Balance team beta patch changelog

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Balance team beta patch changelog

Postby pip » 23 Jun 2013, 22:59

Full changelog for 3626
- Integration of engymod (viewtopic.php?f=2&t=3015)

Fixes and general improvements:
- New FX
- Added fix for tree reclaim exploit by Vmcsnekke
- Ahwassa now leaves a wreck in water
- Aeon shield Disruptor gets back its specific icon
- Cybran Deciever : fixed stealth radius not displayed and unnecessary repair ability removed
- Cybran static stealth field: range circle is fixed (the real range was shorter than what the ring showed): range set to 32 (from 30)
- All strat subs: nuke missile range category changed to direct fire so that the tac missile range is displayed
- UEF Battleship : reload bar (render clock) added for the front canons.
- Galactic Colossus first target bone changed to be the torso instead of the head to help fighter/ bombers hit it properly.
- Czar : SPECIALHIGHPRI category added, so that ASF will target it first without the need to manually target it when the Czar is ground firing and is guarded by ASF and Restorers.
- Aeon SCU RAS cost fixed : 4500 mass, like the other SCU

ACU:
- Cybran ACU base regen to 17, 4 hp regen per vet instead of 3.
- Sera ACU:
Restoration Field:Radius = 22 (from 15) same as weapon range
Rapid Restoration Field : Radius = 30 (from 25) same as upgraded weapon range
Refracting Chronotron Amplifier : AdditionalDamage = 400 (from 300), BuildCostMass = 3500 (from 4500)
- Aeon ACU :
Enhanced Sensor System :BuildCostEnergy = 10000 (from 12500);BuildCostMass = 400 (from 750);BuildTime = 500 (from 625)
- UEF ACU:
nano upgrade : 1200 mass / 44 800 energy / 1400 buildtime, 60 regen.

T1 units
- Auroras missing a bit less and better handling, muzzle charge delay reduced to 0.1
- Medusa Firing Randomness increased to 1.35 (from 1.2)

T2 units:
General change:
Target priorities changed : Rhino, Ilshavoh, Riptides, Blazes : target Tech 3, tech 2 then Tech 1 instead of Tech 1 then tech 2 then tech 3.

Aeon t2:
- Blaze : speed to 4.3 (from 3.7); muzzle velocity up to 45 (from 40) ; firing tolerance reduced to 0 (from 2) to increase hit rate
- Aeon T2 mobile shield energy consumption decreased to 75 (from 125); size reduced to 15 (from 16)
- Aeon Obsidian health = 1250 hp (from 1000), shield = 1500 (from 1750); Shield recharge start time = 3 seconds from 1 second ; muzzle charge delay reduced to 0.1 ; speed reverted to 2.6 (from 2.9) ; turret yaw speed reduced to 75 (from 90)
- Aeon Destroyer Exodus : muzzle charge delay = 0.1 (from 0.5); turret yaw speed = readjusted to 100 (from 160)

Cybran T2:
- Rhino : Health = 1900 hp (from 1150); MaxSpeed/max acceleration/maxBrake = reverted to 2.7 (from 3.2); Damage = 25 (from 16), rate of fire = 1.8 (from 2) = 90 DPS (from 64); BuildCostEnergy = 1500 (from 990); BuildCostMass = 297 (from 198); BuildTime = 1320 (from 880) ; surface threat level = 5 (from 3), veterancy = 8/16/24/32/40 (from 7/14/21/28/35)
- Cerberus : damage reduced to 10 from 11 = DPS reduced to 100 DPS (from 110)

Seraphim t2:
- Yenzyne (Seraphim T2 hover tank) speed up to 4.3 (from 3.7) ; 200 damages (from 175) for 50 DPS (from 43), range increased to 20 (from 18), firing tolerance = 1 (from 2), turret yaw speed = 110 (from 90)
- Ilshavoh speed reverted to 2.5 (from 2.7)
- sera t2 bomber : all possible stats copied from Janus to help it drop better : bombdrop threshold = 4 (from 3.5), maxradius = 45 (from 40), Kroll = 2 (from 1) (and other parameters)

UEF t2:
- UEF mobile shield = size slightly increased to 17 (from 16)
- Pillar : rate of fire = 0.8 (from 0.75), DPS = 56 (from 52.5)

