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    Points of Imbalance.

    Scheduled Pinned Locked Moved Balance Discussion
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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 My information was outdated and I was wrong 🙂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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            • T Offline
              Tagada Balance Team @Psions
              last edited by

              @Psions said in Points of Imbalance.:

              @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.

              Yeah I am sure that increasing the BP of the Monkey from 0 to X will make it build your pgens faster... I am not sure if you realize but you don't defend only vs experimentals, if you play a decent map you have to maintain your map control and bcs your experimental takes longer to build you can't afford to neither eco more or build it too early cause before you would get it up your enemy would take most of your map control with his t3, then retreat it and use his defenders + Income advantage easily defend vs your last ditch effort experimental push.

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              • P Offline
                Psions Banned
                last edited by Psions

                Tagada, what it will mean is that early monkey is viable for base killing. Instead with the nerfed t3 stage all we get is a firebase into eco, after the map has been drawn out with t1 and t2 skrimishes.

                Okay I just tested it. T3 units cannot break a basic firebase while t2 units can. Brick is literally worse than Rhino spam. DPS and speed of brick is just depressing.

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                • E Offline
                  Explosive @Psions
                  last edited by

                  Okay I just tested it. T3 units cannot break a basic firebase while t2 units can. Brick is literally worse than Rhino spam. DPS and speed of brick is just depressing.

                  Hey just as a pointer here,
                  T3 mobile arty with mobile shield or stealth is extremely good at killing firebases and t2 formatipns.

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                  • P Offline
                    Psions Banned
                    last edited by

                    T3 mobile arty gets wrecked by t2 arty, and t1 scout counters stealth.

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                    • M Offline
                      moses_the_red @Psions
                      last edited by moses_the_red

                      @Psions said in Points of Imbalance.:

                      @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.

                      I have to keep repeating this, because I don't think people have really accepted this yet, but the 3696 nerf was a massive nerf, which reduced the combat effectiveness of T3 units by around 50%.

                      Have two current bricks fight one pre-3696 brick, and they're going to come out a bit even, with the pre-3696 brick perhaps killing both with a small amount of health left. Assuming you allow the pre-3696 brick to kite until the current brick catches it. I could be slightly off here, but I imagine it would be close.

                      Certain nerfs are multiplicative meaning that they stack in such a way that they drastically change unit balance.

                      Seemingly small changes to health and damage, when combined with other changes to say range can together significantly cripple a unit.

                      So if T3 seems weak, perhaps we should acknowledge that its weak because of patch 3696.

                      When you nerf a unit at a low tier, you have to then nerf all units at higher tiers, or the unit will be underpowered in comparison to units at higher tiers. The balance team did not do that for one reason or another.

                      What's most hilarious about all this, is I hunted down the discussion thread for that patch, and there was very little relevant discussion about these nerfs. People didn't realize how massive those changes were, and seemed not to consider the impact such changes would have on T3/T4 balance.

                      I think its clear it was a sloppy patch. They may have "fixed" T2/T3 balance, but they drastically reduced the effectiveness of T3 land versus both T4 and static structures in order to do it.

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                      • TheWeakieT Offline
                        TheWeakie Balance Team
                        last edited by

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                        • M Offline
                          moses_the_red @TheWeakie
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                            TheWeakie Balance Team
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                              moses_the_red @TheWeakie
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                              • TheWeakieT Offline
                                TheWeakie Balance Team
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                                  moses_the_red @TheWeakie
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                                    TheWeakie Balance Team
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                                    • arma473A Offline
                                      arma473 @moses_the_red
                                      last edited by

                                      @moses_the_red said in Points of Imbalance.:

                                      I have to keep repeating this, because I don't think people have really accepted this yet

                                      I fail to see a correlation between these two phenomena (the first being: you repeating claims on this forum, and the second being: people coming to accept that those claims are accurate).

                                      To me It looks like you keep writing stuff and people keep disbelieving you.

                                      @moses_the_red said in Points of Imbalance.:

                                      What's most hilarious about all this, is I hunted down the discussion thread for that patch, and there was very little relevant discussion about these nerfs. People didn't realize how massive those changes were, and seemed not to consider the impact such changes would have on T3/T4 balance.

                                      @moses_the_red says he has researched this subject and found out that, at the time of the 3696 patch (which was known informally as the "T3 rebalance"), there was "very little relevant discussion" about the nerf to T3 units, and that "People didn't realize how massive those changes were."

