Some Balance Suggestions

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Re: Some Balance Suggestions

Postby Farmsletje » 02 Sep 2017, 21:39

It is incredibly hard to balance titans because UEF already has the strongest t3 unit in the game and also one of the best t2 units. Pillar/lobo/parashield armies are still good in the early stages of t3. Because of all of this even a slight buff will make the only weakness in UEF land disappear. If you compare this to the terrible aeon t2 stage or the sera t3 stage then i think it's better if the balance team focusses on that first.
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Re: Some Balance Suggestions

Postby JoonasTo » 02 Sep 2017, 22:01

I'm thinking you make the titans proper T3 labs. Fast to build, decent damage, great speed, no survivability in a stand up fight.
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Re: Some Balance Suggestions

Postby NapSpan » 03 Sep 2017, 00:17

JoonasTo wrote:I'm thinking you make the titans proper T3 labs. Fast to build, decent damage, great speed, no survivability in a stand up fight.

No exactly, Pillars are not T2 LABs but the other point its true, its more important balance Aeon T2 and sera T3 first, Titans being the "weakness" of UEF its not true, by the same rule Cybran T3 its perfect because both Brick and Loya are pretty good
We have "Continentals" so moving shit around must be important.
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Re: Some Balance Suggestions

Postby JoonasTo » 04 Sep 2017, 09:35

A very simple move for Titans would be to give them double damage and cut down their health to 500(so 1,7k with shields, 50% of current.) This way you have a unit that keeps the same combat power as it currently has(with the same total damage output before death.) It would also give more importance to the shield of the unit(which can regenerate out of combat.) This way it can deal damage fast enough on raids but still not get too strong vs most armies.

Down the line I'd like to see it get a speed boost to 4,5(currently at 4 with Loyalist) and the shield regen rate see a buff to 40hp/s(shield regen only works out of combat btw. Recharge works during combat too.) This would further specialise the unit for raiding purposes as it could outrun other ground units and easily regain lost HP when it gets out of trouble(as long as the player doesn't screw up and let it lose all shields.)

PS.The health to damage change will buff them vs ACUs as the overcharge still kills only one at a time so the damage vs commanders is effectively doubled with no downside. That could be a problem.
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Re: Some Balance Suggestions

Postby NapSpan » 04 Sep 2017, 10:18

JoonasTo wrote:A very simple move for Titans would be to give them double damage and cut down their health to 500(so 1,7k with shields, 50% of current.) This way you have a unit that keeps the same combat power as it currently has(with the same total damage output before death.) It would also give more importance to the shield of the unit(which can regenerate out of combat.) This way it can deal damage fast enough on raids but still not get too strong vs most armies.

Down the line I'd like to see it get a speed boost to 4,5(currently at 4 with Loyalist) and the shield regen rate see a buff to 40hp/s(shield regen only works out of combat btw. Recharge works during combat too.) This would further specialise the unit for raiding purposes as it could outrun other ground units and easily regain lost HP when it gets out of trouble(as long as the player doesn't screw up and let it lose all shields.)

PS.The health to damage change will buff them vs ACUs as the overcharge still kills only one at a time so the damage vs commanders is effectively doubled with no downside. That could be a problem.

...that is exactly a T3 LAB, no health at all, big damage and low survivality, if i,m about to spend mass raiding something, ill spend it in percies that will destroy stuff in their way and has more chances to still alive, to raid undefended bases and ACUs in that way, the Titan we have now its ok
We have "Continentals" so moving shit around must be important.
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Re: Some Balance Suggestions

Postby Yakmann » 04 Sep 2017, 11:11

How about making Titans amphibious? Would allow for more flexible raiding and maybe ambushes. Hiding in ponds, circumventing defenses. Useless on some maps, though.
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Re: Some Balance Suggestions

Postby FtXCommando » 04 Sep 2017, 11:42

Shouldn't be faster than loya if you go the route of buffing them. Brick is basically hard countered by percy, loya needs to really do the same sort of thing to the titan. Keep them slightly slower than loya so the loya will be able to kite them and crush them imo.

Seriously could you imagine how OP UEF would be if they have the strongest battle tank and then a raiding unit faster than loya? We'd be entering old Cybran levels of stronk.

Also the idea of them being amphibious would do absolutely nothing for the unit.
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Re: Some Balance Suggestions

Postby JoonasTo » 04 Sep 2017, 12:13

Titans have less range than loyas so you can safely kite them, the speed difference between them would be less than that of the Striker and Aurora and we all know how that goes.

Also need to remember that if their HP were to be dropped to half and damage buffed they'd get obliterated by loyas thanks to the range advantage.
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Re: Some Balance Suggestions

Postby Mephi » 04 Sep 2017, 14:47

EARLY GAME AIR
JoonasTo wrote:T1 Interceptor
Minimum speed down to 8

Bombers are already quite weak as long the opponent has some air. Therefore i dont think we need to nerf them.In case you really want to kill a bomber you can invest some micro to do so.

