Ithilis wish list- great list of suggestion

Moderator: keyser

Ithilis wish list- great list of suggestion

Postby Ithilis_Quo » 21 Jul 2014, 00:53

..which probably dont appear so soon.

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.

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...
______________
Thx zeroAPM for help with translation
__________________________________________________________________________________________________________

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

0.2 team matching system what Zep do, but on some effective model, where is not need w8 4 hour to game. I think that wery easy solution would be:

Get posibility to host team-matching game what occur on "fing game" bracket
random maps from map pool but ppl in game loby would see map, (if is wrong host can rehost) ppl who dont join jet not see a map, name of players, they nationality and they ratings would be invisible what people only see is "player 1 -12" with different colors, what would be as average rating of players in team:
white - average rating less than 800
yellow - average rating 801-1300
green - average rating 1301-1800
red - average rating 1801-2300
blue - average rating 2301- blackheart clones

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
__________________________________________________________________________________________________________

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
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:
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.

1.4 T2submarine buff
+15%dps
submarines are nearly useless, destroyer is better choice as submarine sadly on primary submarine role too.
1.4.1 destroyer torpedo/deep charge nerf
range 45->42
with very well micro submarine out-range destroyers, but 3 range differences is extreme hard micro
1.4.1.1 serafine destroyer in submerge form have same 45range

1.5 NEW lower AIR fuel capacity
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 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)

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

__________________________________________________________________________________

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
2.2.1 - deep charge dps change 75 -> 300 (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 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 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 1sec every 5 sec on 15 area 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
2.6.1 get price on 1750->2250 but provide +3000 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

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


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

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
have extremely useless nano repair, 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 Destroer 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 (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)

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

4.3 exchange sacu voice option, allow them talk in option, instead of turn they voice off in option

4.4 T3 mobile artillery
Hp boost 800->1600
(nomads dont have mobile shield/stealth, and cant put arty under shield, so they need better survivability in artilery shooting battle)

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

5.1 T4 bomber
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.

5.2 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
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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
Attachments
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torrent ship - T2 comparison test
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Last edited by Ithilis_Quo on 25 Jul 2014, 00:32, edited 16 times in total.
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FAF User Name: Ithilis

zeroAPM - great list of translation (Version 0.0.4b Pre-Alph

Postby zeroAPM » 21 Jul 2014, 20:55

[Translator notes in red]

..which probably won't be realized so soon.

All time when i'm playing i have many ideas on what can be changed and improved. Mostly they are cosmetic changes, sometimes it is more radical, sometimes it can miss the point.. This is what i've been doing for a very long time, it comes out of my mind spontaneously and most of the time i forget plenty of these tweak ideas.

So i decided to make my forum post about what i think could be changed one time or the other, i don't require it to be changed, but at least I posted it here and if some balance change period occur someone who would do it can bring his inspiration here.

I would be glad to see your arguments, why yes and why not on individual points, but your negative opinion probably won't change this wish list.

This will be a very long post with everything I got on my mind about faf, so when you are interested about something, scroll it down : ) I will try to update it...
__________________________________________________________________________________________________________

0.LOBBY CHANGES :

0.1 Nomads as official 5th fraction - plenty of people have worked on this mod for 7 years, they actually have a better cross-faction balance than the cybrans, no-one has to like it, but no-one like Seraphim (as I do) and still have no problem playing against [Who?].

0.2 Team matching system - What Zep did, but on some functional model [Unsure, did he meant "function" as "Mathematic/logic function"?], where is not needed to wait 4 hour to play a game. I think that a easy solution would be:

Get possibility to host team-matching game that occour on the "find game" bracket.
Random maps from map pool but people in game lobby would see the map, (if it is wrong host can rehost) people who don't join don't see a map, name of the players, their nationality and their ratings would be invisible, what people see is "player 1 -12" with different colors:
white - less than 30 games or rating less than 800
yellow - rating 801-1300
green - 1301-1800
red - 1801-2300
blue - 2301- blackheart

0.3 avatar valuation
- Player with more than 50 games that on this month get the most rating increase get a avatar, this avatar is removed if in the next month they don't have the highest rating increase.
- Player who beat the opponent with the highest rating difference from them get a avatar (1v1)
- Player in team who beat the team with highest rating difference [get a avatar] (all in the team must have at least 50 games)

0.4 Brig back the leader-board with global rating as was in the past. I liked to compare with others, and know how the best players were going with rating
0.4.1 On leader-board get shift indicator every week, which will show how many position the player moved and in witch direction.
__________________________________________________________________________________________________________

1 UNITS CHANGE

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

GENERAL

1.1 Air crash damage change
More logical values, for example UEF T3 transport, the Continental, that is big like a cow deal the same crash damage as a T1 interceptor, that is crazy.
For it i made 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
Veterancy point are not gained by tech level of the destroyed units, but depend on the mass cost of that unit. It is a big difference between destroying a scout and a frigate/battleship.

