• Balance Q&A session sunday 18:30 CET

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  • Pending Balance Changes Feedback Thread

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    @mazornoob said in Pending Balance Changes Feedback Thread: @sladow-noob said in Pending Balance Changes Feedback Thread: There are reasons for every balance change What was the reason for giving 90% of units and buildings 15% more vision radius across the board? This was a good change and was needed.
  • FAFBeta Patch Notes Iteration II of 2023

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  • Balance Patch 3761

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  • Balance Thread Guidelines

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    DeribusD
    The "Showcasing the problem" section has been modified and streamlined, please be aware of this change to the rules
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    @arran i dont have much time currently and not really intrested in deep research of other units unless i'll see some really bad stats like vulthoo buildtime, i am not a balance team member after all (coding veto system rn)
  • Recall from battle

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    Confirming recall bug is still present - all votes show green and nothing happens
  • Brick torpedo damage

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    Isn't the sub almost three times faster as well? Move speed is super important in navy battle. I've never seen bricks crush navy at all btw.
  • The Billy Nuke needs to be nerfed

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    phongP
    @Firv, with other late-game upgrades, you get maybe a few minutes of value before the armies become too big to face, whereas billy you can potentially keep using to good effect almost indefinitely right now, sitting cozy under shields behind percy walls, lobbing rockets across the map. The risk hardly increases as the game progresses, like it does for other com upgrades, since there's not much incentive to get anywhere close to threats in order to use it. In addition, because armies tend to get bigger and less wieldy, the care you have to put into your aim actually goes down as time goes on. Plus, you can pair it with t3 which is a defensive upgrade. The change I suggested wouldn't mean you absolutely must bring the com into knife distance either. Also, it doesn't impact tele billy at all, because in that scenario you're shooting at helpless and static targets. If you're hunting armies, teleporting is actually worse than airlifting because you can't adjust your destination as the move orders shift around plus your fire rate is shit.
  • Shouting into the wind - T1 arty

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    ArranA
    @FreadyFish You are a legend! I'll try it out VS Ai first then see if I can get people on discord to try it out in my games. EDIT: Thank you for adding helpful comments as it really helps me understand the code.
  • Nerf Novax radar

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    ArranA
    Also, add an energy cost to the Satellite that increases as the Satellite gets further from its command centre. Reason: Teleportation range has been nerfed with a variable energy cost and charge time depending on range. This was because unlimited and unrestricted range was too strong. The Novax Satellite having unlimited range is a similar problem. Credit for the idea: https://forum.faforever.com/topic/7080/satellite-overperforming/44
  • T2 Bombers

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    That is absolutely the case of skill issue despite rating. Source: me, a 1.9k-2k player who has permanent skill issues every time I try to play
  • Adjustment to the reclaim rates

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    FtXCommandoF
    Nobody in FAF has a problem with a lazy way of reclaim, that’s why it already exists and costs minimal apm. What people had a problem with is making the lazy way of reclaim much stronger which in turn removes one of the tradeoffs of apm in the game. For loads and loads of players it is actively better to spend 0 apm and just zoom out and look at the map for 10 seconds to figure out the next 50 seconds than it is to spam clicking for 10 seconds on units, reclaim, or anything else.
  • Will TML ever be balanced?

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    CaliberC
    I have just created a mod that rebalances the tml.[image: 1722345348931-zgdhnbsdhjnsrt.jpg] problems with the tml as I see them; 6k damage for very little cost no risk vs reward factor, if tml doesnt work you risk/lose nothing and can reclaim the tml tml can be fired way too quickly and kill an opponents whole base in about 10 seconds spreading tmd around takes time Key changes; -Missile energy cost's have been increased significantly to create a risk factor of energy stalling when making tmls." -Missile mass costs have been slightly increased. -Missile damage has been reduced to 2k so that it doesnt kill the reclaim but still enough to snipe t2 mexes -Capacity has been reduced to 1 other than cybran as their launcher has 4 launch tubes so makes sense -TML build rate has been increased so that assisting is less powerful. -TML explosion damage has been increased to match missile damage at 2k, so dont stand near it if it gets destroyed, again creating a risk factor for tml use."
  • Make engineer mass storage stats consistent

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  • SACU Rebalance

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    veteranasheV
    In ta it's balanced by arm having the fark, fast assist and repair knot, so having a necro sacu for cybran while uef gets a pretty slick engineer sacu probably would work out.
  • BALANCE team twitch?

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    RoweyR
    @mopeytotem the next meeting were going to trial a discord stage where people can join and listen in but game and balance team can still talk.
  • Scouts and labs should not break tree groups

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    Alright, seems like there are relatively few objections to this. I've notified the people who might work on this to pay attention to this feedback.
  • TMD could be cheaper

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    TML com is not rare, it is however quite expensive and requires alot of power. TML launcher is alot cheaper
  • sera t3 subs have become op?

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    For me it's not a problem that T3 subs are strong against water units, but the anti-air ability is just op. I would take the anti-air away from the T3 subs. The current situation is that if your opposite T3 Sera Subs, you basically have to do the same or you lose.