Forged Alliance Forever Forums
Moderators: FtXCommando, Ze Dogfather
The patch 3629 is now online.
This is the first release candidate : If you see any problem, please report it as soon as possible in the forums.
Replays might break during the release candidate period.
<h1>Changelog</h1>
<h2><span style="text-decoration: underline;">FA Game lobby</span></h2>
Changes will come later this month.
<h2><span style="text-decoration: underline;">New feature</span></h2>
SCU presets with already upgraded SCU in Quantum Gateways (costs of the upgrades are added to the costs of the SCU).
<h2><span style="text-decoration: underline;">Bug fixes (and small tweaks)</span></h2>
<ul>
<li>Fixed an <strong>exploit</strong> that allowed to<strong> duplicate infinite amount of buildings for free</strong> (drag & dropping when rebuilding from a wreck).</li>
<li><strong>Cybran t2 and t3</strong> <strong>engineers</strong> hp fixed.</li>
<li><strong>Fireball explosion</strong> is now red instead of green</li>
<li>Fixed <strong>Cybran SMD</strong> buildtime.</li>
<li><strong>Czar</strong> central target bone removed to prevent the killing of ASF to be too easy with the laser ground firing</li>
<li>Additionally, <strong>Czar</strong> beam does only 25% of its damages to ASF so they are not insta-killed anymore.</li>
<li>Fixed <strong>UEF TMD projectiles</strong> dieing too soon to kill Tactical missiles launched from ACU; weapon unpacks = false (from true)</li>
<li>Several <strong>Beam weapons</strong> small improvements from Shadowknight mod (not all) : They are dealing their damages more "smoothly".</li>
<li><strong> Sera t2 point defense</strong> : 550 damage (from 660) due to buff to the beam weapon it received (= 137.5 DPS from 165 but will sweep through several units until it deals its full 550 damages = less overkill).</li>
<li><strong>Tempest</strong> muzzle velocity reverted to 28 to prevent it to shoot over small targets like mass extractors.</li>
<li><strong>Firebeetle</strong> : turn rate increased to 160 (from 120), turn radius increased to 4 (from 3) = small improvement to their handling.</li>
<li><strong>Rover</strong> buildradius = 8 to fix issue where it would not finish the buildings it started to build.</li>
<li><strong>ASF</strong> : can't shoot rove; special resistance to Czar beam</li>
<li><strong>Aeon and Sera ASF</strong> now shoot only one projectile instead of 3 dealing same DP.</li>
<li><strong>Cybran ASF</strong> shoot 2 instead of 4, to reduce lag caused by high numbers of ASF. Fires 2 missiles instead of 4, has 1725 hp instead of 1700</li>
<li><strong>Aeon and Sera ASF</strong> firing tolerance = 2 (from 0).</li>
<li><strong>UEF ASF</strong> HP = 1800 (from 1850).</li>
<li><strong>Seraphim ASF</strong> hp = 1775 (from 1800) ; target check interval adjusted to 0.5 (default = 0.3).</li>
<li>Fix for <strong>sera t2 artillery</strong> : pitch range = 90 (from 80).</li>
<li>Fix for<strong> cybran strat sub</strong> stealth not working for sonar.</li>
<li><strong>Better animations of walking bots</strong> : Mongoose, Titan, Brick, Aeon Sniper, Percival.</li>
<li><strong>Out of fuel</strong> speed penalty reduced to 65% from 75% to ease the possibility to go back to a air staging when far away (and t1 bombers won't drop two times on the same target due to too low speed).</li>
<li>Fix bp for<strong> cybran t2 air support factory</strong> so that they don't have weird colour when zoomed out.</li>
<li><strong>T2 and t3 engineers</strong> price reduction : t2 = 140 mass, 700 energy, 700 buildtime (from 160, 840, 800) ; t3 = 440 mass, 2200 energy, 2200 buildtime (from 490, 3150, 2100)</li>
<li><strong>reduced speed at which Sera engineers go out of air factory</strong> (still faster than original but not crazy fast anymore, speed similar to Aeon).They already have the best bomber and have fobo on water maps, they don't need to have better air factory too.</li>
<li><strong>T1 bombers small tweaks to increase drop chances</strong>: turn speed and combat turn speed = 0.75 and 0.8 for UEF (from 0.7), lift factor = 10 (from 7).</li>
<li>Fixed bug where<strong> bombers targetting a wreck</strong> wouldn't be able to drop anymore (by Brute51).</li>
<li><strong>Janus</strong> won't scorch the earth anymore when bombing a shield.</li>
<li><strong>Sparky</strong> added to Air and naval factories.</li>
<li>New great <strong>looking fx for teleport abilities</strong>, custom for each faction, also with a specific sound (by Brute 51).</li>
<li><strong> Teleportation</strong> now deals only 100 damages to nearby units and structures in a small radius (don't kill t1 engineers anymore)</li>
<li>Transfer of a part of the damages to nearby <strong>shield</strong> refactored (by Brute51) to prevent <strong>resonance effect</strong> (first shields hit don't take more damages than the damages dealt by the weapon) ; overlapping damages dealt reverted to 15%.</li>
<li>Fix <strong>Cybran build drone bug</strong> / exploit (by Brute51)</li>
<li>DifferentialUpgradeCostCalculation = true, in units/ZAB9602/ZAB9602_unit.bp</li>
</ul>
<h2><span style="text-decoration: underline;"> Balance changes</span></h2>
<h3><strong><span style="text-decoration: underline;">Structures and weapons</span></strong></h3>
<ul>
<li><strong>Cybran splitted missiles</strong> speed reduced to 15 (from 25), acceleration reduced to 6 (from 25).</li>
<li><strong>Static flaks</strong> buffs with faction diversity.
