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    Points of Imbalance.

    Scheduled Pinned Locked Moved Balance Discussion
    172 Posts 27 Posters 14.2k Views 1 Watching
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    • Dragun101D Offline
      Dragun101
      last edited by Dragun101

      You realize I am talking support factories right? And actually “nerfing” them in some sense in reduction to talking cost reduction so they are less of an economic drain

      And it still takes time to build up these support factorh spam and 40 second build times average combat unit still neans your looking at a minute or two until deployment unassited

      I’m a shitty 1k Global. Any balance or gameplay suggestions should be understood or taken as such.

      Project Head and current Owner/Manager of SCTA Project

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      • TurinturambarT Offline
        Turinturambar Balance Team
        last edited by

        moses, play a reasonable amount of 1v1.

        Forumpros doing balance https://www.youtube.com/watch?v=4wTcguJZh3A .
        When a canis player remembers to build more than 3 units https://www.youtube.com/watch?v=7hjp8xJHuyA .

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        • M Offline
          moses_the_red @Turinturambar
          last edited by

          @HoujouSatoko said in Points of Imbalance.:

          moses, play a reasonable amount of 1v1.

          Will that make these top level pros build more than 2 T3 land factories on land maps?

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          • E Offline
            Explosive
            last edited by

            2 t3 landfactourys actually sound very fine

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            • M Offline
              moses_the_red @Explosive
              last edited by

              @herzer99 said in Points of Imbalance.:

              2 t3 landfactourys actually sound very fine

              Because why should players be expected to put a significant percentage of their mass into the game's late game land attack units?

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              • biassB Offline
                biass
                last edited by

                t3 spamming is t1 spamming with extra steps and is not cool or interesting gameplay

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                • E Offline
                  Explosive
                  last edited by

                  2t3 factourys is a fucktom of ressources

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                  • M Offline
                    moses_the_red
                    last edited by moses_the_red

                    Ugh...

                    I notice a lot of changes to T1 units this patch. Labs, Mantis, Bombers, Scouts...

                    I notice some changes to T2 ranged bots in particular.

                    But apart from the SACUs which has been planned for years, there doesn't appear to be much on the slate for T3/T4.

                    Very ladder-centric patch, focused on units that are heavily used in ladder.

                    I am going to try to take a wait and see approach, and just trust them.

                    Its not easy, but maybe the SACU changes are intended to solve the problems I'm seeing, or maybe they're not intended to solve those problems but will solve them anyway.

                    Maybe they don't want to make changes to T3/T4 while introducing a major late game change in the form of the SACU changes.

                    And that's reasonable.

                    But it is difficult, because these patches only come once every 6 months, and the attitude of too many posters in here is that there is no issue, or that if the issue occurs on team maps it should be ignored.

                    And that's just wrong.

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                    • P Offline
                      Psions Banned
                      last edited by Psions

                      Just as some anecdotal evidence on what moses is saying.

                      In 1600 Dual Gap games i've yet to see T3 ever be spammed in significant proportions. Pushing always occurs with Chicken/GC/Megalit, and you might get 1 or 2 lone monkeys that manage to max their vet and become monsters.

                      Personally, I think T2 is the only stage in the game that provides varied land unit options. T2 has siege, utility, mid range, close range. As it stands unit diversity most to worst goes something like T2>T1>T4>T3

                      I would prefer to have a longer T2 phas,e, or for T3 insufficiencies to be fixed. As it stands the most diverse T3 army is Aeon. UEF "diversity" is a bit of a joke in that the MML and T3 arty perform the same essential functions, but the arty is almost always better. I would suggest upping the MML range to that of a fatboy.

                      @moses_the_red
                      The sacu changes don't combat any of the games problems. instead it just makes combative sacu less useful and this indirectly buffs using SACU as "income" units.

                      So the changes are fundamentally flawed.

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                      • TheWeakieT Offline
                        TheWeakie Balance Team
                        last edited by

                        This post is deleted!
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                        • M Offline
                          moses_the_red @Psions
                          last edited by moses_the_red

                          @Psions said in Points of Imbalance.:

                          EDIT: Wrote up a long admittedly accusatory post and realized that I should wait until the next patch launches and give people the benefit of the doubt. In truth I have no idea whether this issue is being seriously considered or not. More communication from the balance team would help.

                          I'm just going to take a wait and see approach to this. Perhaps they'll address it.

                          I doubt that they're looking to sabotage SACUs. I imagine the SACU changes will be very positive for the game.