1.2.1 Veterancy point are equal to 2% of themass cost of the destroyed unit, 1% for experimental units.
Example: kill a striker 56x0.02 = 1.12 veterancy points; kill T2 heavy tank 200x0.02 = 4 points; kill T1 Land Scout 8x0.02 = 0.16 points, T2 = destroyer 2250x0.02 = 45 points; T4 GC = 27500x0.01 = 275points

Reason: In the early stages of the game the veterancy levels were about the same as now, the difference would be seen particularly in T2+ level in which the current veterancy system is not balanced optimally. When pushing with experimentals it pays to focus on weak units to increase veterancy, but what is the rationale, since the difficulty of their destruction is minimal, so I think that veterancy should increase proportionally with the difficulty of their destruction, which best represents the unit cost expenses. The difference would be more just, and also lead to a more logical strategy that would focus on a strong drive and not to faint.[i wasn't able to make sense of this, probabily something about "strong assault" and "not feinting" but that would be a stretch]

1.2.2 No instant heal after receiving veterancy level
Veteran level get bonus maximum HP, and bonus regeneration. Regeneration bonus on about 140% as is now.
Regeneration schedule:
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 start with regeneration
Structure/air +25hp/sec
Land/naval +15hp/sec

No istant heal and regeneration bonus differences depend on faction as it is now. And repair regeneration bonus chaos on naval or some another units. [can't make sense of this either] Clearer, simpler 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 shields have small/big disadvantage after receiving veterancy. For this reason give them the same value as units without shield. Since the shield need energy, they shouldn't pay for same thing twice. [probabily meant something along the line "shields units don't really benefit from veterancy"]
This is most evident with fatboy, who is not the cheapest unit in the game, but on vet level it get only +1250hp where the Percival for half of the kills receive +930hp, and the GC for a similar price get +10 000 HP
= units with shield receive more hp depending on how much of they total health is shield. But it 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 at sera Ilshavoh, same cost, but receive 2x more hp on vet for total no reason.

1.3 submerged units
Lll submerged units float on seabed, so it is no longer possible to ground-fire submerge units in deep water, especially HARM, tempest and submarines, it break balance and it is stupid.

1.4 T2submarine buff
+15%dps
Submarines are nearly useless, destroyer is a better choice than submarines, sadly on primary submarine role too.
1.4.1 destroyer torpedo/deep charge nerf
range 45->42
With good micro submarine out-range destroyers, but 3 range differences is extremely hard to micro
1.4.1.1 Seraphim destroyer in submerged form has same (45) range

1.6 T2 air staging rework
Work as is now + as defensive position.
price 175 mass->250
Add 15 build power and possibility to build T1/T2 units (max 5 in one time)[air units? ground units? NAVAL UNITS? and 5 at a time? Is 5 times better than a air factory, i'm definitely missing something here], with transports linked with air staging. Add air staging active radius of 125, similar to point defence. When the enemy enter on range, air force fly and go to the defense active radius, when they are destroyed the air staging automatic rebuild that unit. [if it is still not clear, is a "respawn point" for allied units destroyed within it]

1.7 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 surrounded with storage.
(In the past the E storage on factories was removed because we wanted to make OC more interesting, but because of this reason we have plenty of mass stored and nearly no energy storage. This building give more energy storage, dont break early OC balance, and bring T3 power-plant building with storage, as we see on mass fabricators. T3Pgen build with 16 T3storage = 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
dps 144 -> 120
price 160->200
(There is no reason to build static flak, mobile is many time better than the 2,5x more expensive static version, this make it better balanced, and give player reasons to build static flak on their territory and mobile flak 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
(T3 mobile is much better choice than T2 static, and as a bonus is 2x cheaper, and can move)

1.10 Transport buff
1.10.1 units on transport will not be visible on radar, only transport would be visible on radar.
give loaded units temporary stealth
1.10.2 transport get random units, not one type units (no more 6 scouts on one transport)
1.10.3 allow sparky jamming to 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 to get this information.
how to fix this: get personal stealth for building while upgrading.

