Forged Alliance Forever Forged Alliance Forever Forums 2015-01-11T16:04:14+02:00 /feed.php?f=42&t=8447 2014-09-01T01:58:40+02:00 2014-09-01T01:58:40+02:00 /viewtopic.php?t=8447&p=79861#p79861 <![CDATA[Re: Ithilis (balance) wish list]]> Then Icedreamer actually properly fixed it. lol.


I do not agree with the majority of the post. Just trying to help ...

Spoiler: show

This is the third time I have written my ideas for balance out for the forum, but as past tries were locked due to it not being a balance period, I decided to try again. Most of this is explanation of ideas I've had from discussions in the past. I'm in another part of the world travelling right now, do I have no internet for answering or debating your replies, sorry.

0: LOBBY CHANGES

0.1 Nomads as the official fifth faction. Plenty of people have been working on the mod for 7 years, the balance is better cross-faction than that of the Cybrans, and although many don't like the Nomads the same can be said of the Seraphim, and I still have no problem with the Seraphim. P.S - Nomads units look great, look at them!

0.2 Team Matchmaking similar to what PilOt tried to do, but a more effective model which doesn't need to wait hours for a game. I think an easy solution is:
• The possibility to host team-matchmaking games which occur in your bracket
• Random maps from the pool but people in the lobby can see the map
• People who have not joined cannot see the map, the players, their ratings, or nationalities
• Instead they would see "Player X" in a coloured text relative to their rough rating bracket

0.3 New Avatars. The player with >50 games this month who got the highest rise in rating get their own avatar on a rolling month-by-month basis. Another avatar for the person who beat the highest relative rating player, in 1v1 and team games.

0.4 Bring back the global rating leader-board. I like to compare myself with others and know how the best players are doing. Have an indicator system showing which people have moved and how many

1: UNITS CHANGES

GENERAL

1.1 Make Air's crash damage and AOE scale according to tech level or Mass.

1.2 Reword veterancy to work via Mass cost rather than tech level, as the tech level of a unit doesn't necessarily correspond with how tough it is to destroy, or how valuable it was to the enemy, for example; Sniperbots.
Additionally, veterancy should not cause an instant HP boost, rather an increase in regeneration and maximum HP.

Units with shields have a huge disadvantage in the current veterancy system as they gain less from each level. Instead, the maximum health bonus should take into account the unit's total HP including the shield.

1.3 Submerged units should be immune to ground fire. Ground fire is stupid and breaks the balance.

1.4 T2 Submarines need a buff.
• +15% DPS, as Destroyers are sadly the game's primary anti-submarine unit
• Destroyer Torpedo range reduced from 45 to 42, apart from the Seraphim Destroyer, but only when it is submerged.

1.5 Far lower fuel capacity on Air units to bring Air Staging facilities into the core of the game, make them important, and open up deeper strategic options for Air play. Consider bringing the facility to T1 and make it a little less effective than it is now, as well as cheaper.

1.7 Introduce T3 Energy Storage.
• Size = 1
• Mass = 500
• Energy = 24000
• Time = 400
• 2000 Damage 5 AOE death explosion

1.8 Huge nerf to T2 Mobile Flack AOE from 4 to 2.5 and a price increased from 160 Mass to 200, so that there is a point to build the static version.

1.9 T3 Mobile Artillery nerf so that it doesn't outclass T2 Static Artillery so badly. The T3 should get the accuracy and damage of the static while the static gets the T3's randomness and AOE, sort of reversing the two units.

1.10 Transport buffs
• Transported units no longer visible on radar
• Units gain temporary Stealth when unloaded
• Transports pick up random units rather than all one time in a large ferry order
• Sparky Jamming should work on transports

1.11 Fix being able to see when units are upgraded when you have no current radar or visual coverage of it by giving units like Factories Stealth when being upgraded.

1.12 Shields should get upkeep cost adjacency bonuses from adjacent Power Generators.

1.13 Allow carrier units, Fatboy, and Tempest to attack and move at the same time as building things. IceDreamer tried to solve it in the past and failed, so it might be impossible. (IceDreamer - It's possible, but it's bloody messy)




Spoiler: show
2.0 AEONS
. . . . . . . . . . . . . . . .. . . .. . . .. . .

2.1 T1 submarine resource price change 360 ->320mass , 2880->2560 energy, same build time.
http://faforever.com/faf/unitsDB/unit.p ... 03,UAS0203 it is only submarine what has no direct fire canon, which means it's unfairly weaker than the others.