T3 units:
General change: veterancy adjustments
- Brick/Percival veterancy levels = 20/40/60/80/100 (from 9/18/27/36/45)
- Othuum and harbingers veterancy levels = 15/30/45/60/75 (from 9/18/27/36/45)
- ASF veterancy levels = 12/24/36/48/60 (from 6/12/18/24/30)
- Restorer veterancy adjustment: 18/36/54/72/90 (from 12/24/36/48/60)

Strategic submarines rework:
For all strat subs : nuke launcher adjustments : 3.3 speed (from 2.5), range reduced to 410 (from 1024) and nuke price is similar to static ones:
BuildCostEnergy = 1350000 (from 1764000)
BuildCostMass = 12000 (from 16800)
BuildTime = 324000 (from 453600) = 5 minutes (from 7 minutes)

Sera Battleship Nuke cost = same as old strat sub costs ; damage reduced to 25000 (from 70000)
BuildCostEnergy = 1764000, (from 1920000)
BuildCostMass = 16800 (from 19200)
BuildTime = 453600 (from 518400) = 7 minutes (from 8 minutes)

Aeon t3:
- Harbinger will now reclaim when on patrol
- Aeon Battleship : muzzle charge delay = 0.1 (from 0.5)
- Torrent Missile Ship : AOE = 2 (same as regular tac missile, from 1.5)
- Aeon snipers : mass cost reduced to 640 (from 800); buildtime to 3600 (from 4800), doesn't need to deploy, inacurate when moving, 1350 damages (from 1300) to prevent massive overkill on Percival ; strategic icon is now a straight horizontal line
- Aeon strat sub : tac missile range increased to 175 (from 128), missile hp and AOE increased to 3 (from 2)

Seraphim t3:
- Othuum Thau canon (the slow and weak weapon with 100 DPS) range = 32 (from 25) with indirect fire (yellow) ring
- Sera t3 shield : mass cost slightly reduced to 540 (from 640)
- sera sniper : mass cost reduced to 640 (from 800); buildtime to 3600 (from 4800); has a turret now, inacurate when moving (0.8), 775 damages (from 750) to prevent overkill on Percival ; strategic icon is now a straight horizontal line

UEF t3:
- Percival Builtime increase to 6000 (from 4800) ; uses a new strategic icon (x) to distinguish it from Titan (+)
- Continental (T3 transport) shield energy consumption = 400 (from 250); veterancy adjusted to : 12/24/36/48/60 (from 3/6/9/12/15) ; energy price normalized with other t3 air units (cf.3603 patch) : 52500 energy (same as Broadsword, less than Restorer) (from 29531 energy). Reason: GPG forgot the Continental when they made all t3 air units much more energy demanding in 3603.
- UEF strat sub : tac missile range increased to 175 (from 128)

Cybran t3:
- Brick : Builtime increase to 6000 (from 4800) ; uses a new strategic icon (x) to distinguish it from Titan (+)
- Cybran Strategic sub gets stealth + Tac missile range increased to 200 (from 150)

T4 units:
General change : Veterancy levels adjustments :
- Ythotah : 70/140/210/280/350 (from 75/150/225/300/375)
- GC and Megalith : 90/180/270/360/450 (from 100/200/300/400/500)
- Monkeylord : 45/90/135/180/225 (from 75/150/225/300/375)
- Fatboy : 40/80/120/160/200 (from 75/150/225/300/375)

- Atlantis : max speed =2.8 (from 2.5) ; Atlantis AA gets same AOE as SAM = 1.5 (from 0)
- Monkeylord : 19k mass (from 21k) ; stealth field (radius = 30, same as laser) instead of personal stealth, stealth energy consumption = -400 (instead of - 250).
Last edited by pip on 24 Jul 2013, 13:12, edited 15 times in total.
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Re: Balance team beta patch changelog

Postby pip » 23 Jun 2013, 23:01

3626.9 beta patch changelog:

Focus is to fine tune t2 and t3 land balance (and marginally t4) ; other small adjusments here and there.

