Balance patch 3696 Feedback Thread

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Re: Balance patch 3696 Feedback Thread

Postby Yakmann » 28 Jan 2018, 13:45

Why the decision to give Othuum the lowest dps of all T3 main combat units?
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Re: Balance patch 3696 Feedback Thread

Postby ZeRenCZ » 28 Jan 2018, 13:55

T3 static Arty - yes why not same range? Dsruptor was utter garbage for long time and now still is
- funny is that T2 static arties have same range, why not T3
- every one build Emissary, guess why?

T3 M arty- increase range a bit, so you can break UEF(mostly) mid map turtle, they just go in mid map build few ravs and then T2 arty( right Ninrai :lol: ?), and mobile arty getting wreacked even with shields( rav has only little bit smaller range then T3 M arty), so I am forced to build my own T2 arty to stop it, hate it, I thought mobile arty is to counter turtle, well I was wrong...

ACU -Can pls Cyb ACU stop being mid game garbage?

T2 trans- strong in T1 stage, utter shit in T3 stage, now even more, RIP T3 drops

Tempest- I dont think Aeon navy is so bad, to Tempest, on dual gap I played against Tempest with Cyb BS and I got wreacked, wanna know why? he was kitting me with Tempest, imagine that :!: :lol:

Oh Jagged where is ED4??? you promised year and two balance patches ago
- Cyb shields are garbage against arty, E1-E3 is useless low HP,low cover area, long time to upgrade, too APM heavy
- build ED4 as T3 shield is right answer, ED 4 on its own would be shit, but the upgrade to ED5 make it worth
- build ED5 right away makes it shit as well
- right now it is impossible to cover large base, because Cyb shield so APM hungry so you dont have time for anything else( maybe only high ranks do and that is the point?)
- I played Gap as Aeon with double base, that was so awesome :!: :!: just grabbed few T3 engies start spaming T3 shied everywhere :!: :!: so easy, but with cyb? had to spam only shitty ED1, then start upgrade, then another engies to assist the upgrade so I dont die, then checking which shield is in what ED, then upgrade againt to ED5, again assisting omg I am tired already, never again next time will take other fac T3 engy, it is just shift+click so much better 8-)
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Re: Balance patch 3696 Feedback Thread

Postby Deribus » 28 Jan 2018, 20:19

I haven't played yet, so I don't have much to say on which changes are or are not beneficial, but I did have some questions from the Patch Notes, as to the logic behind some decisions.

1. ACU HP Upgrades Nerf
Why was this necessary? I assume it is because T3 units now have less DPS, but it's not as large a difference as the nerfs are, and plus by the time mass T3 hits the field it's probably time to leave if you only have one Nano upgrade or a single shield, which brings the question of why the early game HP upgrades were nerfed.

2. Titan Target Prioritization
Percies are T3 killers, but they severely struggle against T1, and with the rate of fire decrease this has only been made more so with the latest patch. As such I tend to build 1 Titan for every 5 Percies while T1 is still on the field, to assist them in mopping up any T1 that may be escorting enemy T3. However, this target prioritization greatly decreases the effectiveness of this varied unit composition, and pushes Titans away from the T1 killing they are so good at.

3. Loyalist EMP
I can see why EMP was removed from ACUs, but why Experimentals? Loyalists were a great counter to GCs, and demonstrated a clever way to use a unit. However, this has now been removed, and is only made more of a problem with the drastic increase to Megalith build time (far more so than GC build time). I've never had much of a problem with Loyalist stun against Experimentals, and it was perhaps the primary reason to mix in Loyalists with Bricks into the late game.

4. Experimental Build Time
The main benefit of Experimentals was their short build time, and this change drastically changes their usage. As I've previously mentioned, I have yet to play this beta, so I can't say whether the change is for the better, but what was the reasoning behind why the change was necessary? Additionally, some Experimentals have gotten far harder to build than others. For example, Monkeys now have 1.7x the build time, Fatboys and GC have about 2x, but Megaliths got a drastic 3.5x difference. Soul Rippers also stand out in this regard.

