Spoiler: show
I integrate here most of suggestion from uber post
Spoiler: show
You can take it as inspiration, for what can be make better, and from my point of view how.
This would be very, extreme long post with everything what get on my mind about faf, so when you are interest only about something scrol it down : ) I would try to update it by time...
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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
0.3 avatar valuation
- player with more than 50 games who on this month get most rating rise get avatar about it this avatar lose when next month dont would have most rating rise again.
- player who beat most higher rating difference get avatar (1v1)
- player in team who beat most higher rating differences get a avatar (all in team must have at least 50 games)
0.4 give back leader-board with global rating as was in past. I was likely to compare with others, and know how best players are going on with rating
0.4.1 on leader-board get shift indicator every week, which will show how many position jump on witch direction
0.5 add game condition where units after defeat dont explode but change to neutral
Spoiler: show
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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 viewtopic.php?f=42&t=9118
veterancy point get not by tech level of destroying units, but depend of mass cost of that unit. Is big difference destroy scout and frigate/battleship.
1.2.1 veteranc point get on 2% mass cost of destroying units and 1% on experimental units.
Example: kill a striker 56x0.02 = 1.12 veterancy point; kill T2 heavy tank 200x0.02 = 4 point; kill T1 Land Scout 8x0.02 = 0.16 point, T2 = destroyer 2250x0.02 = 45 points; T4 GC = 27500x0.01 = 275point
Reason: only tech level of units dont show difficulty to destroy concrete unit. mass value does.
1.2.2 not instant heal after receiving veterancy level
veteran level get bonus maximum HP, and bonus regeneration. regeneration bonus increase on cca 140% as is now.
regeneration schedule:
Spoiler: show
1.2.3 units with shield have small-big disadvantage after receiving veterancy. for this reason get them on same value as are units whiteout shield. For advantage what is going from shield they pay energy, dont let them pay for same things twice.
This is most radical see on fatboy, who is not cheaper units, but on vet level get only +1250hp where simply Percival for half kills receive +930hp, and GC for similar price get +10 000 HP
= units with shield receive more hp depend on how many % of they total armor is shield. but i would be same as other units
example: fatboy have 12500hp+20000shield = 32500 on vet receive + 3250hp instead of 1250 as it is now.
example2: obsidian have 1250+1500shield = +275HP on vet instead of +125 as it is now. look on sera Isvahor, same cost, but receive 2x more hp on vet for total no reason.
1.3 submerged units
all submerged units float on seabed, for not be possible ground-fire submerge units in deep water, especially HARM tempest and submarine, it break balance and it is stupid.
1.3.1 Ground fire aoe on submerged units reduce on half
1.3.2 ground fire dmg on submerged units reduce on half
1.4 T2submarine buff (version of hawkei subs mod)
+10%dps
submarines are nearly useless, destroyer is better choice as submarine sadly on primary submarine role too.
1.4.1 all submarine would have stealth (drain 10t1-20t2-50t3e)
1.4.2 cybran t2 and all strategic submarines have stealth and cloak which is active onyl when not move/fire drain 20t2 and 150e
1.4.3 all boat except frigate cruiser and carrier would have underwater sight lowered on 35, frigate cruiser, carrier and subs would have underwater sing bigger.
1.4.4 cybran baracuda +1torp def every 20sec
1.4.1. destroyers aiming buff
destroer main canon muzzle velocity buff 30->40 (to be more precies)
1.5 NEW lower AIR fuel capacity
Spoiler: show
1.6 NEW T1 air staging facility
- recategorize this building from T2 to T1 or (better) bring lower T1 air staging facility from some mode where exist, and is not so effective as T2
1.7 NEW T3 Energy storage
size 1, price 500mass 24000e build time 400, 2000 death explosion on 5 range
provide +20 000e storage, and possibility to link with E plant with 250% bonus when is full storage on all side.