T1 change:
Jester adjustment: vet threshold nerf = 5 (from 3); mass cost adjustment = 180 (from 200)

T2 changes:
Obsidian : muzzle charge delay reverted to 0.4 (from 0) (for sound fix and DPS buff removal), energy for shield maintenance = 8 (from 5)
Blaze : 18 damages (from 15) = 60 DPS (from 50)
Aeon t2 mobile shield energy consumption = 90 (from 75)
UEF parashield = 100 energy upkeep (from 110)
Pillar : rate of fire = 0.8 (from 0.75) for 56 DPs (from 52.5)
sera t2 bomber : all possible stats copied from Janus to help it drop better : bombdrop threshold = 4 (from 3.5), maxradius = 45 (from 40), Kroll = 2 (from 1) (and other parameters)
Yenzyne (Sera t2 hovertank) : 200 damages (from 175) = 50 DPS (from 43)

Naval t2 factories : 60 bp (from 40) along with cost adjustment (+200 masscost, 600 builtime and 1100 energy); slave yards 60 bp (from 40) along with cost adjustment (+200 masscost, 300 builtime and 1115 energy) ; the cost adjustment is the price of 4 t1 engies = 20 BP.

T3 changes:
Sera t3 shield : masscost = 440 (from 640)
Othuum Thau canon (the slow weapon with 100 DPS) range = 32 (from 25) with indirect fire (yellow) ring
Sera sniper (default mode) damages = 775 (from 750) (= to reduce overkill against Percivals, doesn't change anything agaisnt other units)
Aeon sniper : 1350 damages (from 1300) (= to reduce overkill against Percivals, doesn't change anything agaisnt other units);
Strat subs speed adjustment = 3.3 (from 2.5) = 10% faster than battleships

T4 Changes:
Megatlith and GC veterancy = 90/180/270/360/450 (from 80/160/240/320/400)
Ythotha veterancy = 70/140/210/280/350 (from 60/120/180/240/300)
Monkeylord buff: 19k mass (from 21k) ; stealth field (radius = 30, same as laser) instead of personal stealth, energy consumption = -400 (instead of - 250) ; Veterancy = 45/90/135/180/225 (from 40/80/120/160/200)

--------------------------------------------------------------------------------------------------------------------------------
New version (Beta 3626.10):

- aurora : rate of fire adjusted to 0.6 (from 0.66) to make up for increased accuracy due to reduction of muzzle charge delay, DPS = 22.22 (from 26.6).
- Obsidian : rate of fire adjusted to 0.23 (from 0.25) to make up for increased accuracy due to muzzle charge delay reduction to 0.1 (from 0.4) ; shield energy consumption back to 10 (it's not a problem anymore since mobile shield costs much less energy, and it will limit the obsidian spam we've seen so far, encouraging mixed t2 armies).
- Blaze firingtolerance reduced to 0 (from 2) will increase hit rate significantly.
- Aeon shield size = 15 (from 16), energy upkeep set to 75
- UEf shield size = 17 (from 16), cost reverted to 110
- Seraphim t3 shield : mass cost = 540 (from 440) (default is 640). T2 mobile shields cost very little mass (120) compared to t2 units, it's not normal that Sera one cost that much mass. Hence the adjustment.
- t3 mobile artilleries buildtime reverted to 4800.
- ASF veterancy adjustment : 12/24/36/48/60 (from 6/12/18/24/30)
- Continental veterancy adjustment : 12/24/36/48/60 (from 3/6/9/12/15)
- Resto veterancy adjustment: 18/36/54/72/90 (from 12/24/36/48/60)
-----------------------------------------------------------------------------------------------------------------------------------
Version 3626.11: (quick fix)
- Aurora rate of fire and firing tolerance restored to default value (rof = 0.66); firing tolerance = 2
- obsidian rate of fire restored to default value (0.25)
-----------------------------------------------------------------------------------------------------------------------------------
Beta 3626.12 (quick fix) :
- Obsidian shield regen rate (4 hp/sec) reverted to normal (2 hp/sec)
-----------------------------------------------------------------------------------------------------------------------------------
New version uploaded (beta 3626.13):

T2 small adjustments:
- Ilshavoh small speed nerf : 2.6 (from 2.7)
- Obsidian small speed nerf : 2.8 (from 2.9)
- Pillar and Rhino MaxBrake value standardized with other speed values so that acceleration, maxspeed and maxbrake are the same (i.e. 3 for pillar, 2.9 for rhino)

T3 small adjustments:
- Aeon sniper health buff reverted (Health back to 450 HP), you have to protect snipers with shields, it's strong enough without the HP buff (and shields are basically free at t3)
- Continental energy price normalized with other t3 air units (cf.3603 patch) : 52500 energy (same as Broadsword, less than Restorer) (from 29531 energy). Reason: GPG forgot the Continental when they made all t3 air units much more energy demanding in 3603.