<ol>
<li><span style="text-decoration: underline;">one projectile at a time = more range, precise and more frontloaded, less Area Of Effect:</span>
<ol>
<li><strong>UEF</strong>
<ul>
<li>slightly more damage : 125 (from 102).</li>
<li>slightly less AOE : 3.5 (from 4)</li>
<li>faster muzzle velocity : 25 (from 20)</li>
<li>slower rate of fire = 1.25 (from 1.5)</li>
<li>slightly longer range : 50 (from 44)</li>
<li>better accuracy : firing randomness = 2 (from 2.5)</li>
</ul>
</li>
<li><strong>Aeon</strong>
<ul>
<li>less aoe (3)</li>
<li>much faster projectile (muzzle velocity = 30)</li>
<li>better accuracy : firing randomness = 1.5 (from 2.5)</li>
<li>longer range : 50 (from 44)</li>
</ul>
</li>
</ol>
</li>
<li><span style="text-decoration: underline;">Several projectiles at once, less front-loaded, cover more aerial space:</span>
<ol>
<li><strong>Cybran</strong>:
<ul>
<li>Still slow projectile (20)</li>
<li>bigger AOE : 5 (from 4)</li>
<li>and very inaccurate (sweeps the sky) firing randomness : 4 (from 2.5)</li>
</ul>
</li>
<li><strong>Seraphim</strong> :
<ul>
<li>2 projectiles at once.</li>
<li>less AOE : 3 (from 4)</li>
<li>slightly faster projectile (25 from 20)</li>
<li>50 damages (from 53)</li>
<li>1.5 rate of fire (from 1.25)</li>
<li>Inaccuracy remains the same.</li>
</ul>
</li>
</ol>
</li>
</ol>
</li>
</ul>
<h3><span style="text-decoration: underline;"><strong>Land units:</strong></span></h3>
<h4><strong><span style="text-decoration: underline;">ACUs</span></strong></h4>
<ul>
<li><strong>Sera ACU restoration field 1</strong>
<ul>
<li>: adds 1000 HP to ACU health</li>
<li>2% hp regen (from 0.5), but capped at 15 (from 75)</li>
</ul>
</li>
<li><strong>Sera ACU Rapid Restoration field</strong>
<ul>
<li>name changed to Advanced Restoration Field</li>
<li>1500 more HP to ACU health</li>
<li>adds 10% hp to units nearby, as it used to do.</li>
</ul>
</li>
</ul>
<h4><strong><span style="text-decoration: underline;">t1 land</span></strong></h4>
<ul>
<li><strong>Aurora</strong>:
<ul>
<li>speed = 2.9 (from 3.1) ;</li>
<li>firingrandomness while moving = 0.6 (from 0). It's a very small randomness and only when the auroras move, they will still hit most of the time but this gives a chance to tanks to survive longer. This value can be adjusted to make auroras not as efficient when retreating, and same when they are still.</li>
</ul>
</li>
<li><strong>Medusa</strong>:
<ul>
<li>stun duration for t2 units reduced to 2 seconds (from 3)</li>
<li>reload time increased to 6 seconds (from 5)</li>
<li>damages increased to 230 (from 195)</li>
<li>roughly same DPS (38.33 instead of 39).</li>
</ul>
</li>
<li><strong>Lobo</strong> :
<ul>
<li>damages reduced to 400 (from 480)</li>
<li>rate of fire reduced to 8.33 seconds (from 10) for same DPS (48)</li>
</ul>
</li>
<li><strong>T1 mobile AA</strong> vision radius increased to 20 (from 18)</li>
</ul>
<h4><strong><span style="text-decoration: underline;">t2 land</span></strong></h4>
<ul>
<li><strong>Mongoose</strong> :
<ul>
<li>slower turn speed = 90 (from 150) but faster turret turn speed to 80 (from 50) on his weapons,</li>
<li>firing tolerance increased to 1 (from 0.1) ;</li>
<li>grenade weapon adjusted :</li>
<li>50 damage (from 65),</li>
<li>rate of fire = 0.15 (from 0.1) = 30 DPS (from 26),</li>
<li>firing randomness increased to 2.5 (from 2),</li>
<li>pitch range increased to 55 so that it can shoot to its fullest range.</li>
</ul>
</li>
<li><strong>Ilshavoh</strong> Veterancy nerf : threshold = 10 (from 9).</li>
</ul>
