Balance patch patch notes (3688)

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Balance patch patch notes (3688)

Postby Freedomfighter » 30 Sep 2017, 11:25

So this patch has had a large change to veterancy but there have been several other changes to veterancy that haven't been included in the patch notes, these regard the regen gained by certain units. So far I've only noticed changes to ACU's and experimentals but there could have been changes to all the units.
A change is a change why is this not in the patch notes?

I want an answer!!! The lack of transparency should be enough grounds to question the balance councillor and there teams motives.

I will run though the changes that I have noticed, and IMO none of them are for the better.

ACU's
UEF, Aeon and Seraphin
hp/s gain on vet, 3 -> 6
regen at max vet 25 -> 40

Cybran
hp/s gain on vet, 4 -> 6
regen at max vet 35 -> 45

This reduces the gap in Cybran and other factions regen at max vet.

Experimentals.
patch notes where they changed the regen values and reduced the instant heals.
http://content.faforever.com/patchnotes/3684.html

Test game for the new values.
http://replay.faforever.com/6845052

IMO the regen was not enough, you if you had a 3 or 4 vet ythota and it had very low HP but it survived it would take way too long to regen back to full HP I'm talking like 15 minutes, which is just ridiculous.

but now we see a reduction in this regen.

here is a couple that I tested.
Megalith
5 vet regen 235 -> 125

monkeylord
5 vet regen 125 -> 135

GC
5 vet regen 215 -> 135

Ythota
5 vet regen 185 -> 145

These values have been changed and not even consistently, the monkey's regen has been buffed and all the others nerfed, why is this?? Explanation please?
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Re: Balance patch patch notes (3688)

Postby twentyseven » 30 Sep 2017, 12:04

Because what's the point of explaining things to the community if you don't care what they think.

inb4: "You're just complaining because you dislike change. Not because I'm wrong."
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Re: Balance patch patch notes (3688)

Postby speed2 » 30 Sep 2017, 12:51

twentyseven wrote:Because what's the point of explaining things to the community if you don't care what they think.

inb4: "You're just complaining because you dislike change. Not because I'm wrong."

Well with this attitude no one will care what YOU think...
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Re: Balance patch patch notes (3688)

Postby PhilipJFry » 30 Sep 2017, 12:53

ty for the report

i forgot to add the changed regen values to the changelog
the reasoning behind them was to make them easier to predict
as you can see the t4 units get 25 regen/sec each vet level instead of different numbers all over the place
so high hp units get more instant healing compared to regen in comparison to the max hp (eg a T3 sub will get decent regen while a t3 BShip gains more from the insta heal)
the reason why the number is lower overall is because we found 200+ regen to be way too good (eg a t4 chicken with 200 regen heals 60k hp in 5 mins which means that you get a mass equivalent of 80 mass/sec for free)

i'll add the new vet regen changes to the changelog when we roll out the hotfix i guess
Spoiler: show
or you can do it for me if you feel like doing it :)
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Re: Balance patch patch notes (3688)

Postby Freedomfighter » 30 Sep 2017, 19:04

Thanks for the reply, PhilipJFry :D
So the more HP the more insta heal the unit gets on vet, so we now have somewhere in between the old old vet health gain system and the newer old vet health gain system, interesting.
Looking forward to seeing how this impacts the battlefield :)

I would do it but I don't know all the values nor do i know how to make the fancy webpage that you guys use. Keep it up!!
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Re: Balance patch patch notes (3688)

Postby PhilipJFry » 30 Sep 2017, 19:12

the css is already there so all that is needed is editing the html file

otherwise i wouldn't be able to make the page either :>
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