1.12 Shield energy adjacency bonus - static artillery comparison
When a shield is adjacent to pgen it get a energy discount. Give the same % of is energy cost difference as bonus on shield regeneration and recharge ratio. (artillery have same bonus today)

1.13 carrier units + fatboy + tempest
Allow them build and make diferent action (attack/move) in one time, for it be able to build units and attack, or build units and move (as harbringer can reclaim and attack on one time)

__________________________________________________________________________________

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 the only submarine what has no direct fire canon, what this mean is that is unfairly weaker as others.

2.2 Czar
2.2.1 - deep charge dps change 75 -> 300 (it is useless otherwise)
2.2.2 - flak muzzle velocity increase 20->25 (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. (deep charge are explosives that explode underwater when near objects, not on contact) [small armyboo rant: depth charges explode when reaching a certain depth (duh) and modern (WW2) torpedoes have magnetic fuzes that trigger just underneath the target but not on contact (apparently this cause more damage than a direct hit, go figure!)]

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

2.5 SACU Aeon SACU suck when compared to others, doesn't have nothing special as others have, and can use only 2/3 upgrade slots for attack upgrades
2.5.1 Nano repair removed, instead of it get small chrono dampener
price 5 000mass, 500 000e, 12 000build time -2500e drain/sec
provide +10 000HP and stun 1sec every 5 sec on 15 area around SACU
2.5.2 sacrifice system upgrade removed, give it to SACU as a natural function (same as on aeon engineers)
2.5.2.1 instead of sacrifice give gun upgrade "Quantum accelerator"
price : 1250 mass, 36000e, 5040build time
provide: 1,75x rate of fire
2.5.0 SACU price 1950->2100 (for sacrifice system on SACU from start)

2.6 ACU chronoampener
2.6.1 Change price 1750->2250 but provide +3000 HP and +20 regeneration (as T2 without T2)
2.6.2 Remove bug where chronodampener stun allies units as enemy units. If it is not bug but is intentional, then rework this mechanism for making it less stupid. Easy solution: after building chronodampener it triggers only when the game time is divisible by 5 [Or at least is what i think "first wave allow only on time divisible 5" means]

2.7 Torrent Ship buff
price 8000->7000 (as battlecruiser)
HP 15000->25000 (as T3 naval units)
aoe 2->3 (same as uef battleship, originally it was 5 and +25%dmg, today it is sucks when compared with T2 uef/sera cruiser)
2.7.1 Allow to build TML, max 4 missile in silo, 2HP on missile, 3 AOE, and possibility to fire them all at once (different kind of sniping)

2.8 battleship torpedo defense
Give battleship average torpedo defense, same as T2 destroyer 2Anti Torpedo every 3,8sec (other battleship have range and AA, aeons is more similar to a battle-cruiser and more often operate within torpedo range)


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

3.0 UEF

3.1 Mavor buff
Doesn't matter how, but it need a buff

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
Has a extremely useless nano repair upgrade, where T2(+3000hp +35 regen +T2 -price) is a much better option than nano (+65regen) rework it into something comparable with T2 engy upgrade

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

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

3.6 battleship AA buff
4x AA 14,1dps ->50 = 200 AA dps in total (So is no longer a bad joke)

3.7 battlecruiser torpedo buff
20dps->80

3.8 T3 transport Continental
shield dome energy 400->200 (too expensive for only 3000hp)
. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .
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 to build and pay for missiles

4.2 field engineer recategorize as a military unit

4.3 exchange sacu voice option, allow them talk in option, instead of turning they voice off in option

4.4 T3 mobile artillery
Hp boost 800->1600
(nomads don't have mobile shield/stealth, and can't put arty under shield, so they need better survivability in artillery battles)

4.5 T3 Leviathan submarine
Allow it to build TML, max 4 missile in silo, 2HP on missile, 3 AOE, and possibility to fire them all at once (different kind of sniping, as compensation for no nuke submarine)

4.6 scout/spy plane artillery support
give artillery support ability on this units too. (more versatile, and logical as on gunships only)
. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .
5.0 SERAPHIMS

5.1 T4 bomber
fix bomb bug where bomber doesn't want to drop a bomb
5.1.1 get him 2 flare every 4sec like Nomads T4 transport, and as was on aeons T3 bomber in the past.

