First i think the balance team is too small, especially since Crazed and gala have not enough time to get involved in the project. You guys should hire Blackheart and some of his teams if they agree to help on your initial balance goals.
This will also permit you to get more balance test games.
So i give you my point of view about the changes of the current patchnotes. Before reading, don't forget it's never critics, only some opinions, and always thanks for the energy you guys (well the 3 guys team^^) involve to balance the game.
Bugfixes:
Spoiler: show
Those bug fixes looks good. Is there's a link for the beam weapons improvements to have more infos about it ?
Also would it be possible to work about transports « landed on water » : sometimes they are not targetable by air units anymore, and are targetabe by subs.
-Seraphim t3 sub: size y = 0.9 (from 0.8) = slightly higher hitbox to ensure riptides and surface weapons can hit them normally while they are surfaced ; other changes will be made later
Yes it's an important bug fix, but reptides can't shoot to any sub surfaced, including T1 and T2 subs. (T2 sub is not a problem as they're never on surface.
Balance changes:
Structures and weapons:
- Cybran splitted missiles speed reduced to 15 (from 25), acceleration reduced to 6 (from 25)
cool !
t1 land:
- aurora:
Spoiler: show
The aurora speed nerf is maybe innacurate : it will nerf aurora when kitting, sure, but it will also nerf T1 aeon land where it's already weak : for exemple when you expand on loki, and have your 2 or 3 early tanks crossing the map as fast as possible, and if speed nerf looks small when you watch the unit movings, the global time requiered to cross the map is changed a lot.
However i don't see easy better solution. Maybe try to adjust again the acceleration speed (it been very buffed then very nerfed in previous patch. Maybe a middle value can be found.
Also in general i don't like the gameplay becoming slower.
t2 land :
mongoose : grenade weapon adjusted : 50 damage (from 65), rate of fire = 0.15 (from 0.1) = 30 DPS (from 26).
why not
t3 land:
Snipers
Spoiler: show
Tell me if i'm wrong, but i see here an other sniper buff. I think they are already very strong (against the units they're supposed to counter ofc, and has never been designed to stop a percy spam), gala which sadly doesn't post here share this), i really don't like this new sniper buff, making any late game offensive acu upgrade way more risky than it already is.
T3 bots (overall = -20% DPS, - 20% HP; Loyalist and Titan = -25 % DPS only)
Spoiler: show
So here is the point that makes me the most affraid in this patch. I know the global project, that starting from engymod and then adjusting the different tech levels. Also this topic got voted with a majority of yes.
However the way to deal with this problem could be wrong.
Why not focusing on only few units instead of making a global change, which ends in some following global changes (changing all T3 land, then changing all T4 land. If you want to continue this way, i can help you you will also have to change all T2 and T3 pds, and probably also any unit able to attack land units...)
This is a very dangerous point imo : nerfing global T3 and T4 this way will make the game way more turtle. If T3 is now making an end to T2 stage quite fast, it's also that T2 counter to T2 pds is not strong enough. Massing some MML against an opponent who will mass even more tmd under shild ? It's not something you want to watch in such a smart RTS.
So if the initial goal is to get T2 spam able to put up a fight against T3 (mass for mass i don't know if it's a good idea, i would keep a mass advantage for T3 land imo) then you'll realise othums, titans, loyalists are already in difficulties against a strong number of T2s.
So the problem is again and only percy and brick (harbringer is quite difficult too balance, it's now very vaiable against bricks, still killed by percy and still nearly useless against T4. But one more time it's a global balance. Aeon have some other weapons to deal with percies.
=> What i would do, instead of all this mess moving half of the values of the game, would be a percy and brick and maybe also harbi range slight nerf.
What i would suggest you to test :
Percy nerf range from 35 to 33
Brick nerf range from 35 to 34
titan range from 20 to 23
Harbringer range from 28 to 27
And this instead of all T3 and T4 and SCU massive changes.
SCU:
Spoiler: show
Ok for vet and upgrade adjustments.
-50 dps is a Colateral damage of T3 land global change
T4 land
Spoiler: show
I'm not sure you realise the quantum number of indirect consequences this changement makes...