[i](on past was remove storage function on factory because want to make OC more interesting, but on this reason we have plenty mass stored and nearly none storage energy. This building bring more stored energy back, dont break early OC balance, and bring T3 power-plant building with storage, as we see on mass fabricators. T3Pgen build with 16T3storage = 8000 mass +3240 = 11240 provide 6250energy and 320000 stored energy with 40 000death explosion instead of 7240mass what provide 3250e and 64000 stored energy with 20 000death explosion)
1.8 mobile flak nerf -static comparison
Aoe 4->2,5
price 160->200 / or static 400->300
(already is total no reason build static flak, mobile is many time better as 2,5x more expensive static, this make him better balance, and push player to build static on our territory and mobile would be still mass effective against air)
1.9 mobile T3 artillery nerf - static comparison
price 800->1000
firing randomness and AOE exchange with T2 static, get static much more accurate, with more splash, and bigger range and dmg. Mobile be would be mobile and cheaper, that is him strong advantage
(T3 mobile is much better choice as is T2 static, and as a bonus is 2x cheaper, and can move)
uber post 1.9.1 T2 static artilery change for upgradable model ->
Spoiler: show
- cost half mass/e and 2/3 build time, but have only 85 range
- upgradable for same price as it cost now for get full stats and fraction divesrsibility + better accurancy as now via 1.9
1.10 Transport buff
1.10.1 units on transport will not be visible on radar, only transport would be visible on radar.
get loaded units temporally stealth
1.10.2 transport get random units, not one type units (no more 6scouts on one transport)
1.10.3 allow sparky jamming work on transport, same as labs and cybran stealth
1.11 upgrading building unfair intel
when enemy upgrade building, with some bug i can see on map that this building A) doesn't exist now B) is upgraded.
i do nothing for get this information.
how to fix this: get personal stealth for building while upgrading.
1.12 Shield energy adjustable bonus - static artillery comparison
when is shield adjustable with pgen get energy discount. give same % of is energy cost differences as bonus on shield regeneration and recharge ratio. (artillery have same function today)
1.13 carrier units + fatboy + tempest
allow them build and make diferent action (attack/move) in one time, for be posible build units and attack, or build units and move (as harbringer can reclaim and attack on one time)
probably imposible code it on neat way :/, IceDreamer try solve it in past
NEW 1.14 carries units experimental buff (discutable)
1.14.1 decreas buildpower of carrier units to numbers as T3 factory (not ower use as fastrory as it is today)
1.14.2 some number of air units in carrier units/staging facilities active range (different via units type) take in area around carrier temporaly personal shield with 50% hp of units and 3% of shield streanght as energy comsumption.
- Shield got refresh each time when units go inside carrier refuel/reshield.
- shield go out for 10% each second when fly out of range from carrier
- shield have no self regeneration
- air unit would have new toggle for automatick reschield when shield go out.
example:
Spoiler: show
1.15 Experimental units get 3x of build time
Spoiler: show
Spoiler: show
uber post 1.16 about how to better balance T1-T2-T3 phases together to dont be lower class so obsolate, ideas?
1.16.1 T2 factory upgrade 20% less mass and energy cost, but +20% build time
in finally go T2 is slithery less risky because drain 40% less mass and e per sec. for price dont have one factory longer time out of units production.
1.17 integrate Domino˙s target priority mod ->
Spoiler: show
Uber post 1.18 T1 bomber reload time nerf 4s -> 8s
its cca 80% of time when bomber make circle, and it disallow hover bombing what is exploit via unlogical low reload time
1.18.2 T3 bomber reload time 5s->10s
1.19 Repair rework -> apofenas idea
for 50% of mass and 100% energy as is need for build same percentage of missing health.
1.20 support units move with another units after atack order
- get suport units (shield, AA) 0 invisible dmg, with 25-40 range
/viewtopic.php?f=42&t=8758
1.21 LAB strong buff
+50hp (+20for sera)
+9dps (+7for sera)
-2/4range
allow them have same role as have raiding T2 hover units or T3 fast bots. Not total ussles after 2minute.
viewtopic.php?f=42&t=9139
1.22 AIR balance change
Air is too fast what mean is too static because ASF can be in moment everywhere, any gunship haras, any transport is not posible. + early strat is crazy effective and in most of situation win a game because is countered only with ASF or SAMs. Another problem is that air AA units can shoot only on front, what mean air micro is crazy important much more as number of units.
Spoiler: show
1.22.1 t3bomeber hp nerf
-1000hp in general =>2700-3000hp from 3700-4000hp
1.22.2 allow all AA air fire backwarth as can tanks, or UEF bomber - this denny necessity of air micro discusable
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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 -> 223-224 discusable
2.2.1 - deep charge dps change 75 -> 300, aoe 1,5->3 (already it is total useless function)
2.2.2 - flak muzzle velocity increase 20->25 (already it never hit ASF and flak is 70% of czar AA) and decrease dps 960 ->640 AOE 3->1,5 (huge AA nerf)
2.2.3 - main beam dps nerf for 3330->2000 (40% less) aoe 4->6 better against army
2.2.4 - czar get personal shield for 42 000 with 50 regen rate and 300s recharge rate and 2000e energy consumption
Czar would have similar surviability as soul ripper, similar dps against land units, czar would have 40% less AA, but 50% more shield hp, and with new carrier shield ability would work much more as flying carrier as fat mercy.
