FAForever Patchnotes
One Location where the Balance & Game Patchnote are Available in an easy-to-read manner.
Balance
-Game
To see Game Patches before 2021 Click here.
-Upcoming Balance Changes
You can see the latest changes here.
This list of the current changes is on the FAF Develop game type and is subject to changes.
Report Any Issues
If you see any issues report please submit a report here.
-- The Balance Team
Aurora
+
Aurora
- Aurora is missing a bit less and better handling. Muzzle charge delay reduced to 0.1
Medusa
+
Medusa
- Medusa Firing Randomness increased to 1.35 (from 1.2)
Medusa
Aeon Tech 2
-
Blaze
+
Blaze
- Speed to 4.3 (from 3.7)
- Muzzle velocity up to 45 (from 40)
- Firing tolerance reduced to 0 (from 2) to increase hit rate.
Mobile Shield
+
Mobile Shield
- energy consumption decreased to 75 (from 125)
- size reduced to 15 (from 16).
Obsidian
+
Obsidian
- health = 1250 hp (from 1000)
- shield = 1500 (from 1750) @@ -65,7 +65,7 @@
- turret yaw speed reduced to 75 (from 90).
Obsidian
Exodus
+
Exodus
- muzzle charge delay = 0.1 (from 0.5);
- turret yaw speed = readjusted to 100 (from 160) @@ -77,7 +77,7 @@
- Health = 1900 hp (from 1150)
- MaxSpeed/max acceleration/maxBrake = 2.7 (from 3.2) @@ -87,7 +87,7 @@
- veterancy = 8/16/24/32/40 (from 7/14/21/28/35)
- Damage reduced to 10 from 11 = DPS reduced to 100 DPS (from 110)
- speed up to 4.3 (from 3.7)
- 200 damages (from 175) for 50 DPS (from 43) @@ -106,7 +106,7 @@
- turret yaw speed = 110 (from 90)
- speed reverted to 2.5 (from 2.7)
- size slightly increased to 17 (from 16)
- rate of fire = 0.8 (from 0.75)
- DPS = 56 (from 52.5) @@ -165,7 +165,7 @@
- mass cost reduced to 640 (from 800).
- build time to 3600 (from 4800). @@ -174,7 +174,7 @@
- strategic icon is now a straight horizontal line
- tac missile range increased to 175 (from 128),
- missile hp @@ -189,7 +189,7 @@
- Sera t3 shield : mass cost slightly reduced to 540 (from 640)
- mass cost reduced to 640 (from 800)
- build time to 3600 (from 4800) @@ -204,20 +204,20 @@
- Buil time increase to 6000 (from 4800)
- uses a new strategic icon (x) to distinguish it from Titan (+)
- shield energy consumption = 400 (from 250)
- veteran adjusted to : 12/24/36/48/60 (from 3/6/9/12/15)
- energy price normalized with other t3 air units (cf.3603 patch) : 52500 energy (same as Broadsword, less than Restorer) (from 29531 energy). Reason: GPG forgot the Continental when they made all t3 air units much more energy demanding in 3603.
- tac missile range increased to 175 (from 128)
- Build time increase to 6000 (from 4800)
- uses a new strategic icon (x) to distinguish it from Loyalist (+) @@ -277,31 +277,31 @@
- Speed =
3.12.9 - FiringRandomnessWhileMoving =
00.6 - T2StunDuration =
32 - ReloadTime =
56
@@ -36,13 +36,13 @@ - DPS =
3938.33 - Damage =
480400 - ReloadTime =
108.33 - VisionRadius =
1820 - TurnSpeed =
15090
@@ -69,7 +69,7 @@ - VetThreshold =
910 - Damage =
1350950 - Reload =
107
@@ -87,7 +87,7 @@ - FiringTolerance =
20 - Damage =
775580 - Reload =
6.75
@@ -113,7 +113,7 @@ - 4 Bombs with 3 AOE (Instead of 5 with 2.5 AOE)
- Bombs are more spread out, and each deals 47.5 Damage instantly + 10*4 = 40 damages over 1.5 seconds = 350 total (It will never deal 350 Damage except on Factories. The maximum amount on Units and small Structures is 267.5) @@ -121,7 +121,7 @@
- BreakOffDistance = 26 (From 18)
- Range = 20 (From 16). This fixes the fact that they stop shooting when attacking moving targets or are on Attack-Move orders)
- Veterancy nerf: Threshold = 5 (From 3) @@ -133,20 +133,20 @@
- Ground weapon Range = 60 (From 45)
- LiftFactor = 10 (From 7) to increase the chance of dropping
- Deals half its Damage instantly and the rest over time (Instead of all Damage being dealt over time)
- Ground weapon Range = 60 (From 45).
- LiftFactor = 10 (From 7) to increase the chance of dropping.
- Anti-Ground weapon Range = 40 (From 45) so that it doesn’t completely out-range Mobile Flack (No longer able to kill them without suffering any damage)
- Cost and DPS cut by roughly 25% -
- MaxAirSpeed = 10 (From 8)
- Mass = 1260 @@ -171,7 +171,7 @@
- RateOfFire = 1.6 (From 2). DPS = 224 (From 300)
- MaxAirSpeed = 10 (From 8)
- Mass = 1260 @@ -182,7 +182,7 @@
- AA Damage = 8 (From 2). DPS = 12 (From 3)
- BuildTime = 6000 (From 4800)
- Health = 6000 (From 6500) @@ -193,7 +193,7 @@
- Veterancy adjusted to 80/160/240/320/400 (From 60/120/180/240/300)
- Frigate Veterancy threshold = 6 XP (From 8) -
- Damage = 45 (From 40)
- RateOfFire = 1.36 (From 1.53)
- DPS is unchanged
- Damage = 85 (From 140)
- RateOfFire = 0.588 (From 0.35) @@ -226,7 +226,7 @@
- Front Gun DPS = 125 (From 105). Rear Gun DPS = 65 (From 95)
- TurretYawRange = 120 (From 140) @@ -239,7 +239,7 @@
- Tactical Missile Range = 256 (From 175). This is the same as a TML. This will expand the sniping potential of these units.
- Mass = 9000 (From 10000). This is the same as the Seraphim Battleship @@ -247,7 +247,7 @@
- Nuke outer ring Damage = 3000 (From 500). This means units which escape the inner ring take some real Damage (500 is nothing for Naval units)
- SizeY = 0.9 (From 0.8). This is a slightly higher hitbox to ensure Riptides and other surface weapons can hit them normally while they are surfaced.
- Range = 65 (From 70) @@ -255,7 +255,7 @@
- Health = 4000 (From 4500)
- Cybran and Seraphim Aircraft Carriers can now build Gunships and regular Bombers.
- 2 Atlantis and their equivalent mass cost in T3 Seraphim subs still win convincingly, but the Tempest can now put up a fight even when submerged. -
- Torpedoes are now Depth charges, which totally ignore all forms of Torpedo Defense.
- Damage = 350 (From 235) @@ -283,7 +283,7 @@
- Add 1000HP
- 2% HP Regeneration (From 0.5), but capped at 15 (From 75) @@ -291,7 +291,7 @@
- Name changed to Advanced Restoration Field
- Adds 1500 more HP to ACU @@ -303,14 +303,14 @@
- Veterancy =
20/50/90/140/20025/50/75/100/125 - MassCost =
1000800 - BuildTime =
50404200
@@ -318,7 +318,7 @@ - MassCost =
480380 - BuildTime =
2035
@@ -327,7 +327,7 @@ - UEF SCU Bubble Shields now considered a Mobile Shield (Like Shield Boat) and will suffer from overlapping
- FireRandomness:
0.10.6 - Build time:
8801050 - Speed on water:
4.33 - Build time:
8801050 - Speed on water:
4.33 - Build time:
13201600 - Speed on water:
3.73
@@ -47,14 +47,14 @@ - Energy cost:
19802000 - Speed:
3.63 - A RAS preset for UEF, Cybran and Aeon is now available for production from the Quantum Gateways.
- Reacton Cannon (Gun upgrade) energy cost:
3600046200, build time:50406048 - Heavy Personal Shield hitpoints:
3500040000, mass cost =15001800 - Personal Shield Generator HP:
3200026000 HP - Heavy Plasma Cannon (Gun Upgrade) rate of fire
x2.5x1.82 (DPS750546), AOE:2.52
@@ -111,7 +111,7 @@ - Bubble shield energy cost:
400000360800 - Nano-Repair System regeneration rate:
400 hp/s375 hp/s, mass cost:20002200 - Focus Convertor (Gun upgrade) adds damage:
250200
@@ -121,7 +121,7 @@ - Cloak upgrade energy cost:
500000382200 - Overcharge: now tracks (like ACU overcharge) @@ -136,12 +136,12 @@
- Turret turn rate:
180°/s70°/s - Speed:
2.52.6 - Energy cost:
105000144000
@@ -161,7 +161,7 @@ - muzzle velocity:
3530
@@ -176,7 +176,7 @@ - Reload time for all torpedo bombers:
12.510 - Torpedoes get now dropped in front of the bomber (like all other bombers)
- Range:
4235
@@ -185,7 +185,7 @@ - Multiple adjustments to torpedoes make them less likely to crash on the ground in shallow water
- Depth charges get now dropped in front of the bomber (like all other bombers)
- Range:
4235
@@ -193,7 +193,7 @@ - Multiple adjustments to depth charges make them less likely to crash on the ground in shallow water
- Range:
4232 - Projectile turn rate increased @@ -201,7 +201,7 @@
- Added armour to ASF to guard them from the bomb, reducing their damage taken to 10% @@ -216,7 +216,7 @@
- Mass cost:
120150 (sera stays 180) - Energy drain:
100150 - Mass cost:
4001000 - Energy drain:
100250 - Mass cost:
4801200 - Energy drain:
250400
@@ -292,7 +292,7 @@ - No change required @@ -300,7 +300,7 @@
- TML missiles no longer deal friendly fire @@ -320,7 +320,7 @@
- Missile hitpoints:
3 hp2 hp
@@ -348,36 +348,36 @@ - Build Time:
140220 - Health:
200360 - Speed:
2.83.3 - Damage:
816 - Health:
200360 - Speed:
32.8 - Damage:
510 - Health:
200360 - Speed:
2.53.4 - Damage:
48 - Health:
130260 - Damage (AA weapon):
816
@@ -148,17 +148,17 @@ - Speed on water:
33.5 - Speed on water:
33.5 - Speed on water:
33.3 - Speed:
2.83 (the same as Pillar) - Speed:
2.92.7 (the same as Rhino) - Speed:
32.6 (the same as Obsidian) - Speed on water:
33.5 (the same as Blaze) - Speed:
32.5 (the same as Ilshavoh) - Speed on water:
33.5 (the same as Yenzyne)
@@ -198,7 +198,7 @@ - Energy cost:
700650 - Mass cost:
140130
@@ -206,7 +206,7 @@ - Health: +100 HP
- Energy cost:
22001560 - Mass cost:
440312
@@ -224,7 +224,7 @@ - Start turn distance:
151
@@ -272,7 +272,7 @@ - MuzzleVelocity (projectile speed):
6045 - Projectile turn rate removed @@ -281,7 +281,7 @@
- Damage (AA-weapon):
105 - is now able to shoot down air scouts flying from certain angles like other T1 static aa @@ -302,7 +302,7 @@
- Build time
16081200
@@ -322,7 +322,7 @@ - The T2 and T3 upgrade don't increase ACU health regeneration anymore. @@ -407,7 +407,7 @@
- Energy cost:
100005000
@@ -430,7 +430,7 @@ - Energy cost:
52505000 - Mass cost: 350 @@ -449,7 +449,7 @@
- AA: Damage per projectile:
6080
@@ -470,44 +470,44 @@ - BuildTime:
140120 - EnergyDrain:
2575
@@ -32,21 +32,21 @@ - Now takes two transport slots the same as all other T2 units
- HP:
200205 - MassCost:
85000110,000 - EnergyCost:
15000002,000,000
@@ -57,7 +57,7 @@ - Reworked hiding ability into a button toggle:
- When pressed, puts the unit in hide mode. The weapon is disabled, all commands are removed from the unit, and it comes to a halt. Counter-intel Stealth and Cloak come online once it's stopped. @@ -76,28 +76,28 @@
- BuildTime:
140220 - Health:
200360 - Speed:
2.83.3 - Damage:
816 - Health:
130260 - Damage:
816 - Removed AA/AG toggle. The weapon will now auto-toggle between modes depending on what is in range, prioritizing AA.