5.2 4th experimental
Seraphims have only 3 experimental, in the campaign they have a jamming crystal, that was pretty anoing for opponents. Upgrade this crystal and make it a Seraphim defensive experimental structure.
Price: 10 000mass, and plenty of energy (-3000/sec energy)
provide: massive jamming as it was on campaign and +20% of hp all [allied, or this might get funny quickly] units within range(i'm not sure how big the range should be)
(Seraphims would have a 4th experimental, and some good defensive structure since they don't 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 (air is the primary counter for it, thus it can not have excellent AA capabilities)

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 2 anti-torpedos every 15sec
6.1.2 Monkeylord torpedo
remove and replace with solid anti-torpedo defences 4 A-T every 3,8second

6.2 battleship AA/torpedo buff
AA 60->180
remove torpedoes (and fix bug where they don't fire torpedoes) and replace with medium 2A-T every 4 sec
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Re: Ithilis paradise - great list of suggestion

Postby Ithilis_Quo » 21 Jul 2014, 21:56

thx for "translate" and good questions, my english is poor, especially when i write it for 4 hour and have no patient on correct it all. I get you corecture and answer on my first post
Thx
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Re: Ithilis wish list- great list of suggestion

Postby E8400-CV » 24 Jul 2014, 03:21

ppl who dont join jet not see a map, name of players, they nationality and they ratings would be invisible


So only aussies join :lol:

5.4 T3 subs AA nerf
AA 200->100 (air is the primary counter for it, thus it can not have excellent AA capabilities)


No, it's primarily killed by groundattacking Battleships

The AA was already nerfed from 240 (?). Also; the hp was descreased to 4000 (now single-pass killed by T3 torp bombers) and it's range was reduced. It's clear you really don't like the Seraphim, as you wrote earlier in your post.


3.8 T3 transport Continental
shield dome energy 400->200 (too expensive for only 3000hp)


It's not comparable to shields on other units, since this one can transport a huge amount of units. It can't transport an exp, but it can transport six Rambo SCU's that can kill an exp.
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Re: Ithilis wish list- great list of suggestion

Postby zeroAPM » 24 Jul 2014, 09:15

E8400-CV wrote:No, it's primarily killed by groundattacking Battleships




And in another thread some cry for deeper submerged units/special armor to prevent groundfiring.
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Re: Ithilis wish list- great list of suggestion

Postby Apofenas » 24 Jul 2014, 10:15

First of all the nomads.
*i will keep it in spoiler, so people, who dislike nomads would skip this discussion
Spoiler: show
I do like nomads and i want it to be the part of the main FAF game mode, but this mod is not ready for that yet. There are still some balancing, bug fixing and grafical works to be done.

4.1.1 remove different OC get them standard numbers
4.1.2 remove capacitor function on ACU

You know, pip will not do that. He told that to you a couple times already.

4.1.3 rework bombard mode to need to build and pay for missiles

What's the point of building it at all then? It costs 75k power and gets countered by tmds.

4.2 field engineer recategorize as a military unit

It's not a military unit and it's rarely gets used as mobile TMD in mix of units. There is just no point for doing so.

4.5 T3 Leviathan submarine
Allow it to build TML, max 4 missile in silo, 2HP on missile, 3 AOE, and possibility to fire them all at once (different kind of sniping, as compensation for no nuke submarine)

With this, nomads will lose the last late game base siege option. Even thought it's cost inefficient compare to other factions, there is no other long range naval units other than this sub.


1.7 T3 Energy storage
Spoiler: show
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 surrounded with storage.
(In the past the E storage on factories was removed because we wanted to make OC more interesting, but because of this reason we have plenty of mass stored and nearly no energy storage. This building give more energy storage, dont break early OC balance, and bring T3 power-plant building with storage, as we see on mass fabricators. T3Pgen build with 16 T3storage = 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)


As for me, that is a bad idea. There is a reason, why people don't play t2-t3 storages mod. Same here.

1.9 mobile T3 artillery nerf - static comparison
price 800->1000
firing randomness and AOE exchange with T2 static
(T3 mobile is much better choice than T2 static, and as a bonus is 2x cheaper, and can move)


For what? The t3 mobile arty is already the worse thing compare to spearheads or sniper bots.

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

Nothing is perfect in this world...

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


Makes it too strong in terms of torpedoes. It has to have shit torpedoes bo balance cooper; the range is also too big, so it would rape t1 subs and even fight t2 ones.


3.8 T3 transport Continental
shield dome energy 400->200 (too expensive for only 3000hp)

I heared the price was made that high to nerf continental in the past.

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 2 anti-torpedos every 15sec


Only time Wagner is usefull underwater is, when you don't allow opponent to regen in water, making it anti-torpedo will be even less usefull thing.
As for brick, in my opinion, it would be better to put on it anti-torpedo like cooper has and remove it's torps, so it would make sence to build these in naval, but the current Brick stiil has good underwater capabilities, so it's questionable.

I only wrote, where I disagree. There are some things, that i do like; there are some, that i'm not sure about; there are some, that you didn't mention, but which should be (and will be, but only in next balance period).

