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    Snipers/sera mobile shields need a rebalance

    Scheduled Pinned Locked Moved Balance Discussion
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    • TheWeakieT Offline
      TheWeakie Balance Team
      last edited by

      Low accuracy is kind of a shit rng solution. Will end up with retreating snipers doing 10 shots for 1 hit if u get bad luck. Better do some combination of less dps/lower speed/more mass instead imo

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      • ResistanceR Offline
        Resistance
        last edited by

        maybe just increase sniper bots cost with 15-20%

        queuing with a newbie to show him the beauty of tmm and meeting tagada be like:
        https://www.youtube.com/watch?v=yLcRpdZ0Xb0&ab_channel=Tomoko

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        • waffelzNoobW Offline
          waffelzNoob
          last edited by

          only increasing mass cost still leaves u with the main issue where the only reliable and consistent counter to sniper bots is an arty base
          i think having their movement speed and dps reduced would be good to improve matchups for other units vs snipers (can also throw mass cost increase in there lol)

          frick snoops!

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          • ArranA Offline
            Arran
            last edited by

            Snipers won't get a change. They've already had a cost increase because of this exact issue. Nerfing them into oblivion will make sniper factions struggle unfairly against armored assault bot factions.
            Instead, divert your argumentative efforts into a fruitful pursuit.
            Example: Has anyone noticed how cracked the Titan's shield recharge speed is after collapse?

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            • Y Offline
              Yeager
              last edited by

              While sniper bots do potentially pose an unanswerable counter; A rebalance would need to direct the power else where. It also begs the question: what is the sniper bot for? Ilshies use to have a speed of 2.9, while t3 bots were at 4, now ilshies at 2.5 and bots at 3.8. This means that outside of drops and their rather bad t2 hover tank, seraphim army lacks any raid option, and therefore lacks a key counter raid option. sniper bots dont fix this well at all (they are arguably countered by raid bots plus shield/ stealth). So the question is: do the seraphim (and to a lesser extent aeon) get to have busted snipers because uef and cryban have hugely better direct fire? or do both need rebalance? Also mind that currently sniper bots are the only cost efficient land unit the seraphim have for experimentals. Ytho loses as long as the other unit micros the slightest bit, (just dodge eye once or twice) and OC supcoms are (despite what some may think) not mass efficient in the slightest.

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              • JipJ Offline
                Jip
                last edited by Jip

                Give them an pack / unpack sequence that forces them to stand still, like the artillery. This allows units to easily catch up to them, such as titans and loyalists.

                Or, from another angle: reduce their movement speed if they are trying to fire at a target. That makes sense for a sniper. And it would allow for micro to occur - if you want to run away you can disable their attack.

                edit: both these solutions are about two lines of code, so it wouldn't be difficult to implement either 🙂

                A work of art is never finished, merely abandoned

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                • B Offline
                  Blade_Walker
                  last edited by

                  1st one is too much like t3 mobile arty and would spoil the feel of the unit

                  the second one sounds really fitting tho - give the unit a 'cool up' instead of a cool down to allow more counter play

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                  • veteranasheV Offline
                    veteranashe
                    last edited by

                    Code accuracy while standing still, miss more while kiting

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                    • maudlin27M Offline
                      maudlin27
                      last edited by

                      A nerf that involves changing an existing stat (eg mass cost increase; damage change) has the advantage of not changing how the unit fundamentally works vs the original fa/steam implementation. Something like randomness while moving or a deployment time would be a significant departure and in the case of inaccuracy while moving wouldn't be obvious to a new player.

                      M27AI and M28AI developer; Devlogs and more general AI development guide:
                      https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                      https://forum.faforever.com/topic/5331/m28ai-devlog-v130

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                      • JipJ Offline
                        Jip
                        last edited by

                        I think just reducing the movement speed while aiming is sufficient for a nerf, making it a lot more vulnerable to fast units.

                        A work of art is never finished, merely abandoned

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                        • FtXCommandoF Offline
                          FtXCommando
                          last edited by

                          Titan is already really good against snipers it doesn’t need to be buffed. Problem is that snipers just immediately hard counter percies and bricks in a way that harb/othuum doesn’t hard counter titan making percy vs titan a false choice which in turn ruins a lot of the potential variety you could see in t3 stage.

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                          • TurinturambarT Offline
                            Turinturambar Balance Team
                            last edited by

                            nerfing sniper speed can also have the opposite effect vs percies. Currently snipers are significantly faster, so if kite on max range and move them back they will get out of range and you have to move them back in. nerfing sniper speed down do percy speed might make kiting vs percies (and also bicks for that regard) even easier and stonger since the snipers will never get out of range (considering their massive range advantagethere will still be enough time to react.
                            So I would expect that to main affect sniper vs hard/othuum

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                            • TurinturambarT Offline
                              Turinturambar Balance Team
                              last edited by

                              This post is deleted!
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                              • B Offline
                                Blodir
                                last edited by

                                While snipers are kinda busted, nerf would make no difference in almost all cases since u shouldn't be attacking in a tg anyway.

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                                • R Offline
                                  Reckless_Charger
                                  last edited by Reckless_Charger

                                  Yes is this proposed rebalance for team games (tg) on flat maps? Is that how FAF is balanced nowadays? Obviously long range direct fire units when they reach a critical mass are going to be powerful on such maps. But 1v1..? Also can you TML the shields?

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