- Health:
200360 - Speed:
32.8 - Damage:
510 - Health:
200360 - Speed:
2.53.4
@@ -108,17 +108,17 @@ - Speed on Water:
33.3 - Speed on Water:
33.5 - Speed on Water:
33.5 - Speed:
2.83 - Speed:
2.92.7 - Speed:
32.6 - Speed on Water:
33.5 - Speed:
32.5 - Speed on Water:
33.5
@@ -184,7 +184,7 @@ -
Removed AA/AG toggle. The weapon will now auto-toggle between modes depending on what is in range, prioritizing AA
@@ -197,7 +197,7 @@
Air
-
+Tech 1 Bomber
Tech 1 Bomber
All
-
@@ -221,7 +221,7 @@
Cybran and UEF
-
+Ahwassa
Ahwassa
- StartTurnDistance:
151 - TurnSpeed:
0.650.9
@@ -234,7 +234,7 @@ - AA MuzzleVelocity:
6045 - Removed AA projectile tracking @@ -243,14 +243,14 @@
- AA damage:
105 - Fixed bug preventing it from shooting scouts on certain approaches
-
Clips Size:
126 -
Clips Size:
104 -
Clips Size:
166 -
Clips Size:
208 @@ -310,7 +310,7 @@Seraphim
-
BuildTime:
16081200 @@ -319,7 +319,7 @@Tech 2 Static Arty
- Adapted weapon collision to prevent flare failing to intercept missiles flying near the top of the range sphere
- Removed health regen bonus
- Decreased health increase to respect the T2 adjustment @@ -417,7 +417,7 @@
- MassCost 400 350
- EnergyCost 10000 5000 @@ -427,7 +427,7 @@
- HealthRegen:
1715 - VetRegen:
21/24/27/30/3319/23/27/31/35
@@ -452,39 +452,39 @@ - Energy cost:
9000042000
@@ -187,7 +187,7 @@ - Energy cost:
9375035000
@@ -202,7 +202,7 @@ - Stun effects will no longer affect air units.
- Or you have enough of cybran players TMLing your stuff over and over, even when you have TMD? They can keep doing this, but many of their buildings are very vulnerable to TMLs themself now.. The last building that got its HP changed are Walls. They found increasing popularity in the past year, and with that also causing increasing annoyance and they proved that they are very powerful. Walls take twice the time to build now (which is still very fast), and while UEF walls are almost as hard to destroy as before, Cybran walls are much less of a obstacle. -
- UEF HP:
600760 - Aeon HP: 600
- Seraphim HP: 600
- Cybran HP:
600500 - Cybran HP regeneration: 1 hp/s
- UEF HP:
1600760 - Aeon HP:
1600600 - Seraphim HP:
1600600 - Cybran HP:
1600500 - Cybran HP regeneration: 1 hp/s
- UEF HP:
3000 / 21602500 - Aeon HP:
3000 / 21601900 - Seraphim HP:
3000 / 21601900 - Cybran HP:
3000 / 21601800 - Cybran HP regeneration: 3 hp/s
- UEF HP:
8400 / 97209000 - Aeon HP:
8400 / 97206200 - Seraphim HP:
8400 / 97206200
@@ -159,14 +159,14 @@ - Cybran HP regeneration: 10 hp/s
- Explosion Damage (only t3 Power Generator):
80005500 - UEF HP:
16001800 - Aeon HP: 1600
- Seraphim HP: 1600
- Cybran HP:
16001400 - Cybran HP regeneration: 1 hp/s
- Initial Damage:
1520
@@ -41,7 +41,7 @@ - Cybran HP Regeneration:
1530
- - FiringRandomnessWhileMoving:
0.10.3
@@ -33,7 +33,7 @@ - Energy Maintenance cost:
015
@@ -71,7 +71,7 @@ - BuildRate:
35
@@ -85,7 +85,7 @@ - DoT Pulses:
1510
@@ -96,7 +96,7 @@ - DoTTime:
1.54.2
@@ -112,7 +112,7 @@ - UEF: 4000
- Sera: 3500 @@ -146,7 +146,7 @@
- Cybran regen:
69 - UEF:
40004500 - Sera:
35004000
@@ -155,7 +155,7 @@ - Cybran regen:
610 - UEF: 8000
- Sera: 7000 @@ -164,7 +164,7 @@
- Cybran regen: 20
- UEF:
1300016000 - Sera:
1100014000
@@ -173,7 +173,7 @@ - Cybran regen:
3040 - UEF:
65008000 - Sera:
55007000
@@ -182,7 +182,7 @@ - Cybran regen:
1220 - UEF: 16000
- Sera: 14000 @@ -191,7 +191,7 @@
- Cybran regen: 40
- UEF: 26000
- Sera:
2200023000
@@ -200,7 +200,7 @@ - Cybran regen: 60
- UEF:
1700016000 - Sera:
1500014000
@@ -209,7 +209,7 @@ - Cybran regen: 40
- Mass Storage Regen:
43 - Hydrocarbon Power Plant Regen:
65
@@ -225,7 +225,7 @@ - Mass cost:
35004800
@@ -239,7 +239,7 @@ - ShieldRechargeTime:
6590
@@ -253,7 +253,7 @@ - Reclaim time of unit wrecks has been doubled. Props and live units are unaffected. @@ -271,7 +271,7 @@
- Veteran level 4 health regained:
40% of base HP10% - Veteran level 5 health regained:
50% of base HP10% - Veteran level 1 regen: 10
- Veteran level 2 regen:
2065
@@ -279,7 +279,7 @@ - Veteran level 4 regen:
40180 - Veteran level 5 regen:
50235 - Veteran level 1 regen: 10
- Veteran level 2 regen:
2055
@@ -287,7 +287,7 @@ - Veteran level 4 regen:
40155 - Veteran level 5 regen:
50200 - Veteran level 1 regen: 10
- Veteran level 2 regen:
2040
@@ -295,7 +295,7 @@ - Veteran level 4 regen:
4095 - Veteran level 5 regen:
50125 - Veteran level 1 regen: 10
- Veteran level 2 regen:
2025
@@ -303,7 +303,7 @@ - Veteran level 4 regen:
4060 - Veteran level 5 regen:
5080 - Veteran level 1 regen: 10
- Veteran level 2 regen:
2060
@@ -311,7 +311,7 @@ - Veteran level 4 regen:
40165 - Veteran level 5 regen:
50215 - Veteran level 1 regen: 10
- Veteran level 2 regen:
2045
@@ -319,7 +319,7 @@ - Veteran level 4 regen:
40115 - Veteran level 5 regen:
50150 - Veteran level 1 regen: 10
- Veteran level 2 regen:
2045
@@ -327,7 +327,7 @@ - Veteran level 4 regen:
40115 - Veteran level 5 regen:
50145 - Veteran level 1 regen: 10
- Veteran level 2 regen:
2035
@@ -335,7 +335,7 @@ - Veteran level 4 regen:
4090 - Veteran level 5 regen:
50115 - Veteran level 1 regen: 15
- Veteran level 2 regen:
3060
@@ -343,7 +343,7 @@ - Veteran level 4 regen:
60145 - Veteran level 5 regen:
75185 - Veteran level 1 regen: 15
- Veteran level 2 regen:
3050
@@ -351,7 +351,7 @@ - Veteran level 4 regen:
60125 - Veteran level 5 regen:
75160 - Veteran level 1 regen: 15
- Veteran level 2 regen:
3035
@@ -366,7 +366,7 @@ - WaterSpeedMultiplier :
10.9
@@ -35,7 +35,7 @@ - FiringRandomnessWhileMoving:
0.30.1 - MuzzleVelocity:
3025
@@ -46,7 +46,7 @@ - Damage:
35001500
@@ -81,7 +81,7 @@ - BuildTime:
45003600
@@ -107,7 +107,7 @@ - Health:
67005000
@@ -138,7 +138,7 @@ - Health:
93007200
@@ -157,7 +157,7 @@ - Health:
90007500
@@ -177,7 +177,7 @@ - Health:
22002550
@@ -200,7 +200,7 @@ - Build Time:
48004300
@@ -297,7 +297,7 @@ - Build Time:
21 00047 500
@@ -393,14 +393,14 @@ - RandomBreakOffDistanceMult:
11.5 - Mass Cost:
300330 - Power Cost:
1200013200
@@ -409,7 +409,7 @@ - BombDropThreshold:
420 - Damage Overspill:
15%25% - Recharge time:
3540
@@ -452,7 +452,7 @@ - Health:
750800 - Mass Cost:
4 9205 220 - Power Cost:
43 90047 400
@@ -473,7 +473,7 @@ - Health:
75006500 - Mass Cost:
1 8002 000
@@ -484,7 +484,7 @@ - UEF/Cybran/Seraphim/Aeon Range:
750/700/825/900825
@@ -497,7 +497,7 @@ - Adjacency from storage:
4.1667%3%
@@ -506,13 +506,13 @@ - BuildCostMass:
10001300
@@ -534,7 +534,7 @@ - BuildCostEnergy:
93750123750
@@ -552,7 +552,7 @@ - NewHealth:
20001500
@@ -560,7 +560,7 @@ - BuildCostMass:
15002300
@@ -571,7 +571,7 @@ - BuildCostMass:
30003600
@@ -585,7 +585,7 @@ - AdditionalDamage:
750620
@@ -595,7 +595,7 @@ - BuildCostEnergy:
4200056000
@@ -606,7 +606,7 @@ - BuildCostMass:
45005800
@@ -621,7 +621,7 @@ - The damage dealt by overcharge now scales with the amount of energy drained from storage. @@ -638,7 +638,7 @@
- Veterancy gained from damaging non-combat buildings is reduced by 50% @@ -647,7 +647,7 @@
- Nuke trajectory is now corrected so it travels parallel to the ground.
- Selens will no longer lose their radar when there is a power stall. @@ -671,52 +671,52 @@
- The Selen gets some fixes to its stealth/cloak toggle.