2.2 Czar
2.2.1 - deep charge dps change 75 -> 300 (It is totally useless)
2.2.2 - flak muzzle velocity increase 20->25 (already it never hit ASF and flak is 70% of czar AA) and decrese AOE 3->2

2.3 deep charge get small AOE effect 0->1 same as destroyer shot. [small armyboo rant from zeroAPM: depth charges explode when reaching a certain depth (duh) and torpedoes have magnetic fuzes that trigger just underneath the target but not on contact (apparently this cause more damage than a direct hit, and damage more units near as direct torpedo]

2.4 Galactic colossus buff
HP increase from 99999->100000

2.5 SACU aeons sacu is bad comparing it to the others. The other have special uses and the aeon one can use only 2/3 of it's attack upgrades.
2.5.1 Remove nano repair upgrade. Replace with chrono dampener.
price 5 000mass, 500 000e, 12 000build time -2500e drain/sec
provide +10 000HP and stun 1 sec every 5 sec on 15 area around SACU
2.5.2 Remove sacrifice system upgrade, make it default with the sacu like it is with engineers.
2.5.2.1 instead of Sacrifice get gun upgrade "Quantum accelerator"
price : 1250 mass, 36000e, 5040build time
provide: 1,75x rate of fire
2.5.0 sacu price 1950->2100 (for sacri system on sacu from start)

2.6 ACU/sacu chrono dampener
2.6.1 get price on 1750->2250 but provide +3000 HP and +20 regeneration (as T2 whiteout T2)
2.6.2 Make the chrono dampener not stun allied units. If it is not a bug but intentional, then rework this mechanism. Easy solution: wave allow only on time divisible 5

2.7 Torrent Ship buff
price 8000->7000 (like battlecruiser)
aoe 2->3 (same as T2 cruiser missile, original it was 5aoe and +25%dmg)
HP 15 000->20 000 (more like T3 navy)
2.7.1 allow build TML, max 4 missile in silo, 2HP on missile, 3 AOE
Why: The Torrent is a strong ship with a single role, to defeat base when navy is won, against everything else the torrent is useless, but for this the battleship and uef cruisers are better. Torrent is T3 navy, it is reasonable that would be superior as T2 units especially for the role the torrent has. -> better argue =look a replay with bombard base test

2.8 battleship torpedo defense
get battleship average torpedo defense, same as have T2 destroyer 2A-T every 3,8sec (other battleship have range and AA, aeons is more battle-cruiser is contact and are more often operate on range where torpedo occur)

2.9 kamikaze units (mercy) friendly fire -off
Remove friendly fire for mercy and firebeetle. Other units do not damage your units, so they shouldn't either.


. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .

3.0 UEF

3.1 Mavor buff
It needs a buff

3.2 Novax
satellite air crash dmg change 3000 -> 500 dmg (So can't kill paragon with 2 novax crash anymore)

3.3 ACU
The Nano upgrade is almost useless, compared to it's only choice (t2 upgrade) where build T2(+3000hp +35 regen +T2 -price) is mutch more better option as nano (+65regen) rework it for something comparable with T2 engy upgrade

3.4 fatboy torpedo buff
75dps->150
range 40->45

3.5 Destroyer buff
torpedo dps 30->60
torpedo range 42/45->60 (same as main canon)
AA 14,3dps ->50

3.6 battleship AA buff
4x AA 14,1dps ->50 = 200 AA dps in total (for not be like bad joke)

3.7 battlecruiser torpedo buff
20dps->80

3.8 T3 transport continental
price 1400 mass, 52500->75 000 energy, buildtime - 5250->6000
AA 4x 66->4x 24 (So it will be less effective than the AA gunship restorer)
shield dome energy 400->200 (too expensive for only 3000hp)
(changed by colonelShepard and E8400-CV notes)

. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .
4.0 NOMADS

4.1 ACU
4.1.1 remove different OC get them standard numbers
4.1.2 remove capacitor function on ACU
4.1.3 rework bombard mode to need build and pay for missiles
4.1.3.1 remove bombard mode as firing from mothership, but add rocket upgrade on acu arm, same as the rocket upgrade on sacu arm. Fire 5 missile in one salvo, with same aoe as it is now but with the need to build and pay for the missiles, like the acu tml.

4.2 field engineer recategorize for military units

4.3 Make sacu voice off by default.

4.4 T3 mobile artillery
Hp boost 800->1600
(With no mobile shield or stealth they need a better hp to survive arty battles.