                                      I disagree. In fact, contemporaneous documents contradict his claims:

                                      Petric made a video to make people aware of the changes: "Now let's discuss the biggest focus of this patch: the long-in-the-works T3 rebalance that was started by Zock in 2015 or so."
                                      https://www.youtube.com/watch?v=emz9WwAOoxM&t=6m17s

                                      During the first four months of 2018, there were literally thousands of games played on the FAF Beta branch (5000+ hits in the vault, I didn't bother to check how many were team games as opposed to 1 person sandboxing by themselves).

                                      During the beta period, tournaments were held to increase awareness and to conduct testing regarding the balance changes.

                                      There was a forum thread about the balance changes with 283 posts. The very first response to that thread brought up bricks and percivals. https://forums.faforever.com/viewtopic.php?f=67&t=15809

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                                      • M Offline
                                        moses_the_red @arma473
                                        last edited by moses_the_red

                                        @arma473

                                        Petric made a video to make people aware of the changes: "Now let's discuss the biggest focus of this patch: the long-in-the-works T3 rebalance that was started by Zock in 2015 or so."

                                        https://www.youtube.com/watch?v=emz9WwAOoxM&t=6m17s

                                        I admittedly haven't watched the entire thing, but it seems very focused on T2/t3 balance, and seems to ignore T3/T4 balance. I'll watch the rest of it later to ensure that I didn't miss that discussion.

                                        There was a forum thread about the balance changes with 283 posts. The very first response to that thread brought up bricks and percivals. https://forums.faforever.com/viewtopic.php?f=67&t=15809

                                        That's the thread I was referring to. Yeah, they considered the balance between bricks and percies (which I haven't been saying is a problem) but going through that thread I didn't see significant concern for whether it would throw T3/T4 balance off - which is the claim that I'm making.

                                        I also didn't see much discussion about the magnitude of those changes, about how they're multiplicative, about how effective a post nerf unit would be against a pre nerf unit.

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                                        • E Offline
                                          Evan_ @moses_the_red
                                          last edited by

                                          @moses_the_red said in Points of Imbalance.:

                                          What's most hilarious about all this, is I hunted down the discussion thread for that patch, and there was very little relevant discussion about these nerfs. People didn't realize how massive those changes were, and seemed not to consider the impact such changes would have on T3/T4 balance.

                                          I think its clear it was a sloppy patch. They may have "fixed" T2/T3 balance, but they drastically reduced the effectiveness of T3 land versus both T4 and static structures in order to do it.

                                          You can hear Petric talk in the video about the changes in relation to T3. GC lost the ability to trigger its claws as fast. Monkey got a cost increase in addition to bt nerf. Other units like T3 mobile arty and sniper bots were nerfed after they were found to be a bit too strong vs T3 bots. Ythotha got a cost increase and had its dps shifted so if can't one shot Percies/Bricks. That's not to say these changes put them back in line with old balance, that wasn't the point. T4 IS stronger now once it gets up, that's intentional. T4s are no longer a cheese strategy but a proper unit. The video explains it better, but to say it was a sloppy patch and that there wasn't any concern or that people didn't notice changes for T3/T4 balance is just wrong.

                                          Even with the changes, T3 land still beats T4 mass for mass with a good formation, especially with shields. And that's not considering that while your opponent makes T4 you can win much of the map with T3, if not kill his whole base. Even when the T4 gets out it's an uphill battle to retake the map since you only have one experimental that can only be in one place. T3 is also helped by ACU (which is the main thing early T3 has to contend with) being nerfed in some upgrades and having Overcharge made more expensive in power and storage. Also The build time increase is not trivial and has a direct cost in how long it takes to get up an experimental. You can't spread out an exp, you can't drop it (T3 drops have actually been made stronger with the ASF/scout nerf). And so on.

                                          And people don't generally talk about post nerf units vs pre-nerf units because the two will never meet.

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                                          • ArranA Offline
                                            Arran
                                            last edited by

                                            GC Claw activation time. I think it could activate it's claws faster, perhaps 1.5x faster. Currently the claws feel more like goodies than an actual weapon. Another way to make the claws feel more dangerous would be to have them both trigger before the face laser, resulting in some fake alpha damage.

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