- MaxSpeed:
3.63.5
@@ -70,7 +70,7 @@ - Mass cost:
144220
@@ -78,14 +78,14 @@ - Overspill modifier:
0.150.3 - Mass cost:
120220 - Energy maintenance:
11060 - Overspill modifier:
0.150.3 - Mass cost:
540720 - Energy cost:
48006400
@@ -97,7 +97,7 @@ - Mass cost:
80160 - Energy cost:
8001600
@@ -107,7 +107,7 @@ - Torpedo Damage:
615
@@ -117,24 +117,24 @@ - Torpedo Damage:
48 - Torpedo Damage:
1030 - Mass cost:
110000220000
@@ -182,7 +182,7 @@ - Mass cost:
240270
@@ -192,7 +192,7 @@ - Mass cost:
240270
@@ -204,7 +204,7 @@ - Bomb Damage:
11751250
@@ -214,19 +214,19 @@ - Speed:
810 - Damage:
2428 - Mass cost:
2800036000
@@ -247,12 +247,12 @@ - AoE:
11.4
@@ -260,12 +260,12 @@ - Speed:
75
@@ -276,7 +276,7 @@ - WaterVisionRadius:
4555
@@ -302,7 +302,7 @@ - Mass cost:
2400022000
@@ -316,7 +316,7 @@ - Tech level:
21
@@ -327,7 +327,7 @@ - Build time:
26002300
@@ -335,7 +335,7 @@ - Build time:
600400
@@ -343,7 +343,7 @@ - Build time:
12001600
@@ -352,7 +352,7 @@ - Energy Maintenance:
200150
@@ -360,7 +360,7 @@ - Mass cost:
392400
@@ -370,7 +370,7 @@ - Shield Health:
1500017000
@@ -425,7 +425,7 @@ - Energy cost:
5000055000 - Shield Health:
1500016500
@@ -434,7 +434,7 @@ - Build power:
10801500
@@ -445,7 +445,7 @@ - Emissary (Aeon):
30764120000
@@ -456,7 +456,7 @@ - Energy Storage:
010000
@@ -464,7 +464,7 @@ - Mavor:
99900300000
@@ -482,7 +482,7 @@ - Mass cost:
600700
@@ -496,7 +496,7 @@ - Mass cost:
15001800
@@ -513,7 +513,7 @@ - Shield Recharge time:
9075
@@ -521,7 +521,7 @@ - Additional Health:
03000
@@ -538,7 +538,7 @@ - MaxSpeed:
3.53.2
@@ -39,13 +39,13 @@ - Shield HP:
38003500 - Shield HP:
35003000 - Health:
14501200 - Underwater speed:
3.73 - Mass cost:
220180
@@ -74,7 +74,7 @@ - Mass cost:
300250
@@ -86,7 +86,7 @@ - Hitbox:
0.60.7
@@ -101,14 +101,14 @@ - Hitbox:
1.62 - Turn rate:
0.80.6 - Turn rate:
0.80.6
@@ -117,7 +117,7 @@ - Rate of fire:
0.10.2
@@ -125,7 +125,7 @@ - Mass cost:
12601500
@@ -138,7 +138,7 @@ - Sonar Range:
8218
@@ -150,7 +150,7 @@ - Mass cost:
180400
@@ -170,17 +170,17 @@ - Damage:
480360
@@ -41,7 +41,7 @@ - Range:
2322
@@ -49,7 +49,7 @@ - Mass Cost:
297290
@@ -60,7 +60,7 @@ - FiringTolerance:
13
@@ -74,7 +74,7 @@ - Health:
17001800
@@ -85,7 +85,7 @@ - Health:
10501100
@@ -94,7 +94,7 @@ - Health:
13001350
@@ -108,7 +108,7 @@ - Health:
25502600
@@ -137,7 +137,7 @@ - Damage:
16701450
@@ -196,7 +196,7 @@ - MuzzleVelocity:
4238
@@ -204,7 +204,7 @@ - Health:
50004700
@@ -234,7 +234,7 @@ - Speed:
2.852.6
@@ -245,7 +245,7 @@ - Speed:
2.52.4
@@ -264,7 +264,7 @@ - Speed:
2.52.2 - Minimum Range:
025
@@ -274,7 +274,7 @@ - Speed:
2.52.2 - Minimum Range:
025
@@ -282,7 +282,7 @@ - Speed:
2.52.2 - Minimum Range:
025
@@ -293,7 +293,7 @@ - Speed:
2.52.2 - Minimum Range:
025
@@ -309,13 +309,13 @@ - MaxBuildDistance:
56 - MaxBuildDistance:
57
@@ -328,7 +328,7 @@ - Death Weapon Damage:
75008000
@@ -337,7 +337,7 @@ - Death Weapon Damage:
100007000
@@ -346,7 +346,7 @@ - Death Weapon Radius:
76
@@ -354,7 +354,7 @@ - Death Weapon Damage:
75008000
@@ -371,7 +371,7 @@ - Turn Rate:
0.60.8
@@ -380,12 +380,12 @@ - Mass Cost:
200235
@@ -397,10 +397,10 @@ - BreakOffDistance:
1.55
@@ -426,7 +426,7 @@ - Turn Rate:
0.60.8
@@ -435,7 +435,7 @@ - Speed:
2522
@@ -446,7 +446,7 @@ - Speed:
2018
@@ -471,7 +471,7 @@ - Death Weapon Damage:
50007500
@@ -487,7 +487,7 @@ - Speed:
76
@@ -506,7 +506,7 @@ - Mass cost:
840920
@@ -519,7 +519,7 @@ - Speed:
12.5 - Speed while submerged:
0.51.5
@@ -530,17 +530,17 @@ - Energy Maintenance:
250500 - Energy Maintenance:
250500 - Energy Maintenance:
400700 - Broken tree resource modifier:
1.252
@@ -650,18 +650,18 @@ - Mass Cost:
5254
@@ -43,7 +43,7 @@ - Mass Cost:
5256
@@ -56,7 +56,7 @@ - Mass Cost:
3542
@@ -69,7 +69,7 @@ - Health:
6590
@@ -77,7 +77,7 @@ - Mass Cost:
3530 - Power Cost:
120100
@@ -90,7 +90,7 @@ - Build Time:
8090 - Speed:
43.8
@@ -107,14 +107,14 @@ - MaxSpeed:
3.22.8 - MaxSpeed:
3.63.3 - Energy maintenance:
3545 - Energy maintenance:
6080 - MaxSpeed:
43.5
@@ -148,7 +148,7 @@ - Power Cost:
420580 - Build Time:
145200
@@ -156,7 +156,7 @@ - Mass cost:
10590 - Energy cost:
24502050
@@ -167,7 +167,7 @@ - Mass cost:
200170 - Energy cost:
50004250
@@ -186,7 +186,7 @@ - Sonar Stealth:
9070 - Radar Stealth:
4570
@@ -194,7 +194,7 @@ - Icon changed from a LAB icon to a T1 tank icon. @@ -34,7 +34,7 @@
- Projectile Lifetime:
3.54.5
@@ -45,7 +45,7 @@ - Range:
1819
@@ -60,7 +60,7 @@ - Speed:
910
@@ -70,7 +70,7 @@ - RadarRadius:
4244
@@ -85,7 +85,7 @@ - Damage:
76
@@ -102,18 +102,18 @@ - BuildPower:
Naval
-
+Cybran T1 Frigate
Cybran T1 Frigate
Cybran T1 Frigate
-
+Salem
Salem
-
+Cybran T2 Cruiser
Cybran T2 Cruiser
AG Toggle Weapon
-
@@ -271,7 +271,7 @@
Structures
-
+Cybran T1 Static AA
Cybran T1 Static AA
Cybran T1 Static AA
Tactical Missile Launchers
-
+UEF
UEF
+Cybran
Cybran
+Aeon
Aeon
+Seraphim
Seraphim
-
+Tech 2 Static Arty
Tech 2 Static Arty
-
+Aeon TMD
Aeon TMD
ACUs
-
+Tech 2 Upgrade
Tech 2 Upgrade
UEF,Aeon,Seraphim
-
@@ -408,7 +408,7 @@
Cybran
-
+Tech 3 Upgrade
Tech 3 Upgrade
Tech 3 Upgrade
-
+Enhanced Sensor System Upgrade
Enhanced Sensor System Upgrade
Enhanced Sensor System Upgra
-diff --git a/balance/2016/3662.html b/pages/balance/2016/3662.html similarity index 83% rename from balance/2016/3662.html rename to pages/balance/2016/3662.html index 1f494bf..a2db464 100644 --- a/balance/2016/3662.html +++ b/pages/balance/2016/3662.html @@ -26,7 +26,7 @@
+Cybran ACU
Cybran ACU
Contents
Land
-
+Thistle
Thistle
While the bomber changes of the first part can either be beneficial for aeon players and their auroras or not, the t2 nerfs were definitely welcome for them. To even this out a little bit, aeon t1 mma will now not survive a single bomb like the others, and can tank less damage in ground battles, but gets a small compensation in range.
@@ -43,7 +43,7 @@Air
-
+Janus
Janus
The janus bomber already saw significant improvements to its accuracy in the first part of the patch, but it wasn't the end of the process. This change re-works the bomber's firing cycle to ensure a large, even spread. The goal is to make it a more versatile and useful (and being made fun of less) unit, while being different to the other t2 bombers. Where the other t2 bombers are most useful to take out single targets, the role of the janus will lie more in taking out large armies with its AOE.
-
@@ -54,7 +54,7 @@
Janus
-
+T1 bomber
T1 bomber
After observing the bomber changes from the last patch for a while now, and with a greater number of games to judge them, we are able to fine tune the new bombers a little bit more.
-
@@ -65,7 +65,7 @@
T1 bomber
-@@ -77,7 +77,7 @@
+Mercy
Mercy
Mercies shouldn't circle in the air for a long time and run out of fuel before landing anymore.
Structures
-
+Aeon TMD
Aeon TMD
The last bugfixes with the Aeon TMD caused it to be even better at stopping missiles than it should have been.
@@ -87,7 +87,7 @@Aeon TMD
-
+T2 Land HQ
T2 Land HQ
This is another change where we are able to fine tune the numbers as we got more information and feedback about the change since the last patch.
@@ -98,7 +98,7 @@T2 Land HQ
-@@ -111,7 +111,7 @@
+Air staging Platform
Air staging Platform
We decreased the staging 'size' of most aircraft to make docking an easier and quicker process. Air staging platforms are now able to service more higher tech planes at once.
ACUs
-
+RAS and ARAS
RAS and ARAS
Nerfs to RAS have been discussed for a long time, as the powerful RAS had a couple of negative effects like a much faster jump to T3 air, especially in teamgames. Along with this, RAS SCUs become more expensive in power to make it a bit less easy decision to choose between them or massfabs in the lategame.
@@ -131,7 +131,7 @@RAS and ARAS
-
+T2 & T3 Upgrade
T2 & T3 Upgrade
The tech upgrades get some of their regen back to give ACUs an easy way to regenerate health again, but without making it able to compete with the Nano upgrades. The HP nerf for the T2 ACU gets reduced slightly to reduce the negative effects of it, but is replaced with a small cost increase for the dominant upgrade.
T2 Upgrade: @@ -151,7 +151,7 @@T2 & T3 Upgrade
-
+UEF Nano-Repair
UEF Nano-Repair
Several ACU upgrades got reduced cost to allow them to be built earlier and allow for more aggressive ACU action. Especially regarding the nerfs to the T2 upgrade last patch, which reduced the power of both, attacking and defending ACUs, this changes should give players who like to play more aggressive additional tools.