<h4><span style="text-decoration: underline;"><strong>t3 land</strong></span></h4>
<ul>
<li><strong>Aeon sniper</strong> :
<ul>
<li>damage = 950 (from 1350)</li>
<li>reload = 7 seconds (from 10)</li>
<li>same DPS</li>
<li>firing randomness on the move slightly reduced to 0.75 (from 0.8)</li>
<li>firing tolerance = 0 (from 2)</li>
</ul>
</li>
<li><strong>Seraphim sniper</strong> :
<ul>
<li>damage = 580 (from 775)</li>
<li>reload = 5 seconds (from 6.7)</li>
<li>firing randomness on the move slightly reduced to 0.75 (from 0.8)</li>
<li>firing tolerance = 0 (from 2)</li>
<li>sniper mode = 2000 damages (from 2800)</li>
<li>reload = 14.5 seconds (from 20)</li>
<li>firing randomness while moving in this mode = 0.6 (from 0.8) because speed is reduced greatly.</li>
</ul>
</li>
</ul>
<h4><strong><span style="text-decoration: underline;">SCUs</span></strong></h4>
<ul>
<li><strong>veterancy</strong> adjusted to 25/50/75/100/125 (from 20/50/90/140/200).</li>
<li><strong>SCU engineering upgrade</strong> cost adjusted to 800 mass from 1000 (also fixes wrong Aeon SCU cost) and buildtime = 4200 (from 5040).</li>
<li><strong>UEF SCU drone</strong> : mass cost changed to 380 (from 480), buildrate = 35 (from 20).</li>
<li><strong>UEF SCU bubble shields</strong> now considered a mobile shield (like shield boat) and will suffer from overlapping.</li>
</ul>
<h3><span style="text-decoration: underline;"><strong>Air units</strong></span></h3>
<h4><span style="text-decoration: underline;"><strong>T1 air</strong></span></h4>
<ul>
<li> <strong>Scorcher</strong> (UEF t1 bomber) :
<ul>
<li>4 bombs with 3 AOE (instead of 5 with 2.5 AOE),</li>
<li>more spread out bombs, each deals 47.5 damages frontloaded + 10*4 = 40 damages over 1.5 seconds = 350 total (it will never deal 350 damages except on factories, max amount on units and small structures is 267.5) ;</li>
<li>turn speed = 0.8 (from 0.7)</li>
<li>break off distance = 26 (from 18).</li>
</ul>
</li>
<li> <strong>Jester</strong> :
<ul>
<li>range buff : 20 (from 16) = fix to the fact that they stop shooting when attacking moving targets / are on attack move order) ;</li>
<li>veterancy nerf : threshold increased to 5 (from 3).</li>
</ul>
</li>
</ul>
<h4><span style="text-decoration: underline;"><strong>T2 air</strong></span></h4>
<ul>
<li><strong>UEF Janus</strong> :
<ul>
<li>ground weapon range increased to 60 (from 45)</li>
<li>lift factor = 10 (from 7) to increase chances of dropping</li>
<li>deals half his damages on impact and the rest over time (instead of all damages over time)</li>
</ul>
</li>
<li><strong>Sera Fighter/Bomber</strong> :
<ul>
<li>ground weapon range increased to 60 (from 45).</li>
<li>lift factor = 10 (from 7) to increase chances of dropping.</li>
</ul>
</li>
<li><strong>Corsair</strong> :
<ul>
<li>anti-ground weapon range reduced to 40 (from 45) so that it doesn't completely out-range mobile flaks and is able to kill them without suffering any damage.</li>
</ul>
</li>
</ul>
<h4><span style="text-decoration: underline;"><strong>T3 Air </strong></span></h4>
<ul>
<li><strong>Heavy Gunships</strong> :
<ul>
<li>speed + 2</li>
<li>cost and DPS roughly cut by around 25%</li>
</ul>
</li>
<li><strong>Wailer</strong> :
<ul>
<li>maxairspeed = 10 (from 8)</li>
<li>1260 mass cost</li>
<li>6400 buildtime</li>
<li>42000 energy (from 52500)</li>
<li>weapon damage = 140 (from 150)</li>
<li>rate of fire = 1.6 (from 2) = 224 DPS (from 300)</li>
</ul>
</li>
<li><strong>Broadsword</strong> :
<ul>
<li>maxairspeed = 10 (from 8),</li>
