Balance patch 3696 Feedback Thread

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Re: Balance patch 3696 Feedback Thread

Postby JaggedAppliance » 30 Mar 2018, 00:46

A new version has been released: http://content.faforever.com/patchnotes/3696.html

Cybran carrier targeting is fixed, ED4 is now buildable by units with T3 engineering, Beetles have been reworked for use within armies, Shieldboat stacking is nerfed with more overspill damage and selens no longer drain energy when invisible.
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Re: Balance patch 3696 Feedback Thread

Postby ThomasHiatt » 30 Mar 2018, 06:12

Beetles are insane with those stats + they now explode and do damage even when they are killed. They 1 shot pillars so you can just run some beetles into an army of pillars and completely destroy it.
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Re: Balance patch 3696 Feedback Thread

Postby Plasma_Wolf » 30 Mar 2018, 11:02

The Ravager is in the changelog twice. In the first, it's stated that build time went from 1500 to 1800, in the second that it went from 1800 to 2000.
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Re: Balance patch 3696 Feedback Thread

Postby Ithilis_Quo » 30 Mar 2018, 11:12

it go in Equilibrium way, even more as equlibrium, and... do it in non systematic horible style. gl to balance it somehow diferent after yeras... Using numbers like 14,3 or 1640 is imposible for everyone to remember and use i in game.

Veterancy rework was in style to make more sipmlyfy model, that is fair. But this with how much? 15 - 20 ? exception is horible. eq veterancy have 3 rule and work perfect, this have about 15 and work perfect?

harbringer shield upkeep, why should aeon main T3 units be so expensive? count mass invest into energy upkeep harbringer cost 914mass instead of 840 to outhum, are harbs that better? Shield is in most situation nearly no benefit at all. Also by stoped by T1 PD is big nerf, that ok game can calcul with it and call it faction design, but that price with this nerf is jast nach.

loyalist is too weak compare to titan.

T2 transport nearly no used unit and nerf? there was big nerf when add eq code that create wreack also with units inside, and now it not only deliver mass its also easier to stop and harder to build. Transport should not show blips of units inside then it will be fair nerf.

ravenger is too strong. will see it like 4 mouts later when will nerf it, same as now change selen and uef nano that was warning about year in past...:)
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Re: Balance patch 3696 Feedback Thread

Postby Exotic_Retard » 30 Mar 2018, 11:26

yeah you know when you work hard to maintain some semblance of sanity and stuff in a mod, and then your partner in crime who hasnt done anything for months runs in and starts talking crazy shit, and youre too late to stop him?


insert complaints about terrible balance and how 50% of this patch was in eq all along anyway, but better or something ect ect
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Re: Balance patch 3696 Feedback Thread

Postby foodlfg » 30 Mar 2018, 13:06

What is the relationship between FAF beta and Equlibrium?

Equlibrium
Fixes existing issues
Increases strategic diversity
All units are useful

These are what FAF beta should represent too, right?
Why do we need both? ^^'
 
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Re: Balance patch 3696 Feedback Thread

Postby Farmsletje » 30 Mar 2018, 14:08

The main difference is that EQ has been made by 1300's ( ͡° ͜ʖ ͡°)
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Re: Balance patch 3696 Feedback Thread

Postby Wesmania » 30 Mar 2018, 22:50

ATM Equilibrium serves at the "development" branch of balance it seems, and I don't mind this. Most people just want to play the damn game, and prefer the balance not to change every two weeks. There are things Equilibrium gets wrong anyway.

As for beetles, since when do Cybrans need yet another anti-army weapon at T2? Hoplites + stealth or rhinos do the job well enough already. Beetles serve to fill the void left by low capacity transports and low DPS atillery - Cybran T1 arty drops are much less effective than other factions', and they can use beetles to compensate.
It used to be possible to beetlesnipe a T2 mex and suck up the mass immediately, but now beetles overkill T2 mexes and pgens to the point of leaving almost no mass at all. How about reducing beetle cost to 200 and damage to 2-2.5k? We could even nerf HP and AoE at that point, if we really want to, or keep the 2 clamp restriction if we're still paranoid about beetles being used for free ACU kills.
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Re: Balance patch 3696 Feedback Thread

Postby Ithilis_Quo » 30 Mar 2018, 22:56

Oh dear farm, not even talk that rating aka game skill have not deep conection to game analitics (what you think what rating was chris taylor, or Mavor when create the game?) the creator of equilibrium on time when was crete was 1900s so not your argument is stupid, its also ivalid.

And as you see this is post about feedback, and i will bet that thinks that i mention there will be changed in futere, as in this patch was chaneged thinks that i mention year in past in similar feedback. Get it time, it will happend. you (and balnce team) will see.
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Re: Balance patch 3696 Feedback Thread

Postby FtXCommando » 31 Mar 2018, 01:54

Ithilis_Quo wrote:Oh dear farm, not even talk that rating aka game skill have not deep conection to game analitics (what you think what rating was chris taylor, or Mavor when create the game?)

Kind of a bad example on your part considering we're in a balance thread 10 years after ya boi Taylor made this game trying to fix the game's shit.

Ithilis_Quo wrote: the creator of equilibrium on time when was crete was 1900s so not your argument is stupid, its also ivalid.

Confirmed proof that 2012 pros can't stand up to 2018 pros?

Ithilis_Quo wrote:T2 transport nearly no used unit and nerf?

?????????????????????????????????

Will try to mess around with the beetles and see what the deal is with them. I still think titans are monster units and really need to be toned down.
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