Nano-Repair System: @@ -169,7 +169,7 @@UEF Nano-Repair
-diff --git a/balance/2017/3674.html b/pages/balance/2017/3674.html similarity index 89% rename from balance/2017/3674.html rename to pages/balance/2017/3674.html index 3da6ef0..93eea21 100644 --- a/balance/2017/3674.html +++ b/pages/balance/2017/3674.html @@ -25,14 +25,14 @@
+Seraphim Nano-Repair
Nano-Repair System:Seraphim Nano-Repair
Seraphim Nano-Repair
While the first aeon shield was in a good place, the second one was largely unused. The old second shield got removed completely, the old first shield got moved to be now the second shield. The new first shield is a moderately strong and cheap mid-game upgrade.
-
+Personal Shield
Personal Shield
Personal Shield
Land
-
+Stun:
Stun:
-diff --git a/balance/2017/3676.html b/pages/balance/2017/3676.html similarity index 88% rename from balance/2017/3676.html rename to pages/balance/2017/3676.html index 8dc6c99..1cef01c 100644 --- a/balance/2017/3676.html +++ b/pages/balance/2017/3676.html @@ -25,7 +25,7 @@
+Ythotha:
Ythotha:
A buff to the Ythotha has been long planned and wished, but buffing it in a way that makes the unit more dynamic and interesting turned out to be difficult. We have decided to improve it by making it more nimble and also allowing it to shoot 45 degrees backwards so that it can be microed to a much greater degree. It also gets a slight range increase to help with this goal. We will closely observe if this new microability in certain situations gives the Ythotha the power it should have, or if further adjustments are needed.
@@ -56,7 +56,7 @@Air
-
+Janus:
Janus:
The Janus change in the last patch worked well but was found to be too strong. The napalm's burn time is increased to allow players to react and move out of the damage radius before all damage has been dealt. The initial damage of the bombs is also decreased.
@@ -130,28 +130,28 @@HP Reductions (Part 2)
+T1 Mass Extractors and T1 Power Generators:
T1 Mass Extractors and T1 Power Generators:
+T1 Mass Storage:
T1 Mass Storage:
+T2 Mass Extractors and T2 Power Generators:
T2 Mass Extractors and T2 Power Generators:
+T3 Mass Extractors and T3 Power Generators:
T3 Mass Extractors and T3 Power Generators:
T3 Mass Extra
+Hydrocarbon plants:
Hydrocarbon plants:
+Walls:
Walls:
Air
-
+Janus
Janus
Janus gets a slight buff again to improve it slightly vs units.
Structures
-
+T3 Naval Support Factories
T3 Naval Support Factories
T3 naval support facs were found to be too vulnerable considering the cost of the units being constructed within them so we have reduced their hp nerf.
@@ -53,7 +53,7 @@T3 Naval Support Fac
+T2 UEF Naval Support Factory
T2 UEF Naval Support Factory
This is a correction of the UEF T2 naval support factory which was missed in testing before the previous balance patch.
@@ -131,7 +131,7 @@Cybran T3 Buildings
-diff --git a/balance/2017/3684.html b/pages/balance/2017/3684.html similarity index 83% rename from balance/2017/3684.html rename to pages/balance/2017/3684.html index ff46358..66beb54 100644 --- a/balance/2017/3684.html +++ b/pages/balance/2017/3684.html @@ -25,7 +25,7 @@
+Mass Storages
Mass Storages
Mass storage hp has been given some hp back, so that it is more in line with their cost.
@@ -147,7 +147,7 @@Mass Storages
-
+T2 Radar
T2 Radar
We have reduced the maintenance cost of T2 radars to encourage this intel option in the mid-game.
@@ -158,7 +158,7 @@T2 Radar
Land
-
+Aurora
Aurora
Aurora now shoot a bit less accurately while moving to reduce their effectiveness while kiting.
Aurora
-
+Mobile Missile Launchers
Mobile Missile Launchers
The mobile missile launchers of Aeon, Seraphim and UEF are buffed to bring them closer in strength to Cybran MMLs. The MMLs are also given different traits to distinguish them from each other. UEF fires in volleys of three. Aeon missiles have 2 hp but travel much slower. Sera missiles fly faster.
Aeon
@@ -63,7 +63,7 @@Seraphim
-
+Sparky
Sparky
Reintroduced power drain on Sparkies since the bug that did prevent units with power drain from supporting other units has been fixed.
Sparky
-
+Harbinger
Harbinger
Increase Harbinger BuildRate to compensate for the global reduced reclaim speed.
Air
-
+Janus
Janus
A Janus damage miscalculation is corrected. There was also a very abusable bug which has been found and now fixed.
Janus
-
+Scorcher
Scorcher
The UEF t1 bomber gets an increase in the burn time of its bombs to stop it from regularly one shotting t1 tanks that are moving.
Structures
-
+Static Flak
Static Flak
Static flak is buffed to allow it to hit T3 Air units more regularly.
Aeon
-
@@ -137,7 +137,7 @@
Static Flak
Factory HPs
Factory HPs are being overhauled to some degree once again, and hopefully for the last time in the near future. Naval factory HPs are the main focus here. Given that navy is a more expensive and generally powerful arena than land or air on a given tech level, it has had some of its hp restored. HP values have also been realigned to make them very easy to learn should you feel the need to, to make predicting the number of units needed to snipe a factory much easier.
-
+T1 Land/Air + T2 Land/Air Support Factory
T1 Land/Air + T2 Land/Air Support Factory
T1 Land/Air + T2 L
+T1 Naval Factory
T1 Naval Factory
T1 Naval Factory
+T2 Land/Air HQ + T3 Land/Air Support Factory
T2 Land/Air HQ + T3 Land/Air Support Factory
T2 Land/Air HQ + T
+T2 Naval HQ
T2 Naval HQ
T2 Naval HQ
+T2 Naval Support Factory
T2 Naval Support Factory
T2 Naval Support Fa
+T3 Land/Air HQ
T3 Land/Air HQ
T3 Land/Air HQ
+T3 Naval HQ
T3 Naval HQ
T3 Naval HQ
+T3 Naval Support Factory
T3 Naval Support Factory
T3 Naval Support Fa
+Cybran Regeneration
Cybran Regeneration
ACU
-
+Refracting Chronotron Amplifier
Refracting Chronotron Amplifier
The Seraphim second gun is one of the rarest upgrades, many players have never even seen it used in a game. We are buffing it with increased damage and AoE, while increasing the mass cost and decreasing the energy cost to keep it as a very powerful lategame option for an aggressive acu and even tele-sniping.
Refracting Chronotron Amplifier
-
+Personal Shield Generator
Personal Shield Generator
Since the Aeon Personal Shield Generator was reworked in 3662, it was found that the recharge time of the shield was too low. The recharge time is increased to 1 minute 30 seconds.
Mechanic
-
+Reclaim
Reclaim
There have been some changes discussed for a long time in the community and one of them is decreasing the speed of reclaiming. A T1 engy can reclaim 50 mass/s which is a very high rate. This makes reclaim fields disappear very quickly after being deposited. We have decided to reduce the reclaim rate by half for wrecks to allow reclaim fields to be more contestable to improve the dynamic map control element created by reclaim fields.
All Units except ACUs
+Megalith
Megalith
Megalith
+Soul Ripper
Soul Ripper
Soul Ripper
+Monkeylord
Monkeylord
Monkeylord
+Scathis
Scathis
Scathis
+Galactic Colossus
Galactic Colossus
Galactic Colossus
+Tempest
Tempest
Tempest
+Czar
Czar
Czar
+Atlantis
Atlantis
Atlantis
+Ythotha
Ythotha
Ythotha
+Ahwassa
Ahwassa
Ahwassa
+Fatboy
Fatboy
Fatboy
Miscellaneous
-
+Megalith
Megalith
Megalith build power is reduced and the megalith eggs' build time is also reduced to nerf the Megalith's ability to reclaim at a very high rate.
Land
-
+Seraphim T1 Mobile Artillery
Seraphim T1 Mobile Artillery
The seraphim t1 arty is currently a very strong tool vs navy. The speed on water nerf - which has been done to other hover units before already - will make the life of the average aeon navy player a bit easier.
Seraphim T1 Mobile Arti
-
+Flapjack
Flapjack
Overall we are pretty happy with the recent MML buffs but the Flapjack buff was a bit over the top.
-
@@ -50,7 +50,7 @@
Air
-
+Gunships
Gunships
We have found that the seraphim gunship is fairly unimpressive especially considering Seraphim do not get a T3 gunship. We've improved it across the board and increased the price.
Seraphim T2 Gunship @@ -75,7 +75,7 @@
The ability changes for the t3 gunships areNavy
-
+Seraphim T1 Submarine
Seraphim T1 Submarine
We've buffed the torp defense considerably to improve the comparatively weak Seraphim sub and to allow them to be used in conjunction with Seraphim destroyers vs T2 subs.
@@ -92,7 +92,7 @@Structures
-
+Massfabs
Massfabs
T2 and T3 Mass Fabricators have been rebalanced to make T2 Fabs slightly less efficient and T3 a lot more efficient than before.
@@ -113,7 +113,7 @@Massfabs
-
+Novax
Novax
The novax satellite has been given a decent speed buff and more intel based capabilities to increase it's effectiveness and to give it better abilities as a supportive unit. The cost increase for rebuilding the satellite - which can only be shot down by a strategic missile at the moment - will nerf it as a tool to lock the t4 nuke launcher.
-
@@ -133,7 +133,7 @@
Game Mechanics
-
+Veterancy
Veterancy
Until now the veterancy system worked in such a way that the tech level of the units killed determined how many veterancy points a unit was given, and only the unit that got the killing blow would get the veterancy point(s).
With this patch we are moving from that tech based system to a mass based system. That means your units will get veterancy based on the mass of the unit that is killed. Your unit also doesn't need to get the killing blow
to get veterancy. Once a unit dies all the units which damaged it will get veterancy points based on how much damage they did to that unit. There are also multipliers to adjust how much veterancy certain classes of units @@ -163,21 +163,21 @@Contents
Game Mechanics
Land
-
+Selen
Selen
Removed the Power drain from the stealth/cloak ability while not moving.
-
+Aurora
Aurora
Aurora
-
+T1 Mobile Anti Air
T1 Mobile Anti Air
T1 MAA gets a small damage reduction and mass cost reduction so it doesn't cost more than tanks anymore. Sera MAA is fixed so that is does its intended damage.
-
Aeon:
@@ -67,7 +67,7 @@
T1 Mobile Anti Air
-
+Fire Beetle:
Fire Beetle:
Fire beetles are getting a much needed rebalance to encourage their use within armies.
Fire Beetle:
-
+Harbinger:
Harbinger:
The Harbinger rebalance puts more focus on the shield. The shield accounts for more of the total hp will regen and recharge much more quickly than before. This emphasizes the micro capabilities of the Harb, allowing for more hit and run combat tactics.
Harbinger:
+Othuum:
Othuum:
More emphasis is put on the longer range high alpha damage weapon of the Othuum and its target priorities have been fixed to be in line with other T3 tanks.