4.5 T3 Leviathan submarine
Allow it to build TML like a tml launcher. Max 4 missile in silo, 2HP on missile, 3 AOE, and possibility to fire them all in one time. This makes up for the lack of a nuke sub.

4.6 scout/spy plane artilery suport
give artilery suport ability on this units too. (more versatile, and logical as on gunships only)
. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .
5.0 Seraphim

5.1 T4 bomber
Fix the non dropping of bombs.
5.1.1 get him 2 flare every 4sec as has nomads T4 transport, and as was on aeons T3 bomber in past.

5.2 4th experimental
Seraphim have only 3 experimentals, in the campaign they have a jamming crystal, what was pretty annoying for opponents. Use this for a Seraphim defensive experimental structure.
Price: 10 000mass, and plenty of energy (-3000/sec energy)
Effects: massive jamming as like the campaign jamming and +20% of hp allied units on range (Unsure of range of jamming)
(Use sera acu regeneration field as a base so that cannot stack this hp boost)
(Seraphim would have 4th experimental, and some good defensive structure as they do not have total nothing special on T3)

5.3 T3 tank torpedo
remove torpedo and replace with anti-torpedo 1anti torp every 10sec

5.4 T3 subs AA nerf
AA 200->100 (subs is primary counter from air, they can not have excellent AA)

5.5 batleship AA buff
2x14,55AA->2x50AA
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.0 CYBRAN

6.1.0 Wagner torpedo
remove and replace with anti-torpedo defense 1 anti torpedo every 20sec
6.1.1 Brick torpedo
remove and replace with anti-torpedo in sumar 2 anti-torpedos every 15sec
6.1.2 monkylord torpedo
remove and replace with solid anti-torpedo 4 A-T every 3,8second

6.2 battleship AA/torpedo buff
AA 60->180
torpedo remove (To remove bug when dont fire when fire torpedoes) and replace with medium 2A-T every 4 sec

6.3 kamikaze units (fire beetle) friendly fire -off
Remove friendly fire for mercy and firebeetle. Other units do not damage your units, so they shouldn't either.

Statistics: Posted by Gorton — 01 Sep 2014, 01:58


]]>
2015-01-11T16:04:14+02:00 2014-08-31T17:20:40+02:00 /viewtopic.php?t=8447&p=79843#p79843 <![CDATA[Ithilis (balance) wish list]]>
Spoiler: show
This is thirth time very similar post, what was locked in past, and sayed me that i would bring it back when balance period start. Alredy i think balance period was started and is in progres, so i decide (and apofenas write me- ) to bring it here again, Under this topic was some discusion with explanation and etc, and mostly all was born in long discusion Already in im another parth of world on traveling and have no internet for arguing and joining for discusion.
So gl with reading, and love all people
_________________________________________________________________________

All time when i playing i have many ideas what can be different, and better as it is. Mostly it is cosmetic change, somewhere it is more radical, in some time i can be extreme miss a point.. This im doing for very long time it is go out of my mind spontaneously and how time go i forgot plenty of this tweak ideas.

so i decide make my forum post about all what i think would be one time changed, i dont require it have be change, but at least I put it here and if some balance change period occur someone who would do it can bring inspiration here.

I would glad to see your arguments why yes and why not on individual point, but your negative opinion probably dont change to be it on this wish list.


I integrate here most of suggestion from uber post
Spoiler: show
http://forums.faforever.com/forums//viewtopic.php?f=2&t=9044
about what we see unbalance and want to change.
You can take it as inspiration, for what can be make better, and from my point of view how.

This would be very, extreme long post with everything what get on my mind about faf, so when you are interest only about something scrol it down : ) I would try to update it by time...
__________________________________________________________________________________________________________

0.LOBBY CHANGES :

0.1 nomads as official 5th fraction - plenty of people work on this mod for 7 year, actually are better cross fraction balance as are cybrans, not all must like it, but not all like serafin (as I) and I still have no problem play against serafin. Ps: nomads units now loos great! look on them

0.3 avatar valuation
- player with more than 50 games who on this month get most rating rise get avatar about it this avatar lose when next month dont would have most rating rise again.
- player who beat most higher rating difference get avatar (1v1)
- player in team who beat most higher rating differences get a avatar (all in team must have at least 50 games)