JoonasTo wrote:T1 Mobile AA
HP: Nerf UEF and Seraphim HP to 260

I agree, that t1 maa with 360 hp is far too powerful. Although im not sure about the amount yet.

JoonasTo wrote:Seraphim muzzle velocity buff
*It’s just too low to hit t2 bombers

Havent noticed this yet, but gonna test it, when i have access to FA again.


MIDDLE GAME
JoonasTo wrote:T2 Flak
Speed: Increase speed across all factions to at least 3, preferably 3,5

Flaks have the same speed as the main t2 land unit for each faction. For example 3 for pillars and skyboxer, 2.7 for rhino and banger. Giving them more speed would lead to always having them in front of your army and nobody moves his army with attackmove, therefore the dummy weapon doesnt achieve anything. But it would still be good to have that feature in attackmove situations.
In my opinion t2 flak is overall in a good spot against t1 and t2 air. For the price of a t2 bomber you get a little less than 3 flaks and they stack up very well. Vs T3 is a different topic, but i dont think we should drasticly change their values to just improve them vs strats, which is their mainproblem.


T2 HQs
JoonasTo wrote:T2 HQs
Make Air HQ more expensive

I havent notice a sudden increase of t2 air play, neither in 1v1, nor in teamgames. T2 air is always a more risky option, because you dont get a guaranted value like for t2 land. If you lose aircontrol for only a short time, which can happen easily, because your opponent can counter your t2 tech, while staying on t1 tech, you lose a big junk of your bombers and gunships.

If it should be the case, that t2 air becomes a lot more popular in all kinds of games, we can discuss this topic again.
JoonasTo wrote:Make Land HQ cheaper

Their cost has been increased to extend the, that time not existend, t1 stage again. But it was probably a bit too much, because skipping t2 whilst spamming t1 is too strong atm. I think decreasing the cost a bit while adding that cost to t3 hq would be an option.
There is also a rework of OC in progress, which will mostlikely nerf it in that regard.


COMMANDERS
JoonasTo wrote:Cybran Commander Stealth
Give the stealth commander 25 regen with 500/10k cost

My opinion on that topic is probably a bit biased, but i agree, that cyb acus are too weak in direct combat.

JoonasTo wrote:Aeon Commander Shield

Currently i have the feeling, that the upgrade is rather a bit too strong. But have to take a closer look.

JoonasTo wrote:Zhtuue
Speed on water to 2,4-2,2

Fobos are already quite slow on water, imo the nerf would not change much, but limiting a unique tool even more.

JoonasTo wrote:Wagner
Speed to 3,3 underwater

The use of wagners is already limited compared to their hover counterparts. Their role in connection with water is ambushing and raiding, a speednerf would hurt them quite a bit.

LATE GAME AIR
JoonasTo wrote:Restorer
Increase AA damage by 33-50% OR increase it’s speed by 3-4

Nice idea. Restos are a joke AA wise atm.

JoonasTo wrote:Strategic Bombers
Energy cost to 125k

I agree, that their cost is ridiculously high. A rework towards lower cost but slower speed for example, would be an intersting path, because they are mostly a sniping tool atm.

ECONOMY
JoonasTo wrote:Mass Fabs

Personally i dont have an opinion about massfabs.

Eco/production buildings
JoonasTo wrote:Extra vision radius for Aeon

Good idea to increase faction diversity. Adding radar would also be an option.

JoonasTo wrote:Seraphim eco/production buildings need a specialty
→ Factories could store more mass than other factions’ do

That would be also a nice feature, but the use is very limited. Maybe give them the radar feature on some buildings like factories and mexes.

JoonasTo wrote:PS. Make Titans worth it please.

they get some love in the t3 rebalance ;)
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Re: Some Balance Suggestions

Postby Farmsletje » 04 Sep 2017, 15:41

Mephi wrote:Fobos are already quite slow on water, imo the nerf would not change much, but limiting a unique tool even more.

You are generally a 1v1 player, but fobo's are retarded as f*** on teamgame water maps. They can break entire maps with their existence.

JoonasTo wrote:nergy cost to 125k
*The current energy cost for strats is far too high to make them a viable option in most even games with ASF on the field, this would make them a slightly more viable option
Mephi wrote:I agree, that their cost is ridiculously high. A rework towards lower cost but slower speed for example, would be an intersting path, because they are mostly a sniping tool atm.


I don't really get where this is coming from. Strats are more than viable. With air control they are still OP with almost no way to counter them. The high e cost is needed in the early t3 air stage to avoid strat rushes instantly ending the game because they cannot be countered, and later on it becomes negligible because you have a lot more e income.

Also most of the strats i see are used to kill pgens and mexes and very rarely you see attempted strat snipes on acu's because it is a very big gamble.
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