E8400-CV wrote:No, it's primarily killed by groundattacking Battleships

Nope the most cost efficient way to kill those subs is aeon t3 torpedo bombers. Also the ground firing with Omen, Galaxy or Hauthuum is micro inefficient thing. It's only good, if opponent doesn't move his subs, which i forgot, when i saw this last time.
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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Re: Ithilis wish list- great list of suggestion

Postby ColonelSheppard » 24 Jul 2014, 10:57

3.8 T3 transport Continental
shield dome energy 400->200 (too expensive for only 3000hp)

I heared the price was made that high to nerf continental in the past.

The reason was, that people were stacking Continentals by rapidly movement'commanding below them, making them an invulnerable airfortress. So the e-drain was increased to specificly nerf that tactic since it would not make THAT much of a difference for normal continental use.
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Re: Ithilis wish list- great list of suggestion

Postby IceDreamer » 24 Jul 2014, 11:03

Spoiler: show
Ithilis_Quo wrote: 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

The Nomads still have a long way to go in terms of balance, and even further in terms of presentation and polish. Ultimately I'd prefer they never be added because they feel very much tacked on rather than part of the game, and will be a huge turn-off for players new to the community.

0.2 team matching system what Zep do, but on some effective model, where is not need w8 4 hour to game. I think that wery easy solution would be:

Get posibility to host team-matching game what occur on "fing game" bracket
random maps from map pool but ppl in game loby would see map, (if is wrong host can rehost) ppl who dont join jet not see a map, name of players, they nationality and they ratings would be invisible what people only see is "player 1 -12" with different colors:
white - less than 30 games or rating less than 800
yellow - rating 801-1300
green - 1301-1800
red - 1801-2300
blue - 2301- blackheart

Team matchmaking will never work with our playerbase. We don't have enough people for it.

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)

Sure, whatever.

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

No. The changed PilOt made were made for a reason. People were putting far too much into their rating. It's a rating, NOT a ranking. If the system is working properly, it is designed so that your rating stays the same unless you are getting considerably better very quickly.



Spoiler: show
Ithilis_Quo wrote: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

Without a reliable mass-repair system I think this change would just be a pain in the butt rather than greater realism. Do this and the advantage of engaging in friendly airspace is diminished. Not good.

1.2 veterancy system rework
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.

This seems like an OK idea, but also a pointless one. The Veterancy system in this game is unimportant next to many other factors and works fine as it is. Would be OK, but not worth the time to make the change.

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:
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 start with regeneration
structure/air +25hp/sec
Land/naval +15hp/sec

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

No. The game has been balanced around instant HP boosts, and as much as I don't like the concept, changing this now would be irreparably damage the game's balance.

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.

Nice catch, this is actually fairly important. Some will argue that having a shield makes up for this, but most of the time the shield doesn't have a chance to regenerate and be used properly like that.

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.

No. It's not stupid, it's part of the game, it's proving damned near impossible to change it anyway, it adds depth to the gameplay, and allows for inventive and intelligent use of the tools given to the player. There are many other ways to power up weaker units.

1.4 T2submarine buff
+15%dps
submarines are nearly useless, destroyer is better choice as submarine sadly on primary submarine role too.
1.4.1 destroyer torpedo/deep charge nerf
range 45->42
with very well micro submarine out-range destroyers, but 3 range differences is extreme hard micro
1.4.1.1 serafine destroyer in submerge form have same 45range

In general you're right, the Destroyers need a Torpedo nerf, or the Subs need a significant buff. Destroyer spam is far too strong at present.

1.7 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)


No, Energy Storage balance and use is absolutely fine right now.

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)

Static Flack was significantly buffed last patch and is now more than a match for the mobile variety. I suggest you build it more often.

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)

No. T3 Mobile artillery is totally fine, T2 Static is where the problem lies.

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

Interesting, could be good and is certainly possible.

1.10.2 transport get random units, not one type units (no more 6scouts on one transport)

Good, but I'm not sure how to actually change this.

1.10.3 allow sparky jamming work on transport, same as labs and cybran stealth

Sure, OK, but... Why? Seems pointless.

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.

I'm not sure this would work. You're right in that the bug should be fixed, but properly, not with a hacky method like that.

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)

No. Messing with shield regeneration is a bad idea and causes a right old mess with the game's balance. Shields have already had to be nerfed several times for gameplay, and are about to be buffed significantly next patch thanks to a bugfix to make them actually work. They need not be any stronger.

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)

It's impossible. Sorry.