0.4 give back leader-board with global rating as was in past. I was likely to compare with others, and know how best players are going on with rating
0.4.1 on leader-board get shift indicator every week, which will show how many position jump on witch direction

0.5 add game condition where units after defeat dont explode but change to neutral
Spoiler: show
http://forums.faforever.com/forums//viewtopic.php?f=42&t=8898

__________________________________________________________________________________________________________

1 UNITS CHANGE

- - - - - - - - - - -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

GENERAL

1.1 air crash dmg change
on more logical value, for example UEF T3 transport continental who is big like cow take crash damage same like T1 interceptor, that is crazy.
For it i make this formula:

T1 scout 25dmg 0,5aoe,
T1 interceptor 50 dmg 0,5aoe
T1 bomber 100 dmg aoe 1.5
T1 gunship 100dmg aoe 1
T1 transport 100dmg aoe 1,5
T2 = T1 x 2dmg/aoe (mercy, corsar... = bomber)
T3 = T2x2 = T1 x 4dmg/aoe

1.2 veterancy system rework viewtopic.php?f=42&t=9118
veterancy point get not by tech level of destroying units, but depend of mass cost of that unit. Is big difference destroy scout and frigate/battleship.

1.2.1 veteranc point get on 2% mass cost of destroying units and 1% on experimental units.
Example: kill a striker 56x0.02 = 1.12 veterancy point; kill T2 heavy tank 200x0.02 = 4 point; kill T1 Land Scout 8x0.02 = 0.16 point, T2 = destroyer 2250x0.02 = 45 points; T4 GC = 27500x0.01 = 275point
Reason: only tech level of units dont show difficulty to destroy concrete unit. mass value does.

1.2.2 not instant heal after receiving veterancy level
veteran level get bonus maximum HP, and bonus regeneration. regeneration bonus increase on cca 140% as is now.
regeneration schedule:
Spoiler: show
T1: +1/2/3/4/5 ->+3/4/5/6/7
T2: +2/4/6/8/10 ->+6/8/10/12/14
T3: +3/6/9/12/15 ->+9/12/15/18/21
T4: +10/20/30/40/50 ->+15/30/45/60/75
naval units:
T1N: +1/2/3/4/5 -> +3/6/9/12/15
T2N: +5/10/15/20/25 -> +5/10/15/20/25
T3N: +5/10/15/20/25 -> +7/14/21/28/35

Experimental units/building start with regeneration
experimental building/air +25hp/sec
experimetnal Land/naval +15hp/sec
non-experimetnal building +3/6/9 (add as react on IceDreamer argue about friendly air territory advantage)

Reasult: No regeneration and regeneration bonus (after veteran level up) differences on same class units depend on fraction as it is now. And remove regeneration bonus chaos on naval and some another units. (T1 naval have veteran regen as T1 units, T2 have as total different tech units, and T3 have same as T2, on land it is more simply and predictable, but we have plenty of exemption which have no sense) More clear, more simply and more logical system.
http://faforever.com/faf/unitsDB/unit.p ... 01,XSA0402
http://faforever.com/faf/unitsDB/unit.p ... 01,UEL0401


1.2.3 units with shield have small-big disadvantage after receiving veterancy. for this reason get them on same value as are units whiteout shield. For advantage what is going from shield they pay energy, dont let them pay for same things twice.
This is most radical see on fatboy, who is not cheaper units, but on vet level get only +1250hp where simply Percival for half kills receive +930hp, and GC for similar price get +10 000 HP
= units with shield receive more hp depend on how many % of they total armor is shield. but i would be same as other units
example: fatboy have 12500hp+20000shield = 32500 on vet receive + 3250hp instead of 1250 as it is now.
example2: obsidian have 1250+1500shield = +275HP on vet instead of +125 as it is now. look on sera Isvahor, same cost, but receive 2x more hp on vet for total no reason.