<li>1260 mass cost</li>
<li>6000 buildtime</li>
<li>42000 energy (from 52500)</li>
<li>anti ground weapon damage = 90 (from 100)</li>
<li>rate of fire = 2.5 (from 3) = 225 DPS (from 300)</li>
<li>anti air weapon damage = 8 (from 2) = 12 DPS (from 3).</li>
</ul>
</li>
<li><strong>Restorers</strong> :
<ul>
<li>buildtime = 6000 (from 4800).</li>
<li>Health = 6000 (from 6500).</li>
<li>Veterancy threshold adjusted to 15 xp (from 18).</li>
</ul>
</li>
</ul>
<h4><strong><span style="text-decoration: underline;">T4 Air</span></strong></h4>
<ul>
<li> <strong>Soul Ripper</strong> : Veterancy adjusted to 80/160/240/320/400 (from 60/120/180/240/300)</li>
</ul>
<h3><span style="text-decoration: underline;"><strong>Naval changes</strong></span></h3>
<h4><span style="text-decoration: underline;"><strong>T1 Naval</strong></span></h4>
<ul>
<li><strong>Frigates</strong> : veterancy threshold reduced to 6 xp (from 8)</li>
<li><strong>UEF and Cybran frigates</strong> damages adjusted to be more efficient against Zhtuee :
<ul>
<li>UEF
<ul>
<li>85 damages (from 140)</li>
<li>0.588 rate of fire (from 0.35).</li>
</ul>
</li>
<li>Cybran
<ul>
<li>45 damages (from 40), rate of fire = 1.36 (from 1.53)</li>
<li>DPS is unchanged.</li>
</ul>
</li>
</ul>
</li>
</ul>
<h4><span style="text-decoration: underline;"><strong>T2 naval</strong></span></h4>
<ul>
<li><strong>Seraphim Destroyer :</strong>
<ul>
<li>more DPS for the front gun (125 from 105) and less for the rear one (65 from 95)</li>
<li>turret yaw range = 120 (from 140)</li>
<li>turret yaw speed = 60 (from 90)</li>
<li>attack angle = 70 (from 60)</li>
<li>It will be slightly less efficient when micro-ed.</li>
</ul>
</li>
</ul>
<h4><span style="text-decoration: underline;"><strong>T3 Naval</strong></span></h4>
<ul>
<li><strong>t3 strategic subs</strong> : range of tac missiles = 256 (from 175) = same as a land tactical missile. This will expand the sniping potential of these units
<ul>
<li>mass cost : -1000 (same as a Sera battleship = 9000)</li>
<li>nuke inner ring damage = 22 000 (from 25 000)</li>
<li>nuke outter ring damage = 3000 (from 500). This allows their nuke to damage units that escaped the inner ring to be at least damaged for real (500 is nothing for naval units).</li>
</ul>
</li>
<li><strong> Seraphim t3 sub</strong>:
<ul>
<li>size y = 0.9 (from 0.8) = slightly higher hitbox to ensure riptides and surface weapons can hit them normally while they are surfaced ;</li>
<li>torpedo range = 65 (from 70),</li>
<li>AA DPS = 200 (from 240) ;</li>
<li>Health = 4000 (from 4500).</li>
</ul>
</li>
<li><strong>Cybran and Seraphim aircraft carriers</strong> can now build gunships and regular bombers.</li>
</ul>
<h4><span style="text-decoration: underline;"><strong>T4 naval</strong></span></h4>
<ul>
<li> <strong>Tempest</strong> :
<ul>
<li>Torpedo changed with Depth charge</li>
<li>damage = 350 (from 235)</li>
<li>rate of fire = 0.2 (from 0.25)</li>
<li>DPS = 420 (from 352).</li>
</ul>
</li>
<li>2 Atlantis and their equivalent mass cost in t3 sera sub still win convincingly, but the Tempest can now put up a fight even when submerged.</li>
</ul>
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
The patch 3629 is now online.
This is the first release candidate: If you see any problem, please report it as soon as possible in the forums and we will try to fix it.
Replays might break during the release candidate period.
<h1>Changelog</h1>
<h2><span style="text-decoration: underline;">FA Game lobby</span></h2>
Changes will come later this month.