Othuum:
+Percival:
Percival:
The Percival now has the longest range of the T3 tanks and bots so kiting is now very important, even against Bricks. A turret yaw speed increase and slight muzzle velocity increase enables better micro capabilities.
Percival:
+Brick:
Brick:
The brick now has slightly less range than a Percy but gains speed, turn rate and muzzle velocity to allow for better micro.
Brick:
-
+Titan:
Titan:
The titan has a smaller health shield but this regens very quickly, sometimes even during the course of a battle if you can keep them alive. It's target priorities are also fixed as with the Othuum.
Titan:
+Loyalist:
Loyalist:
The Loyalist gets a small nerf to many stats, and its stun will no longer affect Experimentals and ACUs.
-
@@ -230,7 +230,7 @@
Loyalist:
-
+Sprite Striker:
Sprite Striker:
The aeon sniper is better able to shoot while moving and has a higher rate of fire in exchange for less speed and a higher cost.
-
@@ -250,7 +250,7 @@
Sprite Striker:
+Usha-Ah:
Usha-Ah:
The sera sniper shoots more accurately while moving to avoid it wasting shots and it gets a cost increase and speed decrease.
-
@@ -282,7 +282,7 @@
Usha-Ah:
-
+T3 Mobile Artillery:
T3 Mobile Artillery:
Build time is reduced for T3 mobile artillery.
Experimentals
to make XPs less of a cheese weapon thrown up in very short periods of time with little build power.-
+Cybran:
MonkeylordCybran:
-
@@ -320,7 +320,7 @@
Cybran:
-
+UEF:
FatboyUEF:
Air
-
+T1 Bombers:
T1 Bombers:
-
+T2 Transports:
T2 Transports:
T2 Transports:
-
+Ahwassa:
Ahwassa:
Navy
-
+Battleships:
Seraphim:Battleships:
-
@@ -438,13 +438,13 @@
Battleships:
-
+Cybran Carrier:
Cybran Carrier:
Fixed the aim on the Anti Air weapon of the carrier.
-
+Bulwark:
Bulwark:
Bulwark:
-
+Shard:
Shard:
Structures
-
+T3 Land HQs:
T3 Land HQs:
T3 Land HQs:
-
+Ravager:
Ravager:
Ravager:
-
+T3 Static Artillery:
T3 Static Artillery:
T3 static arty now have the same range. Cybran gets an increased rate of fire in exchange for lower damage.
T3 Static Artiller
-
+T3 Mass Fabricator:
T3 Mass Fabricator:
Adjacency for T3 mass fabs was improved slightly too much in patch 3688 so we are reducing it now.
T3 Mass Fabrica
-
+Civilian Structures
Civilian Structures
Adjusted Civilian Building Mass values to make them more consistent. Civilian buildings will give 50-150 mass.
-
+Cybran Shield
Cybran Shield
Added the ED4 Shield to the list of buildable structures and to the hotbuild keygroup for shields.
ACUs
Aeon ACU
-
+Personal Shield Generator
Personal Shield Generator
Personal Shield Generator
-
+Heavy Personal Shield Generator
Heavy Personal Shield Generator
Heavy Personal Shield
UEF ACU
-
+Nano-Repair
Nano-Repair
Nano-Repair
-
+Personal Shield
Personal Shield
Personal Shield
-
+Bubble Shield
Bubble Shield
Bubble Shield
Seraphim ACU
-
+Damage Upgrade
Damage Upgrade
Damage Upgrade
-
+Nano Repair
Nano Repair
Nano Repair
-
+Nano Repair
Nano Repair
Mechanics
-
+Overcharge
Overcharge
This is the first rebalance of Overcharge since patch 3605 and it builds upon the premise of requiring energy storage to OC. We have implemented a variable system of Overcharge so to do greater damage you will need more energy in storage. You will still need to buld an energy storage before you can Overcharge and one storage will suffice for killing T2 units. To kill the heaviest T3 units you will need three storages. When you Overcharge the amount of energy required to kill the unit you hit will be drained from your storage. If you do not have enough to kill the target, most of your energy will be drained but not all so that your shields and radar are not effected.
Overcharge
-
+Veterancy
Veterancy
The vet gained from buildings was too high, leading to problems especially with ACU TML.
Veterancy
-
+Teleport
Teleport
Teleporting takes 5 seconds longer. The animation at the teleport destination is unchanged.
Teleport
Bug Fixes
-diff --git a/balance/2019/3704.html b/pages/balance/2019/3704.html similarity index 77% rename from balance/2019/3704.html rename to pages/balance/2019/3704.html index d915084..ab3a3ba 100644 --- a/balance/2019/3704.html +++ b/pages/balance/2019/3704.html @@ -23,7 +23,7 @@
+Fixes:
Fixes:
Contents
Land
-
+T2/T3 Engineer
T2/T3 Engineer
Higher tech engineers get back their old speed so they are a bit more pleasant to use.
T2 Engineer-
@@ -36,14 +36,14 @@
T2/T3 Engineer
-
+Selen
Selen
-
+T1 Mobile Anti-Air
T1 Mobile Anti-Air
Mobile anti-air gets a mass cost increase to prevent it vetting from one bomber kill and Seraphim and UEF also get an HP reduction
All Factions:-
@@ -56,7 +56,7 @@
T1 Mobile Anti-Air
-
+Mongoose
Mongoose
The Mongoose gets a long overdue buff in damage and accuracy.
Mongoose
Mobile Shields
-
+Asylum
Asylum
Mobile shields are getting a mass cost increase in return for an energy maintenance cost decrease. This should allow shields be used more often and with more ease in the T2 stage. Shield overspill is also increased.
Asylum
+Parashield
Parashield
+Athanah
Athanah
Athanah
-
+Deceiver
Deceiver
Deceiver
-
+Wagner
Wagner
Amphibious tanks are getting their torpedo damage increased so that the weapon can have some relevance.
Wagner
Main T3 Tanks
-
+Brick
Brick
+Othuum
Othuum
+Harbinger
Harbinger
The Harbinger can once again shoot while reclaiming.
Tech 3 Mobile Sams
-
+T3 Mobile Anti-Air
T3 Mobile Anti-Air
T3 Mobile Anti-Air gets speed and range increases. UEF also gets a damage radius buff to improve its hitting chances.
Aeon:-
@@ -160,7 +160,7 @@
T3 Mobile Anti-Air
-
+Scathis
Scathis
The Scathis is a game ender once again. It shoots a volley of 20 shells with a huge AoE every 20 seconds.
Air
-
+Renegade
Renegade
The Cybran T2 gunship can now move and shoot at the same time like other gunships. It gets a cost increase to compensate for its increased capabilities
Renegade
-
+Torpedo Bombers
Torpedo Bombers
Torps Bombers get a mass cost and energy cost nerf. In addition, they become more microable to reward the smart use of these units. The BreakOffDistance is altered to prevent a dps increase which would result from the turn speed increase. Sonar Radius is reduced to weaken torp bombers versus submarines
Torpedo Bombers
-
+Notha
Notha
The Notha can now kill UEF T2 economy buildings with 2 bombs. It now also shows the bomb radius on the reticle when using ground fire.
Notha
Tech 3 Gunship
-
+Restorer
Restorer
The Restorer's speed and air-to-ground damage are increased.
+Wailer and Broadsword
Wailer and Broadsword
Cybran and UEF T3 gunships will no longer chase air units which fly past.
-
+Novax
Novax
This is a rework of the Novax, giving it more intel abilities, and increasing it's price as a counterbalance of the laser targeting fix it got from 3699 gamepatch. A random falling animation is also introduced, so it is impossible to detonate a nuke at low altitude and kill the nuke owner base by a ctrl-k of the satellite
Navy
-
+Beacon
Beacon
The torpedo defense of the aeon frigate works more effectively
-
+Exodus
Exodus
The Aeon destroyer gets a minor increase to the area of effect on its cannon and its torp defense works more effectively.
Exodus
-
+Siren
Siren
The cybran cruiser now shoots its anti-air missiles in a faster and more effective way.
-
+Bulwark
Bulwark
The Bulwark is getting a nerf to its mobility and is being made larger so that it is harder to dodge shots once the shield bubble has been dropped. It also gets a shield stacking nerf via the damage overspill modifier
Bulwark
-
+Battleships:
Battleships:
Cybran Battleships are getting an HP nerf and Summits get a cost decrease. The range has been fixed on the Omen.
Galaxy:-
@@ -294,7 +294,7 @@
Battleships:
-
+Yathsou
Yathsou
The T3 Seraphim submarine hunters get a water vision increase to improve their performance against cybran T2 submarines.
Yathsou
-
+Tempest
Tempest
The Tempest has a reduced mass cost and its shooting has been improved.
Structures
-
+Air staging
Air staging
The mass cost for repairing in air staging platforms is removed to prevent units from becoming trapped in the platforms while stalling mass. The energy cost of repairing is increased. It is also buildable by T1 engineers to allow for easier refueling of planes far from the main base.
Air staging
-
+T2 Land HQ
T2 Land HQ
T2 Land HQ gets a build time decrease to make T2 rushes on small maps more viable.
T2 Land HQ
-
+Tactical Missile Defense
Tactical Missile Defense
TMD is no longer as slow to build
Tactical Missile Defense<
-
+T2 Artillery
T2 Artillery
Minimum range is increased for T2 Artillery so it is more vulnerable at close range and must be defended by point defense or units. Its Build time is also increased.
T2 Artillery
-
+T2 Radar
T2 Radar
Maintenance is reduced for T2 radar.
T2 Radar
-
+T2 Static Flak
T2 Static Flak
Static Flak gets a build time buff to be more in line with other static AA build times.
T2 Static Flak
-
+T2 static shields
T2 static shields
T2 shields are getting a nerf to their build time and their recharge time. Cybran have build power buff to compensate, so they can upgrade on their own as fast as before.
Aeon-
@@ -417,7 +417,7 @@
T2 static shields<
Tech 3 Shields
-
+HSD Pulse
HSD Pulse
The T3 UEF shield can now withstand a single mavor shell without dropping. It also gets a slight cost increase.
HSD Pulse
+ED5
ED5
The Cybran ED5 shield can now withstand a single mavor shell without dropping. This shield was already overpriced so its cost is not increased. It also get a huge Build time nerf to correct a bug causing extreme cost in assisting ED5.
ED5
-
+Nuke Launchers
Nuke Launchers
Assisting Nuke Launchers has been nerfed by increasing the Build time of the missile and proportionally increasing the Build power of the launcher. It also get a nerf of build time for consistency with experimentals' built time nerf of last balance patch.
Nuke Launchers
-
+T3 Static Artillery
T3 Static Artillery
The build time of T3 Arty have been increased to keep up with BT nerf of experimentals that happened last balance patch
T3 Static Artillery
-
+Eye of Rhianne
Eye of Rhianne
Energy storage is added to the Eye so additional energy storages are not required to use it.
Eye of Rhianne
-
+Game Enders
Game Enders
Increase of the build time on Game Ender. A lower increase is applied on the salvation, so the paragon is not nerfed too much, and this act as an indirect buff to the salvation.
ACUs
-
+Regen Aura
Regen Aura
Restoration Field has a larger range and grants additional max hp. Thaam in the field's range will be bumped to 308 hp, requiring an extra shot from enemy ACUs to be killed. An fx will help spot the units benefiting from this upgrade.