1.3 submerged units
all submerged units float on seabed, for not be possible ground-fire submerge units in deep water, especially HARM tempest and submarine, it break balance and it is stupid.
1.3.1 Ground fire aoe on submerged units reduce on half
1.3.2 ground fire dmg on submerged units reduce on half

1.4 T2submarine buff (version of hawkei subs mod)
+10%dps
submarines are nearly useless, destroyer is better choice as submarine sadly on primary submarine role too.
1.4.1 all submarine would have stealth (drain 10t1-20t2-50t3e)
1.4.2 cybran t2 and all strategic submarines have stealth and cloak which is active onyl when not move/fire drain 20t2 and 150e
1.4.3 all boat except frigate cruiser and carrier would have underwater sight lowered on 35, frigate cruiser, carrier and subs would have underwater sing bigger.
1.4.4 cybran baracuda +1torp def every 20sec



1.4.1. destroyers aiming buff
destroer main canon muzzle velocity buff 30->40 (to be more precies)


1.5 NEW lower AIR fuel capacity
Spoiler: show
T1 ---------------------------- T2-------------T3
scout - 8,20m -> 4m/--- -> ----/16,40->10m
interceptor - 5m -> 3m/8,20->4m/16,40->5m
bomber - 6,40m -> 4m/8,20->5m/16,40->6m
gunship - 5m -> 4m/6,40->5m/13,20->6m
torp bomber --- -> ---/ 10,00->6m/20,00->12m
torp gunship- --- ->---/10,00->6m/--- -> -----
transport - 13,20m -> 6m/13,20->7m/13,20->8m
Why: supreme have deep mechanic about fuel on air units, but quantity of fuel is so hight so it mean nearly nothing, this will bring air staging facility back to game and open more deep tactics.


1.6 NEW T1 air staging facility
- recategorize this building from T2 to T1 or (better) bring lower T1 air staging facility from some mode where exist, and is not so effective as T2

1.7 NEW T3 Energy storage
size 1, price 500mass 24000e build time 400, 2000 death explosion on 5 range
provide +20 000e storage, and possibility to link with E plant with 250% bonus when is full storage on all side.
[i](on past was remove storage function on factory because want to make OC more interesting, but on this reason we have plenty mass stored and nearly none storage energy. This building bring more stored energy back, dont break early OC balance, and bring T3 power-plant building with storage, as we see on mass fabricators. T3Pgen build with 16T3storage = 8000 mass +3240 = 11240 provide 6250energy and 320000 stored energy with 40 000death explosion instead of 7240mass what provide 3250e and 64000 stored energy with 20 000death explosion)

1.8 mobile flak nerf -static comparison
Aoe 4->2,5
price 160->200 / or static 400->300
(already is total no reason build static flak, mobile is many time better as 2,5x more expensive static, this make him better balance, and push player to build static on our territory and mobile would be still mass effective against air)

1.9 mobile T3 artillery nerf - static comparison
price 800->1000
firing randomness and AOE exchange with T2 static, get static much more accurate, with more splash, and bigger range and dmg. Mobile be would be mobile and cheaper, that is him strong advantage
(T3 mobile is much better choice as is T2 static, and as a bonus is 2x cheaper, and can move)

uber post 1.9.1 T2 static artilery change for upgradable model ->
Spoiler: show
http://forums.faforever.com/forums/viewtopic.php?f=42&t=7270&hilit=static+artilery

- cost half mass/e and 2/3 build time, but have only 85 range
- upgradable for same price as it cost now for get full stats and fraction divesrsibility + better accurancy as now via 1.9

1.10 Transport buff
1.10.1 units on transport will not be visible on radar, only transport would be visible on radar.
get loaded units temporally stealth
1.10.2 transport get random units, not one type units (no more 6scouts on one transport)
1.10.3 allow sparky jamming work on transport, same as labs and cybran stealth

1.11 upgrading building unfair intel
when enemy upgrade building, with some bug i can see on map that this building A) doesn't exist now B) is upgraded.
i do nothing for get this information.
how to fix this: get personal stealth for building while upgrading.

1.12 Shield energy adjustable bonus - static artillery comparison
when is shield adjustable with pgen get energy discount. give same % of is energy cost differences as bonus on shield regeneration and recharge ratio. (artillery have same function today)

1.13 carrier units + fatboy + tempest
allow them build and make diferent action (attack/move) in one time, for be posible build units and attack, or build units and move (as harbringer can reclaim and attack on one time)
probably imposible code it on neat way :/, IceDreamer try solve it in past

NEW 1.14 carries units experimental buff (discutable)
1.14.1 decreas buildpower of carrier units to numbers as T3 factory (not ower use as fastrory as it is today)
1.14.2 some number of air units in carrier units/staging facilities active range (different via units type) take in area around carrier temporaly personal shield with 50% hp of units and 3% of shield streanght as energy comsumption.
- Shield got refresh each time when units go inside carrier refuel/reshield.
- shield go out for 10% each second when fly out of range from carrier
- shield have no self regeneration
- air unit would have new toggle for automatick reschield when shield go out.