<h2><span style="text-decoration: underline;">New feature</span></h2>
SCU presets with already upgraded SCUs buildable from Quantum Gateways (The costs of the upgrades are added to the cost of the SCU base).
<h2><span style="text-decoration: underline;">Bug fixes and small tweaks</span></h2>
<ul>
<li>Fixed an <strong>exploit</strong> that allowed to<strong> duplicate infinite amount of buildings for free</strong> (Drag & dropping when rebuilding from a wreck).</li>
<li><strong>Cybran T2 and T3 Engineers</strong> HP fixed.</li>
<li><strong>Fireball explosion</strong> is now red instead of green.</li>
<li><strong>Cybran SMD</strong> BuildTime fixed.</li>
<li><strong>Czar</strong> central target bone removed to reduce the likelihood of ASFs flying right through the beam and being roasted.</li>
<li><strong>Czar</strong> beam weapon has a 75% Damage reduction against ASFs so they are not insta-killed any more when they do fly right through the beam.</li>
<li><strong>UEF TMD Projectiles</strong> fixed. They were dying too soon to kill Tactical Missiles launched from ACUs - Weapon Unpacks = false (From true).</li>
<li>Several <strong>Beam weapons</strong> - Small improvements from ShadowKnight's mod (Not all) to make them deal damage more "Smoothly" and change targets more efficiently.</li>
<li><strong> Sera T2 Point Defense</strong> - 550 damage (From 660) due to beam weapon changes amounting to a buff (137.5 DPS from 165, but will sweep through several units until it deals its full 550 Damage meaning less overkill).</li>
<li><strong>Tempest</strong> MuzzleVelocity reverted to 28 to prevent it to shoot over small targets like mass extractors.</li>
<li><strong>Firebeetle</strong> TurnRate increased to 160 (From 120) and TurnRadius increased to 4 (From 3) for a small handling improvement.</li>
<li><strong>Rover</strong> BuildRadius = 8 to fix an issue where it would not finish the buildings it started to build.</li>
<li><strong>ASFs</strong> can't shoot Rovers (Prevents them being used to kill Shields and Base Structures late game VS UEF). Special 75% resistance to Czar beam.</li>
<li><strong>ASF Projectiles</strong> <strong>Aeon</strong> and <strong>Seraphim</strong> now shoot 1 projectile instead of 3, and have FiringTolerance = 2 (Don't need to line up totally to fire, the same as the others). <strong>Cybran</strong> shoots 2 instead of 4. DPS is unchanged (This greatly lowers lag caused by large ASF battles).</li>
<li><strong>ASF HP</strong> changed because the projectile adjustments impacted balance. This corrects it again. <strong>UEF</strong> = 1800 (From 1850). <strong>Cybran</strong> = 1725 (From 1700). <strong>Seraphim</strong> = 1775 (From 1800)</li>
<li><strong>Seraphim ASF</strong> TargetCheckInterval adjusted to 0.5 (From 0.3).</li>
<li><strong>Seraphim T2 Artillery</strong> PitchRange = 90 (From 80) to fix it not being able to fire to maximum range.</li>
<li><strong>Cybran Strategic Missile Submarine</strong> Stealth now hides it from Sonar too.</li>
<li><strong>Better animations for walking bots</strong> - Mongoose, Titan, Brick, Aeon Sniperbot, Percival.</li>
<li><strong>Out of fuel</strong> speed penalty reduced to 65% from 75% to increase the possibility of reaching Air Staging when far away (Also, T1 Bombers won't drop two times on the same target due to too low speed).</li>
<li><strong>Cybran T2 Air Support Factory</strong> no longer has a weird colour when zoomed out.</li>
<li><strong>T2 and T3 Engineer</strong> price reduction. T2 = 140 Mass/700 Energy/700 BuildTime (From 160/840/800). T3 = 440 Mass/2200 Energy/2200 BuildTime (From 490/3150/2100).</li>
<li><strong>Seraphim Air Factory</strong> overall Engineer production rate reduced via rolloff time (It is still faster than the original but not crazy fast any more, speed similar to Aeon). They already have the best Bomber and have Fobo on water maps, they don't need to have better Air Factory too.</li>
<li><strong>T1 Bomber drop chance increased</strong> - TurnSpeed and CombatTurnSpeed = 0.75, 0.8 for UEF (From 0.7). LiftFactor = 10 (From 7).</li>
<li><strong> Bombers targeting a wreck</strong> are no longer permanently prevented from firing (By Brute51).</li>
<li><strong>Janus</strong> won't scorch the earth any more when bombing a Shield.</li>
<li><strong>Sparky</strong> added to Air and Naval factories.</li>
<li><strong>Teleport</strong> has brand new visual and audio effects (By Brute 51).</li>
<li><strong>Teleportation</strong> now deals only 100 Damage to nearby Units and Structures in a small radius (Doesn't kill T1 Engineers any more).</li>
<li><strong>Shield Stacking</strong> Damage overflow and transfer refactored (By Brute51) to prevent <strong>Resonance Effect</strong> (First Shields hit no longer take more Damages than the Damage dealt by the weapon in the first place). Overlapping Damage dealt = 15%.</li>
<li><strong>Cybran build drone bug/exploit fixed</strong> (By Brute51).</li>
<li>DifferentialUpgradeCostCalculation = true, in units/ZAB9602/ZAB9602_unit.bp</li>
</ul>
<h2><span style="text-decoration: underline;">Balance Changes</span></h2>
<h3><strong><span style="text-decoration: underline;">Structures and Weapons</span></strong></h3>
<ul>
<li><strong>Cybran TML Split Projectiles</strong> Speed = 15 (From 25). Acceleration = 6 (From 25).</li>
<li><strong>Static Flak</strong> buffed with faction diversity in mind.
