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    The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade)

    Scheduled Pinned Locked Moved Balance Discussion
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    • FtXCommandoF Offline
      FtXCommando
      last edited by

      Bro I don't do half of that stuff

      1 Reply Last reply Reply Quote 0
      • TheWeakieT Offline
        TheWeakie Balance Team
        last edited by

        Nice to see my good friend the paragon micro in the same sentence as strat and ahwassa micro

        1 Reply Last reply Reply Quote 3
        • Accidental_AeonA Offline
          Accidental_Aeon
          last edited by

          You would be surprised how many 1900s can't spend everything the paragon produces.

          ComradeStrykerC 1 Reply Last reply Reply Quote 0
          • ComradeStrykerC Offline
            ComradeStryker @Accidental_Aeon
            last edited by

            @accidental_aeon said in The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade):

            You would be surprised how many 1900s can't spend everything the paragon produces.

            I'd be surprised if it were possible to spend 10,000 mass a second in a normal, average match.

            ( ͡° ͜ʖ ͡°)

            bakiB 1 Reply Last reply Reply Quote 0
            • bakiB Offline
              baki @ComradeStryker
              last edited by baki

              @comradestryker Yes i actually need 10,000 mass a second in every game for my 3333 mantis maker factories.

              1 Reply Last reply Reply Quote 0
              • veteranasheV Offline
                veteranashe
                last edited by

                10k a tick, 10 ticks a second

                1 Reply Last reply Reply Quote 0
                • BlackYpsB Offline
                  BlackYps
                  last edited by

                  10k a second. Just because Gyle says mass income per tick every time doesn't make it less wrong

                  1 Reply Last reply Reply Quote 1
                  • veteranasheV Offline
                    veteranashe
                    last edited by

                    You sure? If para is 10k a second that means it's only 1k a tick and most players can already manage that easy, they probably have that in evo before starting a para.

                    1 Reply Last reply Reply Quote 0
                    • E Offline
                      Exselsior
                      last edited by Exselsior

                      Wow this thread is a dumpster fire. There’s no such thing as mass per tick it’s per second. A tick is how often the game engine updates the game state and processes new inputs and has nothing to do with the economy. Economy is mass and energy per second. Paragon is 10k mass per second. Engineers consume mass per second based on their build power, the total build time in seconds for what they’re building, and the cost of what they’re building. Their mass consumption is per second. It has nothing to do with the game tick. Hopefully I said all that correctly but it’s at least close enough. If you’re competent it’s easy to spend a paragon’s mass - just watch Yudi or most other 2k+ Setoners and you’ll see them stall it at least sometimes. Most sub 1.8k don’t set things up well enough to spend a paragon’s worth of mass.

                      Why are we even talking about this in a thread about the billy nuke anyway.

                      arma473A 1 Reply Last reply Reply Quote 1
                      • arma473A Offline
                        arma473 @Exselsior
                        last edited by

                        @exselsior said in The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade):

                        There’s no such thing as mass per tick it’s per second. A tick is how often the game engine updates the game state and processes new inputs and has nothing to do with the economy. Economy is mass and energy per second.

                        You are describing your own simplified mental model of the game, not the game itself.

                        Ticks are not just for taking input from players. The game state is updated every tick. (And there's a 5-tick delay between giving a command and when the command is executed.)

                        Moving units move forward every tick.

                        Collisions are checked every tick.

                        Weapons can be fired every tick (if there is a target and they're not still on cooldown).

                        Weapons cooldown every tick until they're done cooling down.

                        Mass is delivered every tick, not just once per second.

                        Mass is spent every tick, not just once per second.

                        Mass is actually tracked by the game in units of 0.1 mass each. Let's call these units "atoms" because they are indivisible. So if a mantis costs 56 mass, it costs 560 "atoms" (indivisible mass units) that are each worth 0.1 mass.

                        A T1 mex that gives, over time, 2 mass/second, is actually delivering 2 atoms per tick.

                        Does all of this matter? It depends. If you're just trying to play the game, it's probably smarter to use a mental model that only updates once per second. If you're trying to make blueprints for a new unit or tweak the balance, then this tick-by-tick stuff actually matters.

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                        • E Offline
                          Exselsior
                          last edited by

                          Yes, you're right and that's why the first thing I said about game ticks is that it updates the game state, which covers what you said.