example:
Spoiler: show
torpedo bomber inside T3 carrier. have 800 hp, after geting out have +400shield and consume 12energy


1.15 Experimental units get 3x of build time
Spoiler: show
Vee wrote:
Experimentals have too low build time. For example a Soul Ripper has the build time of ~4 bricks, but it costs as much as ~27 bricks. I don't like the fact that the main strength of experimentals is their low build time. Exp is currently a "help!! all my mexes are t3 and my mass is going to overflow and I have no factories" easy fix solution. Experimentals should get about the same build time per mass as other units. This will likely make them too weak, so if that is changed then they should be made stronger too to rebalance them, and so that they become REAL experimentals, not things that die to 7 percies.

Spoiler: show
GC now is as 32 harb, in mass cost. but in build time its as 5,7harb (crazy!) after this GC would be as 17 harb in build time = half time for exp units as similar number of T3 tanks.


uber post 1.16 about how to better balance T1-T2-T3 phases together to dont be lower class so obsolate, ideas?
1.16.1 T2 factory upgrade 20% less mass and energy cost, but +20% build time
in finally go T2 is slithery less risky because drain 40% less mass and e per sec. for price dont have one factory longer time out of units production.

1.17 integrate Domino˙s target priority mod ->
Spoiler: show
http://forums.faforever.com/forums//viewtopic.php?f=2&t=5866&hilit=domino+target+priority+mod


Uber post 1.18 T1 bomber reload time nerf 4s -> 8s
its cca 80% of time when bomber make circle, and it disallow hover bombing what is exploit via unlogical low reload time
1.18.2 T3 bomber reload time 5s->10s

1.19 Repair rework -> apofenas idea
for 50% of mass and 100% energy as is need for build same percentage of missing health.

1.20 support units move with another units after atack order
- get suport units (shield, AA) 0 invisible dmg, with 25-40 range
/viewtopic.php?f=42&t=8758

1.21 LAB strong buff
+50hp (+20for sera)
+9dps (+7for sera)
-2/4range
allow them have same role as have raiding T2 hover units or T3 fast bots. Not total ussles after 2minute.
viewtopic.php?f=42&t=9139

1.22 AIR balance change
Air is too fast what mean is too static because ASF can be in moment everywhere, any gunship haras, any transport is not posible. + early strat is crazy effective and in most of situation win a game because is countered only with ASF or SAMs. Another problem is that air AA units can shoot only on front, what mean air micro is crazy important much more as number of units.
Spoiler: show
1.22.1 slow air speed
T1 speed
scout 20
int 15
bomber 10
transport 10
gunship 12
T2 speed
topr bomber 15
mercy 10
gunships 12
transport 15
t2 bomber 15
swift winds 18->17
T3 on speed change
scout 30 ->25
ASF 25->19 !
bomber 17->15 !!
torp bomber 20->15
gunship 10->12
transport 15
T4
Czar 8->10
SR 8->10
satelite 6->10
Ahwasa 20->15!!


1.22.1 t3bomeber hp nerf
-1000hp in general =>2700-3000hp from 3700-4000hp

1.22.2 allow all AA air fire backwarth as can tanks, or UEF bomber - this denny necessity of air micro discusable

__________________________________________________________________________________

2.0 AEONS
. . . . . . . . . . . . . . . .. . . .. . . .. . .

2.1 T1 submarine resource price change 360 ->320mass , 2880->2560 energy, same build time.
http://faforever.com/faf/unitsDB/unit.p ... 03,UAS0203 it is only submarine what has no direct fire canon, what mean is unfairly weaker as others.

2.2 Czar -> 223-224 discusable
2.2.1 - deep charge dps change 75 -> 300, aoe 1,5->3 (already it is total useless function)
2.2.2 - flak muzzle velocity increase 20->25 (already it never hit ASF and flak is 70% of czar AA) and decrease dps 960 ->640 AOE 3->1,5 (huge AA nerf)
2.2.3 - main beam dps nerf for 3330->2000 (40% less) aoe 4->6 better against army
2.2.4 - czar get personal shield for 42 000 with 50 regen rate and 300s recharge rate and 2000e energy consumption

Czar would have similar surviability as soul ripper, similar dps against land units, czar would have 40% less AA, but 50% more shield hp, and with new carrier shield ability would work much more as flying carrier as fat mercy.