<ol>
<li><span style="text-decoration: underline;">One Projectile at a time = more Range, Better accuracy, more Frontloaded, less Area Of Effect</span>
<ol>
<li><strong>UEF</strong>
<ul>
<li>Damage = 125 (From 102)</li>
<li>AOE = 3.5 (From 4)</li>
<li>MuzzleVelocity = 25 (From 20)</li>
<li>RateOfFire = 1.25 (From 1.5)</li>
<li>Range = 50 (From 44)</li>
<li>FiringRandomness = 2 (From 2.5)</li>
</ul>
</li>
<li><strong>Aeon</strong>
<ul>
<li>AOE = 3</li>
<li>MuzzleVelocity = 30</li>
<li>FiringRandomness = 1.5 (From 2.5)</li>
<li>Range = 50 (From 44)</li>
</ul>
</li>
</ol>
</li>
<li><span style="text-decoration: underline;">Several Projectiles at once = less Frontloaded but covers more aerial space</span>
<ol>
<li><strong>Cybran</strong>:
<ul>
<li>MuzzleVelocity = 20</li>
<li>AOE = 5 (From 4)</li>
<li>FiringRandomness = 4 (From 2.5)</li>
</ul>
</li>
<li><strong>Seraphim</strong> :
<ul>
<li>2 Projectiles at once.</li>
<li>AOE = 3 (From 4)</li>
<li>MuzzleVelocity = 25 (From 20)</li>
<li>Damage = 50 (From 53)</li>
<li>RateOfFire = 1.5 (From 1.25)</li>
</ul>
</li>
</ol>
</li>
</ol>
</li>
</ul>
<h3><span style="text-decoration: underline;"><strong>Land Units:</strong></span></h3>
<h4><strong><span style="text-decoration: underline;">ACUs</span></strong></h4>
<ul>
<li><strong>Seraphim ACU Restoration Field 1</strong>
<ul>
<li>Adds 1000 HP to ACU</li>
<li>2% HP Regeneration (From 0.5), but capped at 15 (From 75)</li>
</ul>
</li>
<li><strong>Sera ACU Rapid Restoration Field</strong>
<ul>
<li>Name changed to Advanced Restoration Field</li>
<li>Adds 1500 more HP to ACU</li>
<li>Adds 10% HP to units nearby, as it used to do.</li>
</ul>
</li>
</ul>
<h4><strong><span style="text-decoration: underline;">T1 Land</span></strong></h4>
<ul>
<li><strong>Aurora</strong>
<ul>
<li>Speed = 2.9 (From 3.1) ;</li>
<li>FiringRandomnessWhileMoving = 0.6 (From 0). It's a very small randomness and only when the Auroras move. They will still hit most of the time but this gives a chance for other tanks to survive longer. This value can be adjusted to make Auroras not as efficient when retreating, but good when they are still.</li>
</ul>
</li>
<li><strong>Medusa</strong>
<ul>
<li>Stun duration for T2 units = 2 seconds (From 3)</li>
<li>Reload time = 6 seconds (From 5)</li>
<li>Damage = 230 (From 195)</li>
<li>Roughly the same DPS (38.33 instead of 39)</li>
</ul>
</li>
<li><strong>Lobo</strong>
<ul>
<li>Damage = 400 (From 480)</li>
<li>Reloads every 8.33 seconds (from 10) for the same DPS (48)</li>
</ul>
</li>
<li><strong>T1 Mobile AA</strong>
<ul>
<li>Vision Radius = 20 (From 18)</li>
</ul>
</li>
<h4><strong><span style="text-decoration: underline;">T2 Land</span></strong></h4>
<ul>
<li><strong>Mongoose</strong>
<ul>
<li>TurnSpeed = 90 (From 150). TurretTurnSpeed = 80 (From 50). This means the unit tracks and targets enemy units better</li>
<li>FiringTolerance = 1 (From 0.1)</li>
<li>Grenade Weapon adjusted:</li>
<li>Damage = 50 (From 65)</li>
<li>RateOfFire = 0.15 (From 0.1) for 30 DPS (From 26),</li>
<li>FiringRandomness = 2.5 (From 2),</li>
<li>PitchRange = 55 so that it can shoot to its fullest range.</li>
</ul>
</li>
<li><strong>Ilshavoh</strong>
<ul>
<li>Veterancy Nerf: Threshold = 10 (From 9).</li>
</ul>
</li>