Regen Aura
-
+Advanced Regen Aura
Advanced Regen Aura
Advanced Restoration Field grants a minimum regen of 15/s, has a greater range and grants more health.
Advanced Regen A
-
+Aeon Personal Shield
Aeon Personal Shield
The first Aeon ACU shield is buffed with a lower recharge time.
Aeon Personal Shield
-
+Chrono Dampener
Chrono Dampener
Chrono Dampener's stun was so long that units would lose their move orders, so it is reduced. 3000 health is added to the upgrade.
Projectiles
Land
-
+Mongoose
Mongoose
The Mongoose became overpowered after the buffs given to it in the last patch and the buffs to mobile shields.
Mongoose
Tech 2 Mobile Shield
-
+Asylum
Asylum
Mobile shields get a HP adjustment. They have proven to be very good since their buffs in the previous patch.
+Parashield
Parashield
Parashield
Amphibious Tanks
-
+Wagner
Wagner
Cybran is the most favoured faction on many maps and one of the reasons is the ability of the wagner to raid very effectively. It gets a HP nerf and underwater speed nerf.
+Blaze
Blaze
The Blaze was the worst T2 unit and Aeon the least popular faction in high level 1v1s so it gets a cost and build time buff.
Blaze
-
+Fire Beetle
Fire Beetle
Fire beetles get a cost reduction. Their hitbox is increased so that lasers do not miss them so often.
Fire Beetle
-
+Selen
Selen
The Selen's hitbox is increased so that lasers do not miss them so often.
Air
-
+Air scouts
Air scouts
Air scouts get a hitbox increase to stop inties from missing them. Turn rate is also decreased.
+Spy planes
Spy planes
Spy planes get a turn rate decrease to allow them to be caught more easily by chasing ASF.
Spy planes
-
+Notha
Notha
After adjustments to turn speed in the previous patch, the notha sometimes failed to drop on repeat passes.
Notha
-
+Wailer and Broadsword
Wailer and Broadsword
Cybran and UEF T3 gunships get a nerf to their mass and energy cost.
Navy
-
+Frigates
Frigates
Frigate sonar is being nerfed to allow T1 subs to stay hidden more easily.
Structures
-diff --git a/balance/2020/3714.html b/pages/balance/2020/3714.html similarity index 78% rename from balance/2020/3714.html rename to pages/balance/2020/3714.html index 716606d..b0ea5e8 100644 --- a/balance/2020/3714.html +++ b/pages/balance/2020/3714.html @@ -25,14 +25,14 @@
+Shou-esel
Shou-esel
The seraphim T2 sonar gets an upgrade to fully compensate for the lack of a T3 sonar. It can now move at slow pace and also has the option of submerging like the seraphim destroyer. It moves very slowly while submerged.
Game Mechanics
-
+Snipe mode
Snipe mode
ACUs can no longer be prioritized by units except for experimentals, labs, gunships, fighter/bombers and ACU. The "snipemode" mechanic has had a very detrimental effect on ACU usage, punishing slight mis-micro with an instant game loss.
-
+Overcharge
Overcharge
A small fix is applied to avoid overcharge draining too much power for the minimum damage causing an energy stall.
-@@ -193,30 +193,30 @@
+Repair
Repair
Repair get a cost decrease of 25%. This allow repair to be cost effective.
Contents
Land
-
+Aurora
Aurora
The Aurora will now use the firing solution instead of its aim bone when targeting units. This should decrease the number of initial shots that miss.
-
+Obsidian
Obsidian
The obsidian's damage and rate of fire are adjusted. This is a general improvement aimed at increasing their efficiency versus T1 units and reducing the downside of a missed shot.
Obsidian
-
+Pillar
Pillar
The pillar gets a slight range reduction to allow for more micro and kiting in some matchups, notably versus the rhino.
Pillar
-
+Rhino
Rhino
The rhino gets a range increase of one to differentiate the ranges of the main T2 tanks more greatly, allowing for more micro and kiting.
Rhino
-
+Ilshavoh
Ilshavoh
The Ilshavoh has improved micro capabilities thanks to an increase in turret turn speed. Vision radius is increased to reduce their reliance on selens and radars.
Ilshavoh
-
+Riptide
Riptide
The riptide was the weakest T2 tank after the recent Blaze buff. It gets a substantial buff to bring it closer in strength to other T2 units.
Riptide
-
+Blaze
Blaze
The blaze gets a small buff to its health and range to differentiate from other hover tanks.
Blaze
-
+Yenzyne
Yenzyne
The Yenzyne is given greater health and a faster fire rate with a decrease in speed to improve its effectiveness on land without over buffing it in the naval arena.
Yenzyne
Mobile Bomb
-
+Fire beetles
Fire beetles
Fire beetles are now cheaper, faster to build and have less health. Fire beetles are permanently cloaked, meaning they must be spotted using radar and cannot be spotted using a units vision.
-
@@ -125,7 +125,7 @@
Fire beetles
T3 Light Assault Bots
-
+Titan
Titan
Titans get a buff in range, and small health and shield buffs. Damage is reduced slightly to prevent over buffing.
Titan
-
+Loyalist
Loyalist
The Loyalist gains damage and range at the expense of health. It also gains a new ability called "Charge." When activated, a ten second countdown begins and the Loyalist will self-destruct at the end of that countdown. After four seconds the Loyalist gains a x1.75 speed boost and its stun duration is doubled. The delay between pressing the charge button and gaining these advantages is to stop players from simply enabling the ability as any Loyalist is about to die. Once @@ -173,7 +173,7 @@
Loyalist
-
+Harbinger
Harbinger
Harbingers get a significant buff, gaining a small amount of range to allow for more micro possibilities while also gaining some health and a fast shield recharge speed. Their fire cycle is also adjusted.
-
@@ -186,7 +186,7 @@
Harbinger
-
+Percival
Percival
The Percival has its fire cycle adjusted to be less front loaded and its shots are slightly more dodgeable.
Percival
-
+Brick
Brick
The Brick's shots are more dodgeable.
Brick
-
+Othuum
Othuum
The Othuum is buffed with greater speed and damage. Health is reduced. The thau cannon has area of effect damage so that it can easily deal with tech 1 point defense.
Othuum
Tech 3 Snipers
-
+Sprite Striker
Sprite Striker
Snipers have reduced speed and higher cost as they were too often chosen over the main T3 battle tanks.
Sprite Striker
-
+Usha-Ah
Usha-Ah
Snipers have reduced speed and higher cost as they were too often chosen over the main T3 battle tanks.
Tech 3 Mobile Artillery
-
+UEF
UEF
UEF
-
+Aeon
Aeon
Aeon
-
+Cybran
Cybran
Cybran
-
+Sera
Sera
Sera
Engineers
-
+T2 Engineer
T2 Engineer
Higher tech engineers have greater build range to reduce pathfinding conflicts during base building.
+T3 Engineer
T3 Engineer
Higher tech engineers have greater build range to reduce pathfinding conflicts during base building.
T3 Engineer
Land Experimentals
-
+Galactic Colossus
Galactic Colossus
Death Weapons for some experimentals are adjusted to better match the size of the units.
Galactic Colossus
-
+Ythotha
Ythotha
Death Weapons for some experimentals are adjusted to better match the size of the units.
Ythotha
-
+Monkeylord
Monkeylord
Death Weapons for some experimentals are adjusted to better match the size of the units.
Monkeylord
-
+Megalith
Megalith
Death Weapons for some experimentals are adjusted to better match the size of the units.
Air
-
+T1 Air scouts
T1 Air scouts
The turn rate change in a previous patch created landing difficulties for these planes. The turn rate change is reverted and they have a reduced speed instead.
T1 Air scouts
-
+Jester
Jester
The weapons on these gunships have a greater range of motion to bring them in line with other gunships.
-
+Swiftwind
Swiftwind
The swiftwind gets a cost increase as it is a powerful fighter which can be accessed easily and spammed quite early into the game.
Swiftwind
Tech 2 Gunships
-
+Stinger
Stinger
The weapons on these gunships have a greater range of motion to bring them in line with other gunships.
-
+Specter
Specter
The Spectre now has a cannon akin to the oblivion turret or the exodus class destroyer although much weaker. This differentiates the gunship from those of the other factions and gives Aeon extra options at the T2 air stage.
-
@@ -416,7 +416,7 @@
Specter
-
+Notha
Notha
The Notha is nerfed to bring it back to a similar effectiveness as before. The buffing in previous patches was unintended and severe.
Notha
-
+T3 Spy planes
T3 Spy planes
The turn rate change in a previous patch created landing difficulties for these planes. The turn rate change is reverted and they have a reduced speed instead.
T3 Spy planes
-
+Air Superiority Fighters
Air Superiority Fighters
ASF are nerfed to allow for more aggressive air usage in the T3 stage. They will have a harder time catching threats presented across the map.
Air Superiority Fighters
Experimentals
-
+Czar
Czar
The Czar has been due a serious buff for a while and it is finally here. The flying fortress is now equipped with a shield to allow for incursions into and retreats from enemy territory. The AA capabilities are also greatly increased.
-
@@ -462,7 +462,7 @@
Czar
-
+Ahwassa
Ahwassa
Death Weapons for some experimentals are adjusted to better match the size of the units. Ahwassa also has its speed reduced because of the ASF speed nerf.
Ahwassa
-
+Soul Ripper
Soul Ripper
Death Weapons for some experimentals are adjusted to better match the size of the units.
Navy
-
+Counter-Intelligence Boat (CI:18 Mermaid)
Counter-Intelligence Boat (CI:18 Mermaid)
These changes mirror the changes made to the bulwark a few patches ago. The mermaid is now closer in stature to other tech 2 ships.
Structures
-
+T2 Air HQ
T2 Air HQ
The lower cost of the T2 Air HQ compared to land and navy led to a T2 air rush being a no-brainer on 20x20 1v1 maps.
T2 Air HQ
Sonars
-
+Sera Tech 2 (Shou-esel)
Sera Tech 2 (Shou-esel)
Sera Tech 2 (Shou-esel)
T3 Sonar
T3 sonar energy maintenance is increased to reflect the effectiveness of this intel structure.
-UEF +
UEF
Aeon +
Aeon
Cybran +
Cybran
ACUs
-
+Regen Aura
Regen Aura
The Seraphim Restoration Field upgrade is moved from the right arm to the left arm allowing for it to be used with the gun upgrade. Regen ceiling values are also adjusted slightly.
Regen Ceiling: @@ -574,7 +574,7 @@Regen Aura
-
+Advanced Regen Aura
Advanced Regen Aura
The Seraphim Restoration Field upgrade is moved from the right arm to the left arm allowing for it to be used with the gun upgrade. Regen ceiling values are also adjusted slightly.
Regen Ceiling: @@ -591,7 +591,7 @@Advanced Regen
-diff --git a/balance/2020/3718.html b/pages/balance/2020/3718.html similarity index 74% rename from balance/2020/3718.html rename to pages/balance/2020/3718.html index 098f563..51432b3 100644 --- a/balance/2020/3718.html +++ b/pages/balance/2020/3718.html @@ -30,7 +30,7 @@
+Seraphim ACU Resource Allocation System
Seraphim ACU Resource Allocation System
The RAS upgrade is moved from the back to the right arm to even out the options between the three upgrade slots.