                          The part I don't know is whether they'll correct the issues people have been pointing out, but I have a hunch the patch is coming along so we'll know one way or the other before too long.

                          EDIT again: JaggedAppliance was in Aeolus, and he agreed that assault experimentals need a nerf. I don't know the guy and can't be sure he wasn't trolling or something, but I think he was being straightforward and thinks they need a nerf.

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                          • FtXCommandoF Offline
                            FtXCommando
                            last edited by

                            8DCA39D4-D45D-42CB-84EE-09A4EF9580CE.jpeg

                            Don’t think that’s him saying t4 needs a nerf lol

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                            • A Offline
                              advena
                              last edited by advena

                              About support factories

                              I was sure that they have better mass/BP ratio than engineers
                              I was terribly wrong

                              tl;dr
                              Only T3 factory that better than hives is air

                              Name - BP - mass - mass/BP
                              
                              --- Eng and stations
                              Eng T3  - 30  - 312  - 10,4
                              Hive    - 75  - 1050 - 14
                              Kennel  - 50  - 1050 - 21
                              --- T3 support
                              T3 Land - 90  - 1400 - 16
                              T3 Air  - 120 - 1510 - 12,6
                              T3 Navy - 150 - 2200 - 14,6
                              --- T2 support
                              T2 Land - 40 - 580  - 14,5
                              T2 Air  - 40 - 510  - 12,75
                              T2 Navy - 90 - 1100 - 12,2
                              --- T1 
                              T1 Land - 20 - 240  - 12
                              T1 Air  - 20 - 210  - 10,5
                              T1 Navy - 20 - 300  - 15
                              

                              I suggest fixing this by buffing support factories BP or cost to point where mass/BP ratio is around 7-10

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                              • ArranA Offline
                                Arran
                                last edited by

                                Currently my impression from the community is that T3 land is uninteresting/boring for a plethora of reasons. @advena suggested this is because of support factories but @Azraeel suggested this is because of reclaim being too high for T3. Perhaps support factories could be buffed, but I have no clue. What I am curious about is the Reclaim values.
                                Why was it decided that Land unit reclaim is about ~81% of the original mass construction cost? Why not be 80% or 50% or 90%, etc... How would the game be impacted if the "percentage of original mass left over as reclaim" was reduced by some arbitrary amount? Would this solve some of the inadequacies of T3 land?
                                I am very curious to know the reasoning behind setting the wreck mass percentage to ~81%.

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                                • TheWeakieT Offline
                                  TheWeakie Balance Team
                                  last edited by

                                  Ask chris taylor

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                                  • ArranA Offline
                                    Arran
                                    last edited by

                                    He's out of the picture. I'm interested in people who actively work on the game, not some guy who's involvement in the current game is ~0%.
                                    Another point of imbalance. The Percival is now the only T3 land unit to target the ACU over T1/T2 land units.
                                    https://github.com/FAForever/fa/pull/3072
                                    https://github.com/FAForever/fa/pull/3054
                                    Consider making this standard to ALL factions or remove this change.

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                                    • K Offline
                                      keyser
                                      last edited by

                                      https://github.com/FAForever/fa/pull/3072/commits/c07ae911ad28aba6d8fa57ebb94afcea4e68dd5f

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                                      • TurinturambarT Offline
                                        Turinturambar Balance Team
                                        last edited by

                                        "Consider making this standard to ALL factions or remove this change."

                                        No.

                                        Forumpros doing balance https://www.youtube.com/watch?v=4wTcguJZh3A .
                                        When a canis player remembers to build more than 3 units https://www.youtube.com/watch?v=7hjp8xJHuyA .

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                                        • ArranA Offline
                                          Arran
                                          last edited by Arran

                                          TY @keyser. My information was outdated and I was wrong 🙂

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                                          • P Offline
                                            Psions Banned
                                            last edited by Psions

                                            @Fletching People don't have the forethought to realise that by increasing BP on T4 it also increases the earliest time a T4 might be up, meaning there is a greater window to eco before building relevant defensive structures.

                                            They just think ooh Ras spam hive spam insta monkey.

                                            The reason why T3 is stale, is because T3 mobile arty do not break the main base, they a gimped units and a successful viper spam would simply work better. T2 artillery at t3 stage is just too devestating for t3 maa.

                                            So what you have nwo at t3 is 3 useful units

                                            Long range, Mid range and raid units.

                                            Aeon v Aeon t3 is much more interesting because of shield disruptors.

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