten many concrete ideas for them yet. A big issue is that both their sacu's and acu have a lot of niche upgrades that don't necessarily fit into a preset. Right now the only support upgrade that exists on the sacu is the sam upgrade, which is fine but nowhere near enough.
Here are a couple of ideas that we came up with/ got mentioned:
- Have a damage aura that damages enemy units (so the opposite of regen aura). You can combine it with cloak which is an almost unused upgrade to walk into enemy armies to damage them. It sounds cool but the main issue with this is that it isn't a support upgrade. That isn't necessarily the worst for cybran since they're kinda known as the aggressive faction, but it's also kinda easy to counter with spyplanes (although funnily enough you can have the sam upgrade on them as well to shoot them down)
- Have a damage aura that increases the damage of your own units that surround it. This feels kinda lame for me personally though.
- Have a speed aura since cybran is known to be the raid focussed faction. The issues with this however is that it's mostly useless in a straight fight (unlike the other support upgrades) and it won't work on a lot of maps where flanking is not really an option. It also is awkward that sacu's are very slow themselves and buffing the speed of units around you will make other units slowly leave it.
If you think you have a better idea we would be happy to see it.
All in all right now we are in the conceptual phase. We (think) we got the general idea down and will slowly start implementing these on fafbeta. Obviously a big overhaul like this needs quite a lot of testing and even then there will be no way we get it right the first time, but considering the current state of sacu's we have very little to lose imo.
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RE: SACU Rebalance
Ill try to give a thorough explanation when i got time this weekend (or u can hop on stream to ask)