-
@@ -607,7 +607,7 @@
Game Mechanics
-
+Veterancy
Veterancy
Since the change to a mass-based veterancy system where you gain veterancy points based on the mass value of damage done, several special rules or exceptions have been introduced in attempts to balance the veterancy system. In this patch we are trying to remove as many exceptions as possible to make the system more transparent, understandable and predictable.
@@ -642,7 +642,7 @@Veterancy
-
+Trees
Trees
Broken trees now leave a larger amount of resources. Breaking trees is no longer such a painful experience.
Trees
-
+Nuke projectile
Nuke projectile
A nuclear missile now kills and passes through any air unit it comes into contact with excepting air experimentals.
-
+Strategic Bomber bomb collision
Strategic Bomber bomb collision
A bomb from a strat bomber no longer collides with ASF. This decision was taken because the use of strats for sniping key structures is an unrewarding investment as people have become much better at blocking the bombs using ASF.
-@@ -674,65 +674,65 @@
+Support unit attack move stopping range
Support unit attack move stopping range
All mobile shields and land scouts now stop at an appropriate range from enemy units when using an attack move.
Contents
Land
Tech 1 Tank
-
+Aurora
Aurora
Aurora
-
+Mantis
Mantis
Mantis
Tech 1 Light Assault Bot (LAB)
-
+Flare
Flare
Flare
-
+Hunter
Hunter
Hunter
-
+Mech Marine
Mech Marine
Mech Marine
-
+Selen
Selen
Selen
Tech 2 Range Bots
-
+Mongoose
Mongoose
-
+Hoplite
Hoplite
Hoplite
Tech 2 Mobile Shields
-
+Asylum
Asylum
-
+Parashield
Parashield
Air
-
+Air scout
Air scout
Air scout
-
+T1 bomber
T1 bomber
T1 bomber
-
+Jester
Jester
Structures
-
+Cybran T3 Sonar
Cybran T3 Sonar
Cybran T3 Sonar
-diff --git a/balance/2021/3720.html b/pages/balance/2021/3720.html similarity index 76% rename from balance/2021/3720.html rename to pages/balance/2021/3720.html index 3197e30..365ff24 100644 --- a/balance/2021/3720.html +++ b/pages/balance/2021/3720.html @@ -26,7 +26,7 @@
+Yolona-Oss
Yolona-Oss
The Yolona-Oss has its animation reduced to increase the speed of its firing cycle. It also explodes like other strategic missile launchers when killed.
@@ -218,7 +218,7 @@Miscellaneous
-
+Overcharge
Overcharge
Overcharge is changed from a variable system to a fixed damage per energy used. The ratio is 1:4 damage to energy drained and the minimum damage is 1250, maintaining the minimum energy required to Overcharge at 5k.
The damage dealt by overcharge scales with the amount of energy drained from storage.
Overcharge will use as much energy as is needed to kill the highest health unit hit
@@ -230,13 +230,13 @@Overcharge
-
+Target Priorities
Target Priorities
Many units had their target priorities updated to enabled them to function more effectively. Find all the details here.
-
+Nukes
Experimental Nuclear MissileNukes
-
@@ -255,19 +255,19 @@
Nukes
-
+Air Factory Rolloff
Air Factory Rolloff
Air factory rolloff times have been equalized between factions.
-
+T3 Air Crash Damage
T3 Air Crash Damage
The crash damage of T3 air units has been increased and made more consistent.
-@@ -281,33 +281,33 @@
+Vision Fix
Vision Fix
Fixed the vision effects of Lobos and Seraphim air scouts.
Contents
Land
-
+Mantis
Mantis
Mantis
-
+Sky Slammer
Sky Slammer
Sky Slammer
-
+Selen
Selen
Air
-
+Jester
Jester
Jester
-
+T1 Bomber
T1 Bomber
Navy
-
+Shard
Shard
Structures
Mass Extractors
-Tech 1 +
Tech 1
- StartTurnDistance:
Exodus
Cybran Tech 2
-
Rhino
+
Rhino
Rhino
Cerberus
+
Cerberus
Cerberus
Seraphim Tech 2
-
Yenzyne
+
Yenzyne
Yenzyne
Ilshavoh
+
Ilshavoh
Ilshavoh
UEF Tech 2
-
Mobile Shield
+
Mobile Shield
Pillar
+
Pillar
Seraphim Battleship Nuke
Aeon Tech 3
-
Sniper
+
Sniper
Sniper
Nuke Sub
+
Nuke Sub
Nuke Sub
Sniper
+
Sniper
Sniper
UEF Tech 3
-
Percival
+
Percival
Continental
+
Continental
Nuke Sub
+
Nuke Sub
Nuke Sub
Cybran Tech 3
-
Brick
+
Brick
Contents
Land
Tech 1 land
-
Aurora
+
Aurora
It’s a very small randomness and only when the Auroras move. They will still hit most of the time but this gives a chance for other tanks to survive longer. This value can be adjusted to make Auroras not as efficient when retreating, but good when they are still.
Medusa
+
Medusa
Medusa
Lobo
+
Lobo
All T1 Mobile AA
+
All T1 Mobile AA
All T1 Mobile AA
Tech 2 Land
-
Mongoose
+
Mongoose
The unit tracks and targets enemy units better.
Mongoose
Ilshavoh
+
Ilshavoh
Ilshavoh
Tech 3 Land
-
Aeon Sniper
+
Aeon Sniper
Aeon Sniper
Seraphim Sniper
+
Seraphim Sniper
Air
Tech 1 Air
-
UEF T1 Bomber
+
UEF T1 Bomber
UEF T1 Bomber
Cybran Jester
+
Cybran Jester
Cybran Jester
Tech 2 Air
-
Janus
+
Janus
Notha
+
Notha
Corsair
+
Corsair
Heavy Gunships
Wailer
+
Wailer
Wailer
Broadsword
+
Broadsword
Broadsword
Restorer
+
Restorer
Restorer
Tech 4 Air
-
Soul Ripper
+
Soul Ripper
Tech 1 Navy
Cybran Frigate
+
Cybran Frigate
UEF Frigate
+
UEF Frigate
UEF Frigate
Tech 2 Navy
-
Destroyer
+
Destroyer
Destroyer
Tech 3 Navy
-
Strategic Missile Submarines
+
Strategic Missile Submarines
Strategic Missile Submarin
T3 Submarine
+
T3 Submarine
T3 Submarine
Aircraft Carrier
+
Aircraft Carrier
Tech 4 Navy
Tempest
+
Tempest
Tempest
ACUs
Seraphim Restoration Field
+
Seraphim Restoration Field
Seraphim Restoration Fie
Seraphim Advanced Regeneration Field
+
Seraphim Advanced Regeneration Field
Seraphim Advance
SCUs
-
All SCUS
+
All SCUS
-
All SCU T2
+
All SCU T2
All SCU T2
-
UEF Drone Enhancements
+
UEF Drone Enhancements
UEF Drone Enhancements
-
UEF Bubble Shield Enhancements
+
UEF Bubble Shield Enhancements
@@ -344,48 +344,48 @@ Contents
Land
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
Air
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
Naval
-
-
-
-
-
-
-
+
+
+
+
+
+
+
ACUs
-
-
+
+
SCUs
-
-
-
-
+
+
+
+
diff --git a/balance/2014/3630.html b/pages/balance/2014/3630.html
similarity index 82%
rename from balance/2014/3630.html
rename to pages/balance/2014/3630.html
index c54f2f3..990ff8d 100644
--- a/balance/2014/3630.html
+++ b/pages/balance/2014/3630.html
@@ -21,14 +21,14 @@ Land
-
Aurora
+
Aurora
-
Engineer
+
Engineer
Engineer will reclaim mass extractors wreck instead of getting the “half-built” bonus when building a lower tech mass extractor than the wreckage. Using the half-rebuilt bonus is always a mistake economically-wise and shouldn’t be allowed
@@ -42,8 +42,8 @@ Contents
diff --git a/balance/2015/3650.html b/pages/balance/2015/3650.html
similarity index 83%
rename from balance/2015/3650.html
rename to pages/balance/2015/3650.html
index e0ac934..9cb43f1 100644
--- a/balance/2015/3650.html
+++ b/pages/balance/2015/3650.html
@@ -27,19 +27,19 @@ Land
Hover tanks
The advantage of hoverunits is their great flexibility, enabling them to be used both on water and on land. However if they are so effective that even pure naval units have significant trouble with large amounts of hoverunits, something is wrong. Furthermore their fast speed makes it unreasonably tiresome to defend against them on raiding-vulnerable island maps. Their build time has been increased, and their movement speed while on water has been decreased.
-
Seraphim (Yenzyne)
+
Seraphim (Yenzyne)
-
Aeon (Blaze)
+
Aeon (Blaze)
-
UEF (Riptide)
+
UEF (Riptide)
UEF (Riptide)
-
Hover flak (Seraphim and Aeon)
+
Hover flak (Seraphim and Aeon)
-
Harbinger
+
Harbinger
Harbingers are a complicated unit, while being immensely dominant in the early t3 stages, they already lose in bigger numbers to other t3 tanks. Straight out nerfing them would not only lower their early game advantage (and the very satisfying feeling of the unit) but also cause potential problems in the lategame. Increasing the build time to the same mass/BT ratio of Percivals and Bricks will make it harder to produce many Harbinger too early and will give the opponent more time to bring their own counters in place, but should not hurt Aeon too much later.
The problems behind the power of the Harbinger lie deeper than this, but it will require more time to solve them. Until then, this change should make the life of non-aeons a little bit easier.
@@ -67,7 +67,7 @@
Harbinger
-
Sniper bots (Seraphim and Aeon)
+
Sniper bots (Seraphim and Aeon)
It is annoying when sniper bots lose all their damage while moving and trying to shoot. They will hit more often now, even though using them stationary will still lead to the best results.
@@ -76,7 +76,7 @@
Sniper bots (Seraphim and A
-
UEF T3MAA
+
UEF T3MAA
Other factions T3 MAA were hitting much better than the UEF one. This change is improving its accuracy to similar levels.
@@ -97,13 +97,13 @@ SCUs
-
Aeon SCU
+
Aeon SCU
-
UEF SCU
+
UEF SCU
UEF SCU
-
Cybran SCU
+
Cybran SCU
Cybran SCU
-
Seraphim SCU
+
Seraphim SCU
Seraphim SCU
Seraphim Tech 2 bot and Tech 3 Tank Changes
We like the diversity that a strong t2 and a weak t3 stage brings to the game, but on some maps Seraphim is just a little bit too dominant on t2, while on others too helpless on t3. We are carefully toning down both areas while keeping the idea behind it intact.
-
Ilshavoh
+
Ilshavoh
-
Othuum
+
Othuum
@@ -152,7 +152,7 @@
Othuum
Air
-
Strategic bombers (all factions)
+
Strategic bombers (all factions)
Strat rushes can easily decide a game if the opponent is not t3 yet. This is a complex problem and a real solution would break the boundaries of this patch, but we acknowledge the issue and are trying to reduce it until a real solution is in place. We are increasing the energy cost to the same mass/energy ratio of ASFs, to avoid the ability to rush a strat without sufficient amounts of power (t3 PG or RAS).