Spoiler: show
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
2.2.1 - deep charge dps change 75 -> 300 (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 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 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 1sec every 5 sec on 15 area 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
2.6.1 get price on 1750->2250 but provide +3000 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

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


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

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
have extremely useless nano repair, 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 Destroer 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
shield dome energy 400->200 (too expensive for only 3000hp)
. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .
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

4.2 field engineer recategorize for military units

4.3 exchange sacu voice option, allow them talk in option, instead of turn they voice off in option

4.4 T3 mobile artillery
Hp boost 800->1600
(nomads dont have mobile shield/stealth, and cant put arty under shield, so they need better survivability in artilery shooting battle)

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

5.1 T4 bomber
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.

5.2 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
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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


I'll come back to finish this later.
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Re: Ithilis wish list- great list of suggestion

Postby Ithilis_Quo » 24 Jul 2014, 17:08

At first: thanks for your comment and reading.
at second: i try answer and explain.

E8400-CV wrote: 5.4 T3 subs AA nerf
AA 200->100 (air is the primary counter for it, thus it can not have excellent AA capabilities)
No, it's primarily killed by groundattacking Battleships
The AA was already nerfed from 240 (?). Also; the hp was descreased to 4000 (now single-pass killed by T3 torp bombers) and it's range was reduced. It's clear you really don't like the Seraphim, as you wrote earlier in your post.


Spoiler: show
point 1.3 remove posibility to be groundfired because it is stupid and because it break balance, so no more ground fire submerget units, whith have so stupid caption that dont go deeper and dont prevet damage by canon projectil. So that it mean best counter to subs is torpedo defense or air. mostly air. It have nothing to be with my un-sypathy on serafin, that born mostly about specific units deficit.


E8400-CV wrote:It's not comparable to shields on other units, since this one can transport a huge amount of units. It can't transport an exp, but it can transport six Rambo SCU's that can kill an exp.

Spoiler: show
of course it can, but this kind of balance is rough it prevent only 3000 shield, with same shield generator as T2 land shield but consume 4x more energy, it still is only shield. This was bring because continental is maximal OP units, what have perfect AA (more as restorer) more hp, and can work as transport, so somone bring price of energy for prevent build them more in one time, what is not a solution. when it is too effective then we need rice build price, especialy energy cost.

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Apofenas wrote:You know, pip will not do that. He told that to you a couple times already.

Spoiler: show
yes that he did, but he say me in past that he dont nerf tank destroer, because are fine, or that he dont lover energy cost of T1 gunship, what now is on similar number what i say him. btw Brute support me for beeing provocative and adamant. I feel that this is wrong, and want to make it right, if it not change ok, but whitout it, it would be better. Most of my changes never happend, but on me opinion it is right changes.


Apofenas wrote: 4.1.3 rework bombard mode to need to build and pay for missiles
What's the point of building it at all then? It costs 75k power and gets countered by tmds.

Spoiler: show
I was think the same, but after speed argou against it i test it and he has right. It is cost cca +50% of acu tml, but price got back after 3th missile. And it is counterable by tmd, but you need at least 5 tmd on every place, what cost incredible mount of money or better you need shield on every mex on bombard range. I like new thinks but this is imposible to balance when every salve is reasource free. Imho best option would be if it would not be "bombard mode" bude rocket upgrade as have sacu - fire salve of 5 missile, with same aoe, as bombard mode, but pay and need to build for every salve


Apofenas wrote: 4.2 field engineer recategorize as a military unit
It's not a military unit and it's rarely gets used as mobile TMD in mix of units. There is just no point for doing so.

Spoiler: show
sparky. Here is no point to build it as normal enginer in base, when normal enginer is cheaper with bigger sortiment of building. It have good radar, more hp and it is fast - that is a main reason why use it on mix of units. When want to use him as base tmd, then you have anchor function ;)


Apofenas wrote: 4.5 T3 Leviathan submarine
Allow it to build TML, max 4 missile in silo, 2HP on missile, 3 AOE, and possibility to fire them all at once (different kind of sniping, as compensation for no nuke submarine)
With this, nomads will lose the last late game base siege option. Even thought it's cost inefficient compare to other factions, there is no other long range naval units other than this sub.

Spoiler: show
you dont understand me, i dont want to remove missile from leviatan, it stay same, it only get extra posibility to build normal TML, where every tml can be fire with normal missile salve but take 6000dmg, have 2hp and 3aoe. It if buff not nerf. For same reason what you say.


Apofenas wrote:T3 strorage -As for me, that is a bad idea. There is a reason, why people don't play t2-t3 storages mod. Same here.