<h4><span style="text-decoration: underline;"><strong>T3 Land</strong></span></h4>
<ul>
<li><strong>Aeon Sniper</strong>
<ul>
<li>Damage = 950 (From 1350)</li>
<li>Reload = 7 seconds (From 10)</li>
<li>DPS unchanged</li>
<li>FiringRandomnessWhileMoving = 0.75 (From 0.8)</li>
<li>FiringTolerance = 0 (From 2)</li>
</ul>
</li>
<li><strong>Seraphim Sniper</strong>
<ul>
<li>Damage = 580 (From 775)</li>
<li>Reload = 5 seconds (From 6.7)</li>
<li>FiringRandomnessWhileMoving = 0.75 (from 0.8)</li>
<li>FiringTolerance = 0 (from 2)</li>
<li>Sniper Mode = 2000 Damage (From 2800)</li>
<li>Reload = 14.5 seconds (From 20)</li>
<li>FiringRandomnessWhileMoving = 0.6 (from 0.8) because Speed is reduced greatly</li>
</ul>
</li>
</ul>
<h4><strong><span style="text-decoration: underline;">SCUs</span></strong></h4>
<ul>
<li><strong>Veterancy</strong> adjusted to 25/50/75/100/125 (From 20/50/90/140/200)</li>
<li><strong>SCU Engineering Upgrade</strong> cost = 800 Mass (From 1000). BuildTime = 4200 (From 5040). Also fixes Aeon SCU having the wrong cost</li>
<li><strong>UEF SCU Drone</strong> Mass = 380 (From 480). BuildRate = 35 (From 20)</li>
<li><strong>UEF SCU Bubble Shields</strong> now considered a Mobile Shield (Like Shield Boat) and will suffer from overlapping</li>
</ul>
<h3><span style="text-decoration: underline;"><strong>Air Units</strong></span></h3>
<h4><span style="text-decoration: underline;"><strong>T1 Air</strong></span></h4>
<ul>
<li> <strong>Scorcher</strong> (UEF T1 Bomber)
<ul>
<li>4 Bombs with 3 AOE (Instead of 5 with 2.5 AOE)</li>
<li>Bombs are more spread out, and each deals 47.5 Damage instantly + 10*4 = 40 damages over 1.5 seconds = 350 total (It will never deal 350 Damage except on Factories. The maximum amount on Units and small Structures is 267.5)</li>
<li>TurnSpeed = 0.8 (From 0.7)</li>
<li>BreakOffDistance = 26 (From 18)</li>
</ul>
</li>
<li> <strong>Jester</strong>
<ul>
<li>Range = 20 (From 16). This fixes the fact that they stop shooting when attacking moving targets or are on Attack-Move orders)</li>
<li>Veterancy nerf: Threshold = 5 (From 3)</li>
</ul>
</li>
</ul>
<h4><span style="text-decoration: underline;"><strong>T2 Air</strong></span></h4>
<ul>
<li><strong>Janus</strong>
<ul>
<li>Ground weapon Range = 60 (From 45)</li>
<li>LiftFactor = 10 (From 7) to increase the chance of dropping</li>
<li>Deals half its Damage instantly and the rest over time (Instead of all Damage being dealt over time)</li>
</ul>
</li>
<li><strong>Seraphim Fighter/Bomber</strong>
<ul>
<li>Ground weapon Range = 60 (From 45).</li>
<li>LiftFactor = 10 (From 7) to increase the chance of dropping.</li>
</ul>
</li>
<li><strong>Corsair</strong>
<ul>
<li>Anti-Ground weapon Range = 40 (From 45) so that it doesn't completely out-range Mobile Flack (No longer able to kill them without suffering any damage)</li>
</ul>
</li>
</ul>
<h4><span style="text-decoration: underline;"><strong>T3 Air </strong></span></h4>
<ul>
<li><strong>Heavy Gunships</strong>
<ul>
<li>Speed + 2</li>
<li>Cost and DPS cut by roughly 25%</li>
</ul>
</li>
<li><strong>Wailer</strong> :
<ul>
<li>MaxAirSpeed = 10 (From 8)</li>
<li>Mass = 1260</li>
<li>BuildTime = 6400</li>
<li>Energy = 42000 (From 52500)</li>
<li>Damage = 140 (From 150)</li>
<li>RateOfFire = 1.6 (From 2). DPS = 224 (From 300)</li>
</ul>
</li>