2.3 deep charge get small AOE effect 0->1 same as destroyer shot. [small armyboo rant from zeroAPM: depth charges explode when reaching a certain depth (duh) and torpedoes have magnetic fuzes that trigger just underneath the target but not on contact (apparently this cause more damage than a direct hit, and damage more units near as direct torpedo]

2.4 Galactic colossus hard buf
HP increas 99999->100000 (easier math)

2.5 SACU aeons sacu is sux with comparing with others, dont have nothing special as others have, and can use only 2/3 upgrade place for attacks upgrade
2.5.1 nano repair remove, instead of it get small chrono dumper
price 5 000mass, 500 000e, 12 000build time -2500e drain/sec
provide +10 000HP and stun 1,5sec every 5 sec on 20area around SACU
2.5.2 sacrifice system upgrade remove, get it sacu as natural function (same as on aeon engineers)
2.5.2.1 instead of sacri get gun upgrade "Quantrum accelerator"
price : 1250 mass, 36000e, 5040build time
provide: 1,75x rate of fire
2.5.0 sacu price 1950->2100 (for sarci system on sacu from start)

2.6 ACU/sacu chronodumper -> viewtopic.php?f=42&t=8447&p=79843#p79843
2.6.1 get price on 1750->2500 but provide +5000 HP and +20 regeneration (as T2 whiteout T2)
2.6.2 remove bug where chronodumper stun allies units as enemy units. If it is not bug but intention, then rework this mechanism for not so stupid model. Easy solution: wave allow only on time divisible 5 already done

2.7 Torent Ship buff
price 8000->7000 (like battlecruiser)
aoe 2->3 (same as T2 cruiser missile, original it was 5aoe and +25%dmg)
HP 15 000->20 000 (more like T3 navy)
2.7.1 allow build TML, max 4 missile in silo, 2HP on missile, 3 AOE
Why: torrent is strong ship, but have only one role, defeat base when enemy navy is down, against everything else is torrent useless, but on this role is already battleship better, also as UEF cruiser is on this role better. Torrent is T3 navy is reasonable that would be superior as T2 units especially one only one role what torrent have, what already isnt. -> better argue =look a replay with bombard base test

2.8 battleship torpedo defense
get battleship average torpedo defense, same as have T2 destroyer 2A-T every 3,8sec (other battleship have range and AA, aeons is more battle-cruiser is contact and are more often operate on range where torpedo occur)

2.9 kamikadze units (mercy) freindly fire -off
take mercy/fire beetle no friendlly fire for owner units, make it as each other units, is absoluthly no reason, for one units (gunship,tanks,pd, etc..) dont fire on owner units, and other (mercy, fire beetle) damage owner units. Remove it

2.10 T1 bomber EMP buff
EMP time 4sec instead of 2
EMP aoe 6 instead of 4
Spoiler: show
(its same ability as on medusa, but medusa EMP is ussfeul shimmer emp is ussles, because its low time, and bomber is 10time more rare as medusa, shrimmer pay for EMP 50dmg differences as is sera bomber, and take nearly nothing, this is about have usefull stun strategy with bomber)


2.11 Absolver range 75-80
for dont must abuse ground fire against T3 pd under shield

2.12 T1 frigate buff (already most expensive and worst)
- mass 290->280
- dps 2x28-> 2x32

2.13 T1 AA boad buff (ussles units crapy comparion with frigate and land AA)
- hp 750->800 (alive T2 torp bomber pass)
- AA 35-> 50 (same as T1 interceptor)

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3.0 UEF

3.1 Mavor buff
doesnt matter how, but is need buf

3.2 Novax
satellite air crash dmg change 3000 -> 500 dmg (for no more paragon kill with 2 novax crash through shields)

3.3 ACU upgrade
3.3.1 give on nano upgrade +3000HP
same as on T2 where have extremely useless nano repair, where build 2x cheaper T2(+3000hp +35 regen +T2 -price) is mutch more better option as nano (+65regen only)
3.3.2 Billi upgrade buff. biger damage on outring and some another kind of buff

3.4 fatboy torpedo buff
75dps->150
range 40->45

3.5 Destroer AA buff
AA 14,3dps ->50

3.6 battleship AA buff
4x AA 14,1dps ->50 = 200 AA dps in total (for not be like bad joke)