Spoiler: show
I was dont know that something like that exist, and people dont play many good modes, for example nomads :) plenty of because dont know that exist, or because are made in wrong balance way.
Storages strategy was radical - extreme radical change. Every factory and enginer was providing mass and energy storage. Where energy storage was cca 5x bigger as mass storage, so whitout build any storage on end of 30 min long game you average have 25K mass storage and 120K energy storage, whitotu build any storage. price of storage was not change for simly and good reason, but now on 98% game after one hour long game you have 9000 energy storage and 25K mass storage. T3 storage with better effectivity help get this back where ppl have some energy on storage, not only mass. My suggestion on this is still probably not so strong as can be


Apofenas wrote: 1.9 mobile T3 artillery nerf - static comparison
For what? The t3 mobile arty is already the worse thing compare to spearheads or sniper bots.

Spoiler: show
problem with mobile artilery is that is much more effective as static artilery. It need worse accuracy as static, and it need worse aoe as statick, when it swap number and little polish them it would be cca right.


Apofenas wrote: 3.5 Destroer buff
torpedo dps 30->60
torpedo range 42/45->60 (same as main cannon)
AA 14,3dps ->50
Makes it too strong in terms of torpedoes. It has to have shit torpedoes bo balance cooper; the range is also too big, so it would rape t1 subs and even fight t2 ones.


Spoiler: show
i was spend long time on this, it need test, im not total sure, because now it is only on my mental calculation.
But now is UEF destroer too weak, for lack of torpedos, torp defense and low range. This bring dps by 60 so it is solid buff, what as i believe make him better comparable with others destroyers.


Apofenas wrote: 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 2 anti-torpedos every 15sec
Only time Wagner is usefull underwater is, when you don't allow opponent to regen in water, making it anti-torpedo will be even less usefull thing. As for brick, in my opinion, it would be better to put on it anti-torpedo like cooper has and remove it's torps, so it would make sence to build these in naval, but the current Brick stiil has good underwater capabilities, so it's questionable.

Spoiler: show
wagner torpedo never help you to prevent regeneration, that is false opinion. It is 3dps. that mean it is dmg what you never recognise in naval fight. But torpedo defense = prevent maybe 200dmg you recognise easily. This give him better underwater surviability to go on end by underwater. Btw brick have "solid" underwater capacity? 10 dps is solid?

__________________________

ColonelSheppard wrote:CONTINENTAL - The reason was, that people were stacking Continentals by rapidly movement'commanding below them, making them an invulnerable airfortress. So the e-drain was increased to specificly nerf that tactic since it would not make THAT much of a difference for normal continental use.


Spoiler: show
I know about it, i was one of ppl who was complaing about how is continental OP, but this fix is rough and not correct that shield dont deserve be so expensive, and if we have normal energy storage strategy, then it would not be effective. What is imho correct way how to fix it is rise energy price of continental, or make him AA less effective as restor. (i change it on my wish list)

__________________________

IceDreamer wrote:0.1 nomads as official 5th fraction
The Nomads still have a long way to go in terms of balance, and even further in terms of presentation and polish. Ultimately I'd prefer they never be added because they feel very much tacked on rather than part of the game, and will be a huge turn-off for players new to the community.

Spoiler: show
Already are nomads perfect balance, really try it. If is something unbalance write in nomads balance forum, i personal was spend hundreds hour by testing and balance them. Here are thinks what i wrote on nomads capitol, what can be better, but even so. They are very well balanced. Im working on better presentation - viewtopic.php?f=15&t=7931 , Brute is working on graphical polish, hes not complete that work, but look on my last replay (i put it here) where i was look on every nomads units, some of they are looking much more better as units from other fraction. Serafin was not tacked? "mighty civilization what we (UEF) exterminate, come from other galaxy - pacefully serafin what aeons love so much was only schism from serafins cruel nature... and now we want to exterminate whole galaxy..." :D that is storyline how serafine come on scene, Nomads have much better storyline about what thay are, how they come to univers etc as serafins.


IceDreamer wrote:Team matchmaking will never work with our playerbase. We don't have enough people for it.

Spoiler: show
we dont have enough people for normal matchmaking, this is much more as normal game, but with random player, who can join-quick by game loby. So im sure that random-incognito game can found enought player for start. ( but i change collor diferencial, not by player but by team)


IceDreamer wrote: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
No. The changed PilOt made were made for a reason. People were putting far too much into their rating. It's a rating, NOT a ranking. If the system is working properly, it is designed so that your rating stays the same unless you are getting considerably better very quickly.