                          Calling it a simplified mental model is a stretch when it's how the economy is explicitly described and shown at every level in game. Thinking about the economy in terms of what the game engine is doing behind the scenes while in game is not helpful. As it is clearly people already don't understand that all of the values in game are shown per second so adding in all of this about game ticks just adds to the confusion. Sure it's technically simplified, but so everything else.

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                          • veteranasheV Offline
                            veteranashe
                            last edited by

                            How long does it take for a t1 Mex pay for it's self?

                            What is listed in the helpful hints on the loading screen?

                            E 1 Reply Last reply Reply Quote 0
                            • E Offline
                              Exselsior @veteranashe
                              last edited by

                              @veteranashe said in The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade):

                              How long does it take for a t1 Mex pay for it's self?

                              What is listed in the helpful hints on the loading screen?

                              https://github.com/FAForever/fa/blob/deploy/fafdevelop/loc/US/strings_db.lua#L7767C28-L7767C28

                              It's 18 seconds though iirc since that doesn't actually say. 36 mass cost and returns 2 mass per second. I'm going to be very sad if I'm misremembering that.

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                              • T Offline
                                TheWreck
                                last edited by

                                Not sure why billy nuke is underpowered when you can kill an entire t3 army with it and force a very large amount of mass of tmd note 20 tmd cost more than the billy nuke upgrade in terms of mass cost.

                                ComradeStrykerC 1 Reply Last reply Reply Quote 2
                                • ComradeStrykerC Offline
                                  ComradeStryker @TheWreck
                                  last edited by

                                  @TheWreck

                                  Mobile shields can soak up almost the entirety of the damage dealt by a Billy.
                                  A Billy deals around 12,000 damage.

                                  Just one Seraphim Mobile Shield has 10,000 HP.
                                  The UEF and Aeon shields are a bit weaker, hanging around 3,000 & 3,500 HP.

                                  1 T3 mobile shield practically nullifies the damage,
                                  3 or 4 T2 mobile shields also nullify the damage.

                                  This left Cybran as the only faction without a mobile shield, but to make up for it,
                                  they used to be able to redirect a Billy.
                                  But that ability has since been removed.


                                  Another note, the upgrade has a 30-second global cooldown, so, even if you load it before then, you can't fire it again until the cooldown expires.


                                  ~ Stryker

                                  ( ͡° ͜ʖ ͡°)

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                                  • FtXCommandoF Offline
                                    FtXCommando
                                    last edited by

                                    Only thing that scares you under sera shields as UEF are snipers, and billy kills the snipers.

                                    ComradeStrykerC 1 Reply Last reply Reply Quote 0
                                    • ComradeStrykerC Offline
                                      ComradeStryker @FtXCommando
                                      last edited by ComradeStryker

                                      @ftxcommando said in The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade):

                                      Only thing that scares you under sera shields as UEF are snipers, and billy kills the snipers.

                                      If they're under one shield, yes... the spillover damage carries on, but two? No.
                                      Everything and anything survives under two Sera mobile shields.

                                      You guys say a Billy "deletes entire T3 armies", and it does.
                                      But only if there aren't any mobile shields to protect against it.

                                      Now, I'm not implying it should wipe out shielded armies, either...
                                      But, it's just weird, that's all. Maybe something should be looked at here.


                                      ~ Stryker

                                      ( ͡° ͜ʖ ͡°)

                                      Sylph_S 1 Reply Last reply Reply Quote 0
                                      • S Offline
                                        snoog
                                        last edited by

                                        Not to mention the range of sera TMD. Not like it's hard to follow an army with some engies if you know billy is a threat.

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                                        • Sylph_S Offline
                                          Sylph_ @ComradeStryker
                                          last edited by Sylph_

                                          @comradestryker Here's 2 seraphim shields and their friend, before and after being hit by a billy...
                                          Am I missing something?
                                          billy 2 shields.jpg

                                          (To elaborate - I can't see how a unit easily hides under 2 seraphim shields to be undamaged by a billy nuke. It seems to require very specific positioning, where the billy only hits 1 shield, but the other is overlapped - it's rare for this situation to actually happen, and usually involves the unit being outside the blast of the billy in the first place.

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                                          • veteranasheV Offline
                                            veteranashe
                                            last edited by

                                            Put some units under there and see how much DMG they take

                                            Sylph_S 1 Reply Last reply Reply Quote 0
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