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    Snipers/sera mobile shields need a rebalance

    Scheduled Pinned Locked Moved Balance Discussion
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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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