2.3 deep charge get small AOE effect 0->1 same as destroyer shot. [small armyboo rant from zeroAPM: depth charges explode when reaching a certain depth (duh) and torpedoes have magnetic fuzes that trigger just underneath the target but not on contact (apparently this cause more damage than a direct hit, and damage more units near as direct torpedo]
2.4 Galactic colossus hard buf
HP increas 99999->100000 (easier math)
2.5 SACU aeons sacu is sux with comparing with others, dont have nothing special as others have, and can use only 2/3 upgrade place for attacks upgrade
2.5.1 nano repair remove, instead of it get small chrono dumper
price 5 000mass, 500 000e, 12 000build time -2500e drain/sec
provide +10 000HP and stun 1,5sec every 5 sec on 20area around SACU
2.5.2 sacrifice system upgrade remove, get it sacu as natural function (same as on aeon engineers)
2.5.2.1 instead of sacri get gun upgrade "Quantrum accelerator"
price : 1250 mass, 36000e, 5040build time
provide: 1,75x rate of fire
2.5.0 sacu price 1950->2100 (for sarci system on sacu from start)
2.6 ACU/sacu chronodumper -> viewtopic.php?f=42&t=8447&p=79843#p79843
2.6.1 get price on 1750->2500 but provide +5000 HP and +20 regeneration (as T2 whiteout T2)
2.6.2 remove bug where chronodumper stun allies units as enemy units. If it is not bug but intention, then rework this mechanism for not so stupid model. Easy solution: wave allow only on time divisible 5 already done
2.7 Torent Ship buff
price 8000->7000 (like battlecruiser)
aoe 2->3 (same as T2 cruiser missile, original it was 5aoe and +25%dmg)
HP 15 000->20 000 (more like T3 navy)
2.7.1 allow build TML, max 4 missile in silo, 2HP on missile, 3 AOE
Why: torrent is strong ship, but have only one role, defeat base when enemy navy is down, against everything else is torrent useless, but on this role is already battleship better, also as UEF cruiser is on this role better. Torrent is T3 navy is reasonable that would be superior as T2 units especially one only one role what torrent have, what already isnt. -> better argue =look a replay with bombard base test
2.8 battleship torpedo defense
get battleship average torpedo defense, same as have T2 destroyer 2A-T every 3,8sec (other battleship have range and AA, aeons is more battle-cruiser is contact and are more often operate on range where torpedo occur)
2.9 kamikadze units (mercy) freindly fire -off
take mercy/fire beetle no friendlly fire for owner units, make it as each other units, is absoluthly no reason, for one units (gunship,tanks,pd, etc..) dont fire on owner units, and other (mercy, fire beetle) damage owner units. Remove it
2.10 T1 bomber EMP buff
EMP time 4sec instead of 2
EMP aoe 6 instead of 4
Spoiler: show
2.11 Absolver range 75-80
for dont must abuse ground fire against T3 pd under shield
2.12 T1 frigate buff (already most expensive and worst)
- mass 290->280
- dps 2x28-> 2x32
2.13 T1 AA boad buff (ussles units crapy comparion with frigate and land AA)
- hp 750->800 (alive T2 torp bomber pass)
- AA 35-> 50 (same as T1 interceptor)
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3.0 UEF
3.1 Mavor buff
doesnt matter how, but is need buf
3.2 Novax
satellite air crash dmg change 3000 -> 500 dmg (for no more paragon kill with 2 novax crash through shields)
3.3 ACU upgrade
3.3.1 give on nano upgrade +3000HP
same as on T2 where have extremely useless nano repair, where build 2x cheaper T2(+3000hp +35 regen +T2 -price) is mutch more better option as nano (+65regen only)
3.3.2 Billi upgrade buff. biger damage on outring and some another kind of buff
3.4 fatboy torpedo buff
75dps->150
range 40->45
3.5 Destroer AA buff
AA 14,3dps ->50
3.6 battleship AA buff
4x AA 14,1dps ->50 = 200 AA dps in total (for not be like bad joke)
3.7 battlecruiser torpedo buff
20dps->80
3.8 T3 transport continental
price 1400 mass, 52500->75 000 energy, buildtime - 5250->6000
AA 4x 66->4x 24 (for be less effective AA as AA gunship restorer)
shield dome energy 400->200 (too expensive for only 3000hp)