-------------------------------------------------------------------------------------------------------------------------------------
New version uploaded (beta 3626.14):
- Jester veterancy nerf and mass cost adjustment reverted (outside patch scope)
- Strat sub and sera battleship nuke: min range reverted to 128
- Sera battleship nuke costs fixed (properly set as previous strat sub nuke costs and buildtime = 7 minutes)
- Othuum : primary weapons are now the dual fast firing aire-au bolter (it will get in range of all its weapons when you manually target something instead of staying at the max range of the thau cannon)
- Aeon SCU RAS cost fixed : 4500 mass, like the other SCU
- Added fix for tree reclaim exploit by Vmcsnekke (please test)

-------------------------------------------------------------------------------------------------------------------------------------
New version uploaded : 3626.15:
- Ahwassa now leaves a wreck in water
- Aeon shield Disruptor gets back its specific icon
- Cybran Deciever : fixed stealth radius not displayed and unnecessary repair ability removed
- Cybran static stealth field: range circle is fixed (the real range was shorter than what the ring showed): range set to 32 (from 30)
- All strat subs: nuke missile range category changed to direct fire so that the tac missile range is displayed
- UEF Battleship : reload bar (render clock) added for the front canons.
- Galactic Colossus first target bone changed to be the torso instead of the head to help fighter/ bombers hit it properly.
- Czar : SPECIALHIGHPRI category added, so that ASF will target it first without the need to manually target it when the Czar is ground firing and is guarded by ASF and Restorers.
- Tempest : FiringTolerance reverted to 2 (from 15)
- Aeon Destroyer : muzzle charge delay = 0.1 (from 0.5); turret yaw speed = 100 (from 160)
- Aeon Battleship : muzzle charge delay = 0.1 (from 0.5)
- Torrent Missile Ship : AOE = 2 (same as regular tac missile, from 1.5)
- Aeon strategic sub tac missile AOE = 3 (from 2); attack reticle is now displayed when the attack button is used (same as the other strat subs)

----------------------------------------------------------------------------------------------------------------------------------
New version uploaded : 3626.17 (3626.16 was for quick testing):

Heavy t2 units speed reverted to 3603 values except Pillar:
- Ilshavoh speed back to 2.5
- Obsidian speed back to 2.6, turret yaw speed = 75 (from 90)
- Rhino speed back to 2.7 (from 2.9), Health = 1900 HP (from 1850), DPS = 90 (from 100), surface threat level = 5 (from 3), veterancy = 8/16/24/32/40 (from 7/14/21/28/35))
- Blaze speed = 4.3, DPS reverted to 50.
- Yenzine speed = 4.3, range increased to 20 (from 18), firing tolerance = 1 (from 2), turret yaw speed = 110 (from 90)

------------------------------------------------------------------------------------------------------------------------------------
new version uploaded : 3626.18:
- snipers strategic icons changed from a + to a - (straight horizontal line) to distinguish them from Harbingers.
- armored assault bots icons changed from a + to a x to distinguish them from Loyalists anf Titans.

-------------------------------------------------------------------------------------------------------------------------------------
New version uploaded 3626.19 (real release candidate):
- UEF HQ factories models added
- Unit restrictions for Support Factories added (it makes the possibility to play without engy mod main feature)
Last edited by pip on 23 Jul 2013, 17:15, edited 10 times in total.
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Re: Balance team beta patch changelog

Postby RoundTabler » 24 Jun 2013, 00:25

This looks great guys. I have one concern - the UEF bomber might not be the best to copy, since every time I use them, they miss on the first pass. I tried to snipe a guy (I had radar coverage AND inties over the target), and all 20 missed!
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Re: Balance team beta patch changelog

Postby IceDreamer » 24 Jun 2013, 00:59

I fucking adore the ML change, whomever's idea that was, they deserve a gold medal and a pat on the back. It integrates to perfection with Engimod, giving players a reason to build both it AND a T3 army, and mix them up exactly as they should be. Everything else is acceptable.

