..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...
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Thx zeroAPM for help with translation
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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
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1 UNITS CHANGE
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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
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2.0 AEONS
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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
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3.0 UEF
3.1 Mavor buff
doesnt matter how, but is need buf
3.2 Novax
satellite air crash dmg change 3000 -> 500 dmg (for no more paragon kill with 2 novax crash through shields)
3.3 ACU
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)
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4.0 NOMADS
4.1 ACU
4.1.1 remove different OC get them standard numbers
4.1.2 remove capacitor function on ACU
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)
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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
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6.0 CYBRAN
6.1.0 Wagner torpedo
remove and replace with anti-torpedo defense 1 anti torpedo every 20sec
6.1.1 Brick torpedo
remove and replace with anti-torpedo in sumar 2 anti-torpedos every 15sec
6.1.2 monkylord torpedo
remove and replace with solid anti-torpedo 4 A-T every 3,8second
6.2 battleship AA/torpedo buff
AA 60->180
torpedo remove (what avoid bug when dont fire when fire toprpedos) and replace with medium 2A-T every 4 sec
6.3 kamikadze units (fire beetle) freindly fire -off
take mercy/fire beetle no friendlly fire for owner units, make it as each other units, is absoluthly no reason, for one units (gunship,tanks,pd, etc..) dont fire on owner units, and other (mercy, fire beetle) damage owner units. Remove it