(changed by colonelShepard and E8400-CV notes)
uber post 3.9 mongoos buff
speed 3,6->3,2
gattling muzzle 25->30
granade muzzle 12,8-> 15
3.10 ACU TML nerf
minimal range 5-> 15
3.11 SACU dps nerf
energy accelerator rof 2,5-> 2,0 => that mean rambo sacu dps nerf 750->600
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4.0 NOMADS
4.1 ACU
4.1.1 remove different OC get them standard numbers
4.1.2 remove capacitor function on ACU - or get it as acu upgrade with more simply version
4.1.2.1 give acu standard numbers for dps, not 93,75 but 100dps
4.1.3 rework bombard mode to need build and pay for missiles
4.1.3.1 remove bombard mode as firing from mother ship, but add rocket upgrade on acu arm, same as is rocket upgrade on sacu arm. Fire 5 missile in one salve, with same aoe as is now, but with neednes to build and pay for this missiles. as play other acu with tml on back
4.2 field engineer recategorize for military units
4.5 T3 Leviathan submarine
allow build TML, max 4 missile in silo, 2HP on missile, 3 AOE, and possibility to fire them all in one time (different kind of sniping, as respons for no nuke submarine)
4.6 land scout/scout/spy plane -artilery suport
give artilery suport ability on this units too. (more versatile, and logical as on gunships only)
Spoiler: show
4.7 radar/sonar - rework radar boost ability to posible turned on off and get on that time more energy consume, and stay on bigger range until not turn off.
4.9.1 get sacu normal explosion/reclaim as other fraction.
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5.0 SERAFINS
5.1 T4 bomber Ahwasa
fix bomb bug, when bomber dont want to drop a bomb
5.1.1 get him 2 flare every 4sec as has nomads T4 transport, and as was on aeons T3 bomber in past.
5.1.2 price 48 000 -> 52 000 mass
5.1.3 rof 5s->10/15s no more hover bombing.
NEW 5.2 4th experimental
serafins have only 3 experimental, on campaign thay have jamming crystal, what was pretty anoing for oponnets. Upgrade this crystal and make it as serafin defensive experimental structures.
Price: 10 000mass, and plenty of energy (-3000/sec energy)
provide: massive jamming as was on campaign and +20% of hp allied units on range(im not sure how big range that jamming have) (+need solve problem for not allow multiply this effect on same range, multiple sera acu with regeneration field have not multiply problem, so probably solving would be same)
(serafin would have 4th experimental, and some good defensive structure what they dont have total nothing special on T3)
5.3 T3 tank torpedo
remove torpedo and replace with anti-torpedo 1anti torp every 10sec
5.4 T3 subs AA nerf
AA 200->100 (subs is primary counter from air, then can not have excellent AA)
5.5 batleship AA buff
2x14,55AA->2x50AA
Uber post 5.6 ACU Tml upgrade
- minimal range for tml 5->15
5.7 Yenzee speed nerf
4,3-> on water 3,7
rof change 200 for 4sec to 150 for 3sec -> stronger against land
5.8 Outhum buff
200 dps on low range weapon
200 dps on long range weapon
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6.0 CYBRAN
6.1.0 Wagner torpedo
remove and replace with anti-torpedo defense 1 anti torpedo every 20sec
6.1.1 Brick torpedo
remove and replace with anti-torpedo in sumar 2 anti-torpedos every 15sec
6.1.2 monkylord torpedo
remove and replace with solid anti-torpedo 4 A-T every 3,8second
6.2 battleship AA/torpedo buff
AA 60->180
torpedo remove (what avoid bug when dont fire when fire toprpedos) and replace with medium 2A-T every 4 sec
6.3 kamikadze units (fire beetle) freindly fire -off
take mercy/fire beetle no friendlly fire for owner units, make it as each other units, is absoluthly no reason, for one units (gunship,tanks,pd, etc..) dont fire on owner units, and other (mercy, fire beetle) damage owner units. Remove it
uber post 6.4 TML missile cost nerf
180mass -> 225mass its 25% more expensive missile for be much more ussefull as others
6.4 Hoplite buff
speed 3,6->3,2
muzzle velocity 15->25
hit much more easier need less micro