3.7 battlecruiser torpedo buff
20dps->80

3.8 T3 transport continental
price 1400 mass, 52500->75 000 energy, buildtime - 5250->6000
AA 4x 66->4x 24 (for be less effective AA as AA gunship restorer)
shield dome energy 400->200 (too expensive for only 3000hp)
(changed by colonelShepard and E8400-CV notes)

uber post 3.9 mongoos buff
speed 3,6->3,2
gattling muzzle 25->30
granade muzzle 12,8-> 15

3.10 ACU TML nerf
minimal range 5-> 15

3.11 SACU dps nerf
energy accelerator rof 2,5-> 2,0 => that mean rambo sacu dps nerf 750->600

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4.0 NOMADS

4.1 ACU
4.1.1 remove different OC get them standard numbers
4.1.2 remove capacitor function on ACU - or get it as acu upgrade with more simply version
4.1.2.1 give acu standard numbers for dps, not 93,75 but 100dps
4.1.3 rework bombard mode to need build and pay for missiles
4.1.3.1 remove bombard mode as firing from mother ship, but add rocket upgrade on acu arm, same as is rocket upgrade on sacu arm. Fire 5 missile in one salve, with same aoe as is now, but with neednes to build and pay for this missiles. as play other acu with tml on back

4.2 field engineer recategorize for military units

4.5 T3 Leviathan submarine
allow build TML, max 4 missile in silo, 2HP on missile, 3 AOE, and possibility to fire them all in one time (different kind of sniping, as respons for no nuke submarine)

4.6 land scout/scout/spy plane -artilery suport
give artilery suport ability on this units too. (more versatile, and logical as on gunships only)
Spoiler: show
http://forums.faforever.com/forums//viewtopic.php?f=16&t=8692&start=10


4.7 radar/sonar - rework radar boost ability to posible turned on off and get on that time more energy consume, and stay on bigger range until not turn off.

4.9.1 get sacu normal explosion/reclaim as other fraction.


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5.0 SERAFINS

5.1 T4 bomber Ahwasa
fix bomb bug, when bomber dont want to drop a bomb
5.1.1 get him 2 flare every 4sec as has nomads T4 transport, and as was on aeons T3 bomber in past.
5.1.2 price 48 000 -> 52 000 mass
5.1.3 rof 5s->10/15s no more hover bombing.

NEW 5.2 4th experimental
serafins have only 3 experimental, on campaign thay have jamming crystal, what was pretty anoing for oponnets. Upgrade this crystal and make it as serafin defensive experimental structures.
Price: 10 000mass, and plenty of energy (-3000/sec energy)
provide: massive jamming as was on campaign and +20% of hp allied units on range(im not sure how big range that jamming have) (+need solve problem for not allow multiply this effect on same range, multiple sera acu with regeneration field have not multiply problem, so probably solving would be same)
(serafin would have 4th experimental, and some good defensive structure what they dont have total nothing special on T3)

5.3 T3 tank torpedo
remove torpedo and replace with anti-torpedo 1anti torp every 10sec

5.4 T3 subs AA nerf
AA 200->100 (subs is primary counter from air, then can not have excellent AA)

5.5 batleship AA buff
2x14,55AA->2x50AA

Uber post 5.6 ACU Tml upgrade
- minimal range for tml 5->15

5.7 Yenzee speed nerf
4,3-> on water 3,7
rof change 200 for 4sec to 150 for 3sec -> stronger against land

5.8 Outhum buff
200 dps on low range weapon
200 dps on long range weapon
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6.0 CYBRAN

6.1.0 Wagner torpedo
remove and replace with anti-torpedo defense 1 anti torpedo every 20sec
6.1.1 Brick torpedo
remove and replace with anti-torpedo in sumar 2 anti-torpedos every 15sec
6.1.2 monkylord torpedo
remove and replace with solid anti-torpedo 4 A-T every 3,8second

6.2 battleship AA/torpedo buff
AA 60->180
torpedo remove (what avoid bug when dont fire when fire toprpedos) and replace with medium 2A-T every 4 sec

6.3 kamikadze units (fire beetle) freindly fire -off
take mercy/fire beetle no friendlly fire for owner units, make it as each other units, is absoluthly no reason, for one units (gunship,tanks,pd, etc..) dont fire on owner units, and other (mercy, fire beetle) damage owner units. Remove it

uber post 6.4 TML missile cost nerf
180mass -> 225mass its 25% more expensive missile for be much more ussefull as others

6.4 Hoplite buff
speed 3,6->3,2
muzzle velocity 15->25
hit much more easier need less micro

Statistics: Posted by Ithilis_Quo — 31 Aug 2014, 17:20


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