So now everything but land counter more effectivly Xps.
Probably 10 oblivions will be enough to stop a monkey
T3 and T2 navy will be an easy counter to XPs
Cybran just lost their only lategame navy unit (megalith)
T3 pd ravager will become unbreakable by a direct front attack, so more static situations.
Have fun with a cool test : calculate the time a GC now needs to put down 2 T3seraphim shilds !
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I know it's first try values added to this current patch, but even with way lower values i still think balance team is going in the wrong direction. Focusing the work on only percy brick titan and maybe harby would be my choice, nothing more.
t1 air:
- uef bomber:
Spoiler: show
I can't really say anything about uef bomber, i didn't see it working with his new domages. If it can kill now oneshot a moving engy, then it's good !
Jester : rate of fire = 2.5 (from 3) = 40 DPS (from 53) ; Health = 450 (from 525) ; mass cost = 160 (from 200), energy = 4250 (from 5000), veterancy = 5/10/15/20/25 (from 3/6/9/12/15)
I think i've understood, but i'm still not sure : We wanted in the previous patch to nerf the jester vet (nothing else), finally now you want to buff the jester however while trying to buff it, the unit is actually nerfed lol.
I would only keep your vet nerf, and cancel the rest.
T3 Air :
Heavy Gunships :
Spoiler: show
The speed buff is very good, the restorer buildtime increase is quite big, but probably good.
However this again ! We can feel here the consequences of T3 land nerf in this 25% dps nerf of gunships (the prize discount dorsn't balance this dps nerf). But gunships now also takes more time to break shilds, snipe an acu, or of course kill some static defenses.
As a result, the unchanged T2 gunships will be used at T2 and T3 stage.
- ASF :
Spoiler: show
If you don't forget to adjust restorer, and then other gunships to it, it could actually work. Well 4 minuts, it looks very short tho !
I guess it's only a first step of the rework of the T3 air. Well i don't know, i'm not bothered by the current T3 air, even if i think T3 stratbombers a little too strong in very lategame.
T4 Air:
Soul Ripper : Veterancy adjusted to 80/160/240/320/400 (from 60/120/180/240/300)
Definitly yes !
T2 navy
-Sera Destroyer :
Spoiler: show
no. I agree sera destroyer is good, especially when microed, but i don't think it has to be changed. All factions T2 navies can quite easly have fair fights against it, and other faction will earn more advantage when attacking a base (while sera destro will shot some cliffs). I think T3 sera sub nerf is enough
Maybe we could give a UEF destro range or torp dps slight buff. It suffers quite a lot at
t3 Navy:
- t3 strategic subs :
Spoiler: show
Sera t3 subs : torpedo range = 65 (from 70), AA DPS = 180 (from 240)
During the last month, we were lucky, we had a very dynamic top20, with a lot of replays with macrogames. Some of them were some really epic navy battles following the equal eco growing of the 2 players, ending in some cool battleship fights. … the often one of the players was seraphim and made a switch to T3 sera sub. In very few minuts, the epicness of the game was broken, and the other faction was harmless.
Well i don't know why i just wrote this, actually everyone (except vortex maybe lol) agrees about a nerf on this unit.
I'd rather a hp & vet nerf instead of a range &AA nerf because :
- T3 aeon torpbomber could 1shot an unvet sub
- hoover tanks or any shots attacking on surface would kill them faster when they attack planes.
- they would still hurt as much, but would be counterable. Also T2 subhunters could kill few of them even if kitting would still be strong.
On this point, if the tests shows that the current tested nerf works, then i have no problem with it.
- Strat subs mass cost :
Spoiler: show
T4 naval:
- Tempest :
Spoiler: show
This is good, but the main problem of submerged T4 is the ground fire from battleships.
Structures:
Spoiler: show
ok let's see the tests !
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Sorry for answering in only 1 topic, but as every change is linked to an other, i didn't want to cut this post and split it in the different balance topics.
I sadly can't help you to spam balance test games for this patch, but wish you good luck to do the best you can !