WELL DONE
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Re: Balance team beta patch changelog

Postby Ato0theJ » 24 Jun 2013, 04:41

Whoa, that is a big change to the ML, but I like it- it will make for some real nasty brick+mega+ML play when doing an amphibious assault, thank god there is not underwater flak units. Hopefully the phim bomber is fixed with this patch. Not sure how the balance of rhino vs pillar is going to be, but I've been playing more cybran lately, so better not complain too much. :P

I gotta try Monkeylord with a few t3 mobile shields, flak and loyalists in a team game, sounds utterly potent.
Last edited by Ato0theJ on 24 Jun 2013, 08:44, edited 1 time in total.
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Re: Balance team beta patch changelog

Postby Neojacques » 24 Jun 2013, 05:49

pip wrote:T4 Changes:
Monkeylord buff: 19k mass (from 21k) ; stealth field (radius = 30, same as laser) instead of personal stealth, energy consumption = -400 (instead of - 250) ; Veterancy = 45/90/135/180/225 (from 40/80/120/160/200)

Disagree Cybran T2 already had buff in Rhino, it was very good, now the ML??
Here: http://faforever.com/faf/unitsDB/unit.php?bp=URL0402
Abilities: Amphibious, Anti-Air, Massive, Personal Stealth, Sonar, Torpedoes, Volatile
Now you want to put:
stealth field (radius = 30, same as laser) instead of personal stealth
Deicever have 20 radius
I think ML did not need this buff to be implemented it must lose something like damage reduced price increased mass, reduced speed, you can not put out of nowhere.
Remember that T3 PlanB also won steath skill.
Other races do not gain anything?
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Re: Balance team beta patch changelog

Postby Ze_PilOt » 24 Jun 2013, 08:49

pip wrote:- Aeon T2 mobile shield energy consumption decreased to 75 (from 125) > adjusted to 90
- UEF mobile shield = 100 energy upkeep (from 110)



You will need a lot of justifications for that :)

And the one I regularly read (the consumption need to be in line with the cost/efficiency) is a fallacy, because it was never the case for any shield in the game.
ie. http://faforever.com/faf/unitsDB/unit.p ... 02,UEB4202, but you can do the same with any other shield really.

You can say that the shield radius is superior for the UEF one. That's true.

Then, increase the shield radius of the mobile one and don't change anything else. Diversity is always better than averaging everything.
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Re: Balance team beta patch changelog

Postby pip » 24 Jun 2013, 09:02

These changes are not final, if you find something not balanced, too strong, etc, you can provide replays, they will be looked into. If it's just your opinion without testing, then it will have much less weight.

About the Sera t2 bomber : if the bombs are dropped and miss, it's not a problem, it's possible (and easy) to dodge bombs. What is the Sera bomber problem is the fact that it doesn't drop at all sometimes. The Janus is much more reliable. I noticed that they will both sometimes not shoot when there is a change in elevation (hill, mountain) but I'd rather not change their elevation, or else flak will never hit them.

Also, NeoJacques, maybe you should check the whole changelog and count how many nerfs and buffs Cybran got. You will find out they recieved 4 nerfs (ACU regen, jester, medusa, T2 PD) and got 2 buffs (rhino, Monkeylord). It's not much. The t2 PD nerf is a big one, 10 less DPS is huge for a PD. Giving Stealth field to the Monkeylord is Zock's idea, and I find it something interesting to test.

@zep : the shields values are not final.
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Re: Balance team beta patch changelog

Postby laPPen » 24 Jun 2013, 09:04

Disagree Cybran T2 already had buff in Rhino, it was very good, now the ML??

I think ML did not need this buff to be implemented it must lose something like damage reduced price increased mass, reduced speed, you can not put out of nowhere.


Did you ever play engymod and built a ML? It was so useless and really needed a buff.
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Re: Balance team beta patch changelog

Postby dstojkov » 24 Jun 2013, 12:48

Hi guys,


In order to improve the bombers think about to delete the CalcBallisticAcceleration.lua and use the engine instead.
Just look at my mod I redefine the bomber so that Zbinden don't want to play with me anymore saying this is OP :-)
My bombers are precise and deathly. The fact that my bomber deals 300 seems to be "too much" but in cost comparison they are more dangerous in faf that in my mod !! For the dps/cost ratio is greater in faf.

The pb right now in faf is that some bomber are good the sera and aeon one( 200 dmg is really too few for the aeon one ) and the other just sucks ( except may be the ceberus who in fact is the only one that can deal 300 dmg on unit when he don't miss )

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