Strategic bombers (all factio
-
Corsair
+
Corsair
In the last patch, Corsairs received a range decrease to prevent them from killing mobile flak too easily without getting shot. However, this also reduced the distance their projectile had to travel to reach the target, effectively making it harder to dodge. We are keeping the nerf against mobile flak, but reducing the speed of their projectiles to make them as easy (or hard) to dodge as they were before.
Torpedo bombers
-
Uosioz (Seraphim Torpedo Bomber)
+
Uosioz (Seraphim Torpedo Bomber)
Uosioz (Seraphim Torp
-
Skimmer (Aeon T2 Torpedo Bomber)
+
Skimmer (Aeon T2 Torpedo Bomber)
Skimmer (Aeon T2 Torp
-
Solace (Aeon T3 Torpedo Bomber)
+
Solace (Aeon T3 Torpedo Bomber)
Solace (Aeon T3 Torpe
-
Ahwassa
+
Ahwassa
Similar to the changes with the CZAR-Beam last patch, ASF can't be so easily destroyed anymore by abusing the splash of an anti-ground weapon with ground fire. Additionally, we are applying some nerfs to veterancy, and the amount of extra-dps you can get get by hoverbombing.
Navy
-
Summit
+
Summit
Once your UEF opponent reaches the t3 stage, you are playing against a time-bomb. As UEF pays for this with a weak t2 navy, there is nothing wrong with this, except that this time-bomb is ticking a bit too fast. Making the main reason for the UEF dominance more expensive will give other factions more time to beat them before they are able to gather a critical mass of battleships that can use their range in combination with their great support units to dominate the sea.
@@ -228,7 +228,7 @@
Summit
-
Aeon frigates
+
Aeon frigates
Unlike other factions, aeon has no tool to effectively deal with hover units. We made some adjustments to the frigate that will help it against them, but won’t make it stronger against ships.
@@ -246,7 +246,7 @@ Other
-
Quantum Gateway
+
Quantum Gateway
To avoid getting the powerful and expensive SCU presets (especially the new RAS preset) a lot cheaper than intended, we are reducing the adjacency bonus for massfabs next to Quantum Gates to a more normal level.
@@ -258,7 +258,7 @@
Quantum Gateway
-
T3 Land HQ
+
T3 Land HQ
By increasing the T3 HQ build time, we hope to address the problem of early T3 units cutting the T2 stage short. An early T3 upgrade was rendering the opponents T2 units obsolete before they were given the opportunity to do any significant damage to punish the early upgrade.
An increase in build time should delay the presence of T3 units on the battlefield slightly to allow a T2 army a better chance to properly mount an effective attack.
@@ -272,19 +272,19 @@
T3 Land HQ
Sonars
For the amount of intel sonars offer, they were incredible cheap. We brought them a bit more in line with their land based counterparts.
-
T2 sonar
+
T2 sonar
-
UEF/Aeon T3 sonar
+
UEF/Aeon T3 sonar
-
Cybran T3 sonar
+
Cybran T3 sonar
Cybran T3 sonar
-
Energy/Mass overflow
+
Energy/Mass overflow
The bug, that caused resources to disappear when they got shared to several teammates and one of them had full storage does not exist and is a FAF urban legend. If a teammate has full storage, the resources get properly shared to a different teammate instead. It is not needed to use any mods to prevent resources from getting lost or to inform others about this "bug".
Energy/Mass overflow
-
Cybran TML
+
Cybran TML
We wanted to keep Cybran's advantage of killing targets next to TMDs with several missiles, which is a compensation for their weak defense. However, this should not allow the Cybran player to easily take out the TMD itself with the unit that they are supposed to counter. We are adding a special armor-type against cybran missiles to TMDs, allowing them to survive a single missile with low hp. This means that sooner or later you will still need two of them to be completely safe, but you will have more time to get them (or repair the damaged one after a failed attempt to kill it), and it will take double the effort and resources to take the ones out you have.
@@ -309,7 +309,7 @@
Cybran TML
-
TML friendly fire
+
TML friendly fire
Team killing or intentionally inflicting damage to teammates is not only rude towards the target, but often ruins the game for all other teammates and opponents too. That's why it is, among with offensive language, a bannable offense in FAF and should be reported to the moderators. We are going to make it harder to get banned by removing the most popular and easiest tool for team killing, giving you the opportunity to calm down and think about if punishing this guy for his behavior or skill is really worth risking a ban and ruining a game for everyone.
TML friendly fire
ACUs
-
ACU TML (UEF and Seraphim) / Seraphim SCU TML
+
ACU TML (UEF and Seraphim) / Seraphim SCU TML
Not much needs to be said much about the ACU TML and it's negative impact on teamgames. We are removing some of the reasons that made it so superior to normal TML launchers against TMDs. Making the upgrade count should now require a much smarter use of it's advantages instead of getting an immensely powerful weapon for little investment.
Contents
diff --git a/balance/2016/3655.html b/pages/balance/2016/3655.html
similarity index 86%
rename from balance/2016/3655.html
rename to pages/balance/2016/3655.html
index 78447e8..9f45c74 100644
--- a/balance/2016/3655.html
+++ b/pages/balance/2016/3655.html
@@ -44,7 +44,7 @@ Land
-
Light Assault Bots:
+
Light Assault Bots:
A suggestion taking from the balance forum, while it would be desireable to give labs a more persisting role in the game, this is extremely hard to do. What we can do however, is to give them a very small buff to make it a bit less punishing to build them early.
@@ -53,7 +53,7 @@
Light Assault Bots:<
-
Deceiver:
+
Deceiver:
With all the demands for Cybran nerfs, we looked for areas where such are possible without removing what makes the faction so fun to play, and without accidentally going too far. This idea was brought up in the balance forum by washy as well. Increasing the cost of the mobile stealth field to be equal to the cost of mobile shields is one of several small nerfs to Cybran in this patch that look small individually, but should make a difference together.
@@ -62,7 +62,7 @@
Deceiver:
-
Fire Beetle:
+
Fire Beetle:
This is the second of such changes, and at the same time making it harder to abuse fire beetles by transporting them directly on top of ACUs, which was, and unfortunately keeps being (but at least to a lesser extend), a major problem.
@@ -72,7 +72,7 @@
Fire Beetle:
-
Lobo:
+
Lobo:
Another idea from the balance forum by washy is actually reverting a very old change. The Lobo used to have 205 hitpoints a long time ago, but back then, UEF was very dominant thanks to this, so it was reduced to 200. Today, it is maybe time to bring UEF some of its lost power back. This is an attempt to buff UEF in a way that makes the faction more diverse and interesting instead of just adding more raw power to some units. In some situations this buff will be useless, but in others and with a smart UEF player who incorporates it into his strategy, the fact that opposing ACUs now need 3 shots instead of 2 to kill Lobos could be very powerful. This isnt trying to pretend this change is not very small, but it is a good example of how buffs should try to increase diversity in both - factions, and the game - while nerfs need to be done in a way that keeps this diversity.
@@ -82,7 +82,7 @@
Lobo:
-
Scathis:
+
Scathis:
The scathis has always been in an awkward spot between comparatively cheap and mobile artillery and a powerful game ender, that is useless on bigger maps but devastating on smaller ones. While we are not solving this underlying issue, we can at least make it less devastating and remove the possibility for Cybran players to end teamgames much easier than other factions.
@@ -95,7 +95,7 @@
Scathis:
-
Selen:
+
Selen:
We are implementing something similar to the ui mod "Selen Deselect" and give the selen a new toggleable button. The button will cloak and stealth the selen, like hold fire used to do, and lowers the selection priority so you won't accidentally send it away with your army when its supposed to stay hidden in a key position. When toggled the selen will drain 5 energy to reduce the power (no pun intended) of the new selens, but it will likely (and is intended to) still be a buff to Seraphim as whole.
@@ -115,28 +115,28 @@ Mobile T1 Anti-Air
-
Archer:
+
Archer:
-
Thistle:
+
Thistle:
-
Ia-istle:
+
Ia-istle:
-
Sky Slammer:
+
Sky Slammer:
Hover tanks
In the last patch, we reduced hover speed on water to solve them beating ships, or holding them off too easy. With the experience since then, the nerf looks to have been a bit too much and we can fine tune this numbers more now.
-
Yenzyne
+
Yenzyne
-
Blaze
+
Blaze
-
Riptide
+
Riptide
@@ -169,23 +169,23 @@
Riptide
T2 Flak
Together with the hover speed nerfs last patch, flak speed for Seraphim and Aeon was reduced to keep them convenient to use with the new hovertanks. As hovertanks get changed, flak will again get changed together with them for the same reason. However, the lower speed on land turned out to be a good change independent from the original reasoning. Therefore we expand this change, and use the opportunity to add the same convenient for using flak with land units as we did with hovertanks the last patch. All Flak will get the same speed as the main tank used by the faction, but hover flak will keep the fast speed on water to be used easily with hover tanks. If you want to give feedback on this change, you can find the discussion among the others in the FAF Forum
-
Sky Boxer
+
Sky Boxer
-
Banger
+
Banger
-
Ascendant
+
Ascendant
-
Iashavoh
+
Iashavoh
Engineers
The engy values from engymod were very careful designed to avoid a couple of potential issues. This issues didn't became true so far. As result we can make t2 and t3 engy efficiency as good as t1 engies. This means you dont need to invest more resources if you want to assist with higher tech engies for the same build power anymore. They still have some downsides by needing a higher tier factory, having less speed, and less ability to fine tune how much BP you get over time.
It is worth observing if that leads to one of the biggest potential problems i tried to avoid when making engymod: too easy base defending with the ability to spam the required defense in no time. (Similar to the vanilla anti-nuke problem - you wouldn't need an anti-nuke, because you can still start one when you hear the nuke being launched and it'd finish in time with massive assist)
-
T2 Engineer
+
T2 Engineer
T2 Engineer
-
T3 Engineer
+
T3 Engineer
Air
-
T1 bombers
+
T1 bombers
The t1 bomber has a couple of different issues we're trying to solve here:
a) First bomber in combination with hoverbombing is not necessarily OP, but can be very frustrating for new players, and is OP on lower levels in a sense that you need to learn more (have more "skill") to counter it than you need to use it. The solution we are using after long discussions and tests is to remove hoverbombing and replace it with increased possibility to micro for experienced players. This will also solve the "logic" issue of hoverbombing that many people have, without removing possibilities of the game. Hoverbombing possibility is removed, but new micro possibility takes its place. However, it is harder to do, and has less impact, so much less people will be able to use it to their advantage
b) First bomber is extremely swingy, either giving the player who does it a huge advantage or sets him back a lot. The goal is to bring it closer to normal raiding units like labs. They will still be very swingy, due to the high investment for the air factory and the bomber, their potential power need to be accordingly strong, but a combination of cost, higher build time, the anti air buffs and other things like radar removal, should make it easier, especially for inexperienced players, to deal with first bombers. Due to this and the hoverbombing changes there will probably (did anyone say hopefully?) be less first bombers, but the changes are trying to make them less frustrating without having to remove the option completely.
@@ -254,7 +254,7 @@
T1 bombers
-
Ahwassa
+
Ahwassa
The Ahwassa gets the same treatment regarding hoverbombing as the t1 bomber, without the other dimensions of the t1 bomber changes. This means removing hoverbombing and increasing normal microability in return. This is done especially to prevent hovering outside of SAM range, you can probably still drop a bomb outside of sam range (we tried many solutions to solve it for good, but so far none worked. We will keep searching in the