FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    Pending Balance Changes Feedback Thread

    Scheduled Pinned Locked Moved Balance Discussion
    224 Posts 53 Posters 25.0k Views 3 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • Sladow-NoobS Offline
      Sladow-Noob @Sladow-Noob
      last edited by

      @Chenbro101 see my other messages in this post:

      @sladow-noob said in Pending Balance Changes Feedback Thread:

      @comradestryker said in Pending Balance Changes Feedback Thread:

      ASF changes, an already oppressive unit made better?
      What's the reasoning behind these changes? Performance?
      Jip has improved the game considerably.
      Delay the first ASF? Achieved with the Air HQ BT changes.
      If anything, ASF need a nerf as they're too oppressive against T2 and T3 air.
      A nerf in damage, at least.

      I'll try to explain my (mostly own opinion) thought process behind that.
      Currently the t3 air meta is just to rush air and scale your airgrid infinitely until you won air, then abuse it. When you have mass, you go t3 mex besides that.
      The change is more radical on purpose so we can feel the impact in beta. Goal is to 1) Delay the ASF in general so t1 and t2 air have more time and frontplayers can use them as well for a longer periode 2) Let ASF-fights last a bit longer and 3) Let the airgrid-scaling be more interesting with more conscious decisions you have to make.
      Imagine you cannot just scale your airgrid and go mexes besides that, imagine that you really have to think whether you can afford to invest ressources into eco or if you have to build more ASF first.

      The cost-change is not directly a nerf. It's a shift such as the T2 Sera Gunship. It's better (e.g. hp) but also costs more so you don't have 30ASF at min 16 but like 20.

      Please keep in mind that these number - as said before - are a heavy change for the simple reason to see how it affects the airplay in general.

      Inactive.

      1 Reply Last reply Reply Quote 0
      • T Offline
        TankenAbard
        last edited by

        The Stinger and Vulthoo changes makes me think of a Jester T1 Cybran gunship. It's not the most horrific thing, but it can stick around if you don't have interceptors or enough land AAto deal with it. Maybe the Stinger should have more HP and less damage with the speed change? This might give it an advantage in poorly defended areas. THe Vulthoo HP increase is going to play out interestingly.

        Different teleports for different factions would be interesting. The beta change seems a bit much. Perhaps have T2-T3 upgrades speed up the teleport? It already costs a terrible lot, so that might be a bad idea. Perhaps upgrade steps for range and speed? Or make Teleport "charges", where you pay for the teleport forward, then instant teleport to your destination. Not all of these at once of course. Just ideas.

        1 Reply Last reply Reply Quote 0
        • B Offline
          Blade_Walker
          last edited by

          The Stinger just tends to miss moving targets a lot. Could it get the same love the Jester and Vulthoo are getting with the soft projectile tracking?

          1 Reply Last reply Reply Quote 1
          • T Offline
            TankenAbard
            last edited by

            After watching 5 Stingers chase a Thaam, I agree, something should be done.

            1 Reply Last reply Reply Quote 1
            • CheeseBerryC Offline
              CheeseBerry
              last edited by CheeseBerry

              I looove the proposed tele range nerfs!

              Now tele actually requires correct execution and interaction with the rest of the map, while still being super strong when it works as it should be 🙂

              As an idea, I'd propose to change the tele range from 350 to 410, for no other reason than 410 is the nuke sub range and having standardized ranges where possible is nice.

              1 Reply Last reply Reply Quote 1
              • phongP Offline
                phong
                last edited by phong

                @TheWheelie Thanks for taking the time to address feedback, here and in discord. I think the balance team's reasoning is solid and you explained it well. I'll try to play some games with beta balance before forming an opinion.

                1 Reply Last reply Reply Quote 2
                • F Offline
                  FunkOff
                  last edited by

                  I think nerfing teleport this bad is a mistake. I think some other common sense solutions are better, such as a cooldown on the ability up to 60 or 90 seconds, perhaps a warning that it's being used ala nuke (warning sent when teleport sequence is initiated) and or a 10 or 20 second stun time after teleport completes and before weapons turn on (but move/build still allowed)

                  There are lots of ways to nerf telemazer that dont totally kill it. Also, importantly, the nerf doesnt even do that much to stop it there is a lake or sea near an enemy base or acu which could be used as a safe intermediary jump point before and after the kill jump

                  N 1 Reply Last reply Reply Quote 0
                  • waffelzNoobW Offline
                    waffelzNoob
                    last edited by

                    the changes you propose are even harder nerfs to tele

                    frick snoops!