<li><strong>Broadsword</strong>
<ul>
<li>MaxAirSpeed = 10 (From 8)</li>
<li>Mass = 1260</li>
<li>BuildTime = 6000</li>
<li>Energy = 42000 (From 52500)</li>
<li>Damage = 90 (From 100)</li>
<li>RateOfFire = 2.5 (From 3). DPS = 225 (From 300)</li>
<li>AA Damage = 8 (From 2). DPS = 12 (From 3)</li>
</ul>
</li>
<li><strong>Restorer</strong>
<ul>
<li>BuildTime = 6000 (From 4800)</li>
<li>Health = 6000 (From 6500)</li>
<li>Veterancy buff: Threshold = 15 XP (From 18)</li>
</ul>
</li>
</ul>
<h4><strong><span style="text-decoration: underline;">T4 Air</span></strong></h4>
<ul>
<li> <strong>Soul Ripper</strong>
<ul>
<li>Veterancy adjusted to 80/160/240/320/400 (From 60/120/180/240/300)</li>
</ul>
</li>
</ul>
<h3><span style="text-decoration: underline;"><strong>Naval Changes</strong></span></h3>
<h4><span style="text-decoration: underline;"><strong>T1 Navy</strong></span></h4>
<ul>
<li><strong>Frigate</strong> Veterancy threshold = 6 XP (From 8)</li>
<li><strong>UEF and Cybran Frigate</strong> Damage adjusted to be more efficient against Zhtuee
<ul>
<li>UEF
<ul>
<li>Damage = 85 (From 140)</li>
<li>RateOfFire = 0.588 (From 0.35)</li>
</ul>
</li>
<li>Cybran
<ul>
<li>Damage = 45 (From 40)</li>
<li>RateOfFire = 1.36 (From 1.53)</li>
<li>DPS is unchanged</li>
</ul>
</li>
</ul>
</li>
</ul>
<h4><span style="text-decoration: underline;"><strong>T2 Navy</strong></span></h4>
<ul>
<li><strong>Seraphim Destroyer</strong>
<ul>
<li>Front Gun DPS = 125 (From 105). Rear Gun DPS = 65 (From 95)</li>
<li>TurretYawRange = 120 (From 140)</li>
<li>TurretYawSpeed = 60 (From 90)</li>
<li>Attack Angle = 70 (From 60)</li>
<li>It will be slightly less efficient when micromanaged.</li>
</ul>
</li>
</ul>
<h4><span style="text-decoration: underline;"><strong>T3 Navy</strong></span></h4>
<ul>
<li><strong>T3 Strategic Missile Submarines</strong>
<ul>
<li>Tactical Missile Range = 256 (From 175). This is the same as a TML. This will expand the sniping potential of these units.</li>
<li>Mass = 9000 (From 10000). This is the same as the Seraphim Battleship</li>
<li>Nuke inner ring Damage = 22000 (From 25000)</li>
<li>Nuke outer ring Damage = 3000 (From 500). This means units which escape the inner ring take some real Damage (500 is nothing for Naval units)</li>
</ul>
</li>
<li><strong> Seraphim T3 Sub</strong>
<ul>
<li>SizeY = 0.9 (From 0.8). This is a slightly higher hitbox to ensure Riptides and other surface weapons can hit them normally while they are surfaced.</li>
<li>Range = 65 (From 70)</li>
<li>AA DPS = 200 (From 240)</li>
<li>Health = 4000 (From 4500)</li>
</ul>
</li>
<li><strong>Cybran and Seraphim Aircraft Carriers</strong> can now build Gunships and regular Bombers.</li>
</ul>
<h4><span style="text-decoration: underline;"><strong>T4 Navy</strong></span></h4>
<ul>
<li> <strong>Tempest</strong>
<ul>
<li>Torpedoes are now Depth charges, which totally ignore all forms of Torpedo Defence.</li>
<li>Damage = 350 (From 235)</li>
<li>RateOfFire = 0.2 (From 0.25)</li>
<li>DPS = 420 (From 352)</li>
</ul>
</li>
<li>2 Atlantis and their equivalent mass cost in T3 Seraphim subs still win convincingly, but the Tempest can now put up a fight even when submerged.</li>
</ul>
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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