5. Overcharge
Overcharge has always been an expensive but powerful tool, and the overkill was just a feature that you would have to deal with. However, this change makes it more difficult to manage as the energy demands vary every shot, and seems like it would require much more detailed power management rather than focusing on the combat itself.

6. Veterancy
Why does a single kill max out to one veterancy? If a group of interceptors manages to take out a poorly placed T3 gunship, I feel like they should be adequately rewarded for their effort. A single level of veterancy typically doesn't amount to much, and it's only after multiple levels that it starts to make a difference. Also, in a situation where an ACU is risked in order to take out an Experimental, getting only one level from the encounter severely lowers the potential reward, and makes the experience less memorable.
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Re: Balance patch 3696 Feedback Thread

Postby ThomasHiatt » 28 Jan 2018, 21:15

ThomasHiatt wrote:Also overcharge hasn't been changed in fafbeta, it still does 12k damage for 5k power all the time. I was hoping to test OC, and OC SACUS, but I guess I can just use the mod for now.


As expected, overcharge is totally broken using multiple OC SACUs, or just multiple ACUs. If you overcharge with multiple at the same time they all spend 90% of your power and you not only powerstall but go into negative energy balance. This is already a problem in the current game balance if you have less than 1 e storage per ACU, but now even if you have 100 e storage it will be a problem. Even if you do not overcharge all at the same time, but try to overcharge individually, the first overcharge will spend 90% of your power leaving the others with almost no power to overcharge so they don't do much damage. Due to the way the overcharge damage scales they would have done significantly more damage if they were to all overcharge with say 20% of your energy. This makes it essentially pointless to ever have more than one SCU or ACU with overcharge.

I think the best way to fix this while keeping this type of overcharge system would be to have a more reasonable cap on the amount of energy/damage that can be done. With this current damage to energy formula I would say that around 10k-12k damage would be a good maximum for overcharge damage, 12k would be consistent with the way overcharge was before.
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Re: Balance patch 3696 Feedback Thread

Postby Exotic_Retard » 28 Jan 2018, 22:32

interestingly, the going into negative energy thing is also true in the normal game, but since OC costs are relatively cheap its quite rare to happen.

<insert obligatory shill about why eq oc system is so much better than whatever this is here>

also petry slandering eq saying gc tractor claws arent fixed - lies! lies and propaganda! >:(
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Re: Balance patch 3696 Feedback Thread

Postby speed2 » 28 Jan 2018, 22:38

Exotic_Retard wrote:interestingly, the going into negative energy thing is also true in the normal game, but since OC costs are relatively cheap its quite rare to happen.

<insert obligatory shill about why eq oc system is so much better than whatever this is here>

also petry slandering eq saying gc tractor claws arent fixed - lies! lies and propaganda! >:(

you were not suppose to watch the video
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Re: Balance patch 3696 Feedback Thread

Postby Farmsletje » 29 Jan 2018, 01:11

Don't have time for a tryhard post yet or to watch vid but.

https://puu.sh/zaRkG/fe534190cf.png

you fucking monster
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need to give him some time to blossom into an aids flower
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Re: Balance patch 3696 Feedback Thread

Postby Zeldafanboy » 29 Jan 2018, 02:08

I can live with all of this except the Soul Ripper buildtime nerf which makes no sense, and the fact that Harbs don't stun GCs anymore is a crime.
Symbiont solidarity. All UEF Are Bastards.
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Re: Balance patch 3696 Feedback Thread

Postby keyser » 29 Jan 2018, 02:15

yes harbs not stuning exp anymore is one of the biggest issue of this patch.
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Re: Balance patch 3696 Feedback Thread

Postby Apofenas » 29 Jan 2018, 02:48

keyser wrote:yes harbs not stuning exp anymore is one of the biggest issue of this patch.

not even fixed in equilibrium
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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