                    1 Reply Last reply Reply Quote 5
                    • N Offline
                      Nex @FunkOff
                      last edited by

                      @funkoff said in Pending Balance Changes Feedback Thread:

                      Also, importantly, the nerf doesnt even do that much to stop it there is a lake or sea near an enemy base or acu which could be used as a safe intermediary jump point before and after the kill jump

                      That is the intention probably?
                      It's not so that you simply can't get a useful telemazor off (which your changes would do), but so that the enemy has more time to react to it.
                      so if you need 2-3 hops to get to the enemy base, then your opponent will have more time to react to the teleport and will also possibly be alerted by the sudden appearance of a radar signature.

                      1 Reply Last reply Reply Quote 2
                      • Chenbro101C Offline
                        Chenbro101
                        last edited by

                        Just make it so you cant tele inside anti nuke radius. You can then buff tele however you like to be better in other situations. Job done.

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

                          I would like to see how a warning pops up like nuke, could do it when the tele starts or when you actually tele

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

                            You already get a warning when you actually tele, it's the sound of the laser killing you.

                            1 Reply Last reply Reply Quote 0
                            • TheVVheelboyT Offline
                              TheVVheelboy @veteranashe
                              last edited by

                              @veteranashe said in Pending Balance Changes Feedback Thread:

                              I would like to see how a warning pops up like nuke, could do it when the tele starts or when you actually tele

                              That's a great way to make sure tele stops being useful snipe tool. Now everyone can just walk away or get countermeasures ready in no time. Making sure that you will never come back from the tele attempt.

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

                                If the warning prompts right when tele happens I'm not sure on countermeasures.

                                If tele warming prompts at the start You can get tele just to mess with people by clicking tele and cancelling

                                ? 1 Reply Last reply Reply Quote 0
                                • ? Offline
                                  A Former User @veteranashe
                                  last edited by

                                  @veteranashe Make it uncancellable

                                  1 Reply Last reply Reply Quote 0
                                  • T Offline
                                    TankenAbard
                                    last edited by

                                    I actually like the idea of telesnipes as a late game win option. It's desperate, and it's not very difficult to stop.

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

                                      Can't remember if I mentioned this before but make a constant move order like patrol but you don't stop moving, ever. A lot harder to snipe in general

                                      1 Reply Last reply Reply Quote 0
                                      • ZeldafanboyZ Offline
                                        Zeldafanboy
                                        last edited by

                                        It seems like the game is being taken over by people who are anti-snipe. Over the years, Firebeetle Drops, Mercies, T3 bombers, and now Telemaser have all been gutted. People just want to sit back and play simcity

                                        put the xbox units in the game pls u_u

                                        1 Reply Last reply Reply Quote 0
                                        • T Offline
                                          TankenAbard
                                          last edited by

                                          pulling a fast one on people is a great feeling.

                                          1 Reply Last reply Reply Quote 0
                                          • FtXCommandoF Offline
                                            FtXCommando
                                            last edited by FtXCommando

                                            What's with the constant fear of creating something new that's good? You see the current issue with uef shield is that it's too expensive for the hp so the solution is to make it cheaper but also make it shittier in survivability again? It's supposed to be some mongoose upgrade when half the boon of mongoose is the speed which you now can't use because they are tethered to an ACU that has a more expensive but shittier survival upgrade in every way than Aeon?

                                            If the point is testing things out in beta why don't you err on the side of making things good enough to actually break the meta inertia and use the new toy rather than it being too bad aside from 1 in 3400 game scenarios but when that scenario actually arises you forgot the upgrade exists to actually test it out.

                                            ZeldafanboyZ TheWeakieT 2 Replies Last reply Reply Quote 3
                                            • First post
                                              Last post