Spoiler: show
Zep make it for bad - idealistic reason. He want to change people what is always bad idea. good leaderboard make good profesional gaming. People all time compare with others, when when we ban it we dont change them, only make them angry, and f*** up, good system :D.


IceDreamer wrote:AIR CRASH - Without a reliable mass-repair system I think this change would just be a pain in the butt rather than greater realism. Do this and the advantage of engaging in friendly airspace is diminished. Not good.

Spoiler: show
System of crash units, already work. What i only make is poslih him, and bring correct system on it, for have predictible situation. Otherwise your complaining about pain from many air crash dmg in freindly teritory, i change regeneration schudle to introduce natural regeneration on buildings by +2/6/9hp by sec depend of tech level. Is logical and make game deeper that airplane crash make dmg on place, so this a good thinks on this game, but actualy it is broken on some way.


IceDreamer wrote:VETERANCY mass point calculation - This seems like an OK idea, but also a pointless one. The Veterancy system in this game is unimportant next to many other factors and works fine as it is. Would be OK, but not worth the time to make the change.

Spoiler: show
It is not pointles, it is about polish game on more logical and deeper state - and make unimportant more important. Veterancy now are total not well working.


IceDreamer wrote: ABOUT INSTANT HEAL


Spoiler: show
I know that are some push to balance units about instant heal but it is wrong mechanic, it already rape many fact about experimental units, as go in fight with 45K hp rape everithing, fight against 150 defensive units, and when kill them all end with 48K HP. This will make that units, are better predictable, and open place for better tactical option.


IceDreamer wrote:1.9 mobile T3 artillery nerf - static comparison
No. T3 Mobile artillery is totally fine, T2 Static is where the problem lies.

Spoiler: show
I cant agree, only because we cant buff static so extremly to be mass comparable with mobile, so that mean we need buff static and nerf mobile. Big problem with mobile is that it rape defense from range - i know for it it is made, but it prevent build solid defense, because when come mobile artilery then defense is ussles, and bring only litle time.


IceDreamer wrote:1.11 upgrading building unfair intel
I'm not sure this would work. You're right in that the bug should be fixed, but properly, not with a hacky method like that.


Spoiler: show
I know that is is litle bit hack method, would be better if somone found a sourse of this bug and remove it, but have no idea where it can be and hove coret sole it. My solve is hack, but dont change total nothing about gameplay, dont operate with nothing else onyl with this bug, because building when was one time explored are all time on radar on time when are destroed. So this fix problem whitotu any colateral damage. But agree that solving can be better, but dont have idea how to do it. i bring a solution



IceDreamer wrote:1.13 carrier units + fatboy + tempest
It's impossible. Sorry.


Spoiler: show
I have no idea how coding and engine work, but on me it look same as harbringer and reclaiming. master rough hack method how to fix it - dont build units on carrier units, but on some artifical place and then when are complete teleport it on carrier. It is not good method, i believe that can be better, but this probably would enable to build and fight/move in one time.
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Ithilis_Quo
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Re: Ithilis wish list- great list of suggestion

Postby IceDreamer » 24 Jul 2014, 21:07

If you're not going to listen to the answer, why ask the question? If you think you know better, go and do it yourself. Half of the things you want are impossible, or only possible with extremely hacky, unfreindly, inefficient code. For example, carrier units building while moving, get it into your head: It. Cannot. Be. Done. We've been trying to do it in a neat way for 7 years now. It cannot work. Drop it.

Regarding balance, and I know my own balance opinion isn't too highly respected around here either, but a simple glance at your requests shows me that you understand no more than the basics of how this game is balanced. Regarding Artillery it's widely acknowledged that T3 Mobile is totally fine (Some debate about Cybran's, but it's made up for elsewhere) and T2 Static is where the problem lies. The two will NEVER be mass equivalents because the two units fill totally different combat niches. You make the same mistake with the UEF T2 Destroyer. Yes is it the weakest of the four, by a long shot, there's no argument, but the UEF Navy as a whole is arguably the strongest of all in the long run. It varies from game to game and map to map. Sometimes Cybran's immense T2 firepower will stop you. Other times, the weaker UEF Destroyer will hold back the tide just long enough to get Neptunes into play and turn the tide.

Then there are things like Veterancy. The current system works absolutely fine. This game is meant to put zero emphasis on individual units. An individual unit gaining veterancy in this game is a stroke of luck and should offer only a minor advantage, which it does. The exception is the Experimentals, and since they have been balanced around it, changing things now would be an ENORMOUS amount of work for very little gain. That's just the balance... The Veterancy system you want is a huge amount of coding for very little return value. It will never happen. Accept it, and move on.
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