First of all, Zock, I thank you, and your team, for what you have done. I've honestly enjoyed the properly done balance changes a lot. Not just the recent ones, but things that happened before too. SCUs, Aeon frigates, etc. From the recent changes the T2 suit nerf in combination with the low level survivability upgrades that are in beta feel the best thing I've seen in FAF balance since the resto nerf.
I'd also like to thank you for finally realizing the mistake in hover balance and raising the speed back. Even if it took a while, it happened.
Now I'd like to discuss which lead to this mistake in the first place and what I have seen happen on other occasions too.
The balance approach of FAF to singular, highly effective tactics and strategies has often resembled a knee-jerk reaction. That is, it has been radical and over-the-top(1,3 speed reduction for hover out of 4,3 33%, this was too much) to make sure that the tactic, or strategy, is "fixed". At worst, it has been cumulative with other, simultaneous bug fixes, which have been nerfs(hover hitbox bug.)
This is a great example because it has even more characteristics of a bad change. The speedy wagner, that was already capable of easily dealing with t1 PD, unlike the blaze, was left untouched. It indirectly buffed the unit, which was already very strong, as a raiding unit on maps where this was applicable. The seraphim already had the ever usefull zhtuuey, which was also left untouched. The former made cybran(and seraphim) stronger, in comparison to UEF and Aeon in island raiding. At the same time it further widened the gap from Seraphim to UEF and Aeon in naval lock situations while bridging the gap from cybran to UEF and Aeon, again, strenghtening Cybran.
The end result, aside from the obvious result of weakening hover to not make it viable alternative to spam only hover instead naval, was quite a lot different.
1. It made the t2 hover almost useless vs navy because the change was too large and it had the cumulative target bone nerf applied at the same time.
2. It strenghtened cybran, and to smaller extent, also seraphim, in relation to UEF and Aeon.
3. As a result of the above two, it weakened ecoing and defending, less so for Seraphim but especially so for Aeon and UEF.
The first shows an overreaction to the problem at hand, to fix it quickly(tm), instead of actually balancing it to viable alternatives with more care.
The second shows short-sightenedness concerning the ripple-effect in a bigger picture.
The third was a favourable result but the magnitude of, especially, the first and the second outweighted it.
I hope we can all agree on this much.
I also hope this can shed light on why I disagree with some past changes so adamantly. For example, the strat bomber energy cost increase.
100k to 144k energy(NEARLY SAME AS RAS!), or 44% increase was, and is, NOT an acceptable solution to the problem of rushing strat bombers on t2 power income. We don't have strat rushes on t2 power anymore, AT ALL.This is not the point of balancing and improving the game, I'm sure we can all agree that the point is to have more meaningful choices.
The problem here was that the strat rush, while still having decently high risk, had game-breaking reward. The whole enemy team's powergrid was wiped and it was over. Just from one player risking their game for it this was obviously not balanced. But like with the hover, this one was an over-reaction as well. It led to the strategy completely disappearing from the game. And that was not it's only consequence. Once again there was a ripple effect to something else.
I'd like to talk about the airlock situation now. You manage to rush t3 air before your opponent and gather an asf force large enough to wipe out any opposing inties, and the few asf your enemy possibly has out. You manage to camp his air factory and force him to build sams. Now you wish to take advantage of your well-executed, high-risk, strategy, that you either sacrificed a teammate or your eco for.
What do you gain? You gain safety to your remaining teammates from air snipes and practically unlimited scouting, barring any aeon cruisers or sera sams. What else? You wish to build strats of course. Now you go and queue up your two strats for harassing. This means sacrificing even more of your eco AND risking your air control due to allowing your enemy to catch up. In the old 100k strat balance, this meant 4 asf(roll-off time reduces the 5,0 to 4) and 3 t2 mex. But with your early advantage in ASF and the damage you expect the strats to inflict this is OK.
Now with the 144k strat balance the exchange for 2 strats is 7 asf(7,2 minus roll-off time) and the same 3 t2 mex. Now early game airlock is usually 5-10 asf. It is obvious that the enemy having 7 allows him to contest your air-superiority(especially in his territory with radar!) and definitely allows him to shoot down your strats with relative ease. Suddenly the option of going strats for harassing isn't at all attractive. Unlimited scouting is very nice but teammates can be secured from airsnipes with inties, and especially swifties, as well. Sacrificing eco and going for an airlock is also less attractive as a result, especially as aeon.
So the end result was:
1. Eliminating a strategy completely, simplifying the game, reducing depth
2. Reducing the possible reward for an advanced, already risky strategy, making it less favourable, again, reducing meaningful choices and depth.
3. As a result of the two above, ecoing up and defending was once again made stronger.
This time the first was caused by the overreaction to the problem(44% increase) and the changes made to strat bomber flight dynamics. Inties being able to kill something so ridiculously expensive(FULL ECO of T3 Pgen and two T2 pgens for 42!! seconds) just made the risk-reward ratio skewed.
The second was also caused directly by the cost increase, but in a different situation than intended. Again, the bigger picture.
This time also the third result was unwanted, as it lead to a more static game, instead of a dynamic one.
There's also a fourth, more hidden result.
4. It buffed all land experimentals, and to lesser extent, navy
This is due to the increasing the cost of countering them with strats, the only flying normal(not experimental) unit that can deliver some form of DPS while the experimental is being guarded by masses of T2 MAA or some amount of T3 MAA.
The jury is still out on whether this is a beneficial result to the state of the game.
I hope this can convince the balance team to look more into rationalizing this change, like they did with the hover one.
I have observed a positive lessening trend in over-reactions over time and especially in the recent balance patches. For this I am grateful and hope it stays that way.
There are also different kinds of issues which I will lighten my views on in the next post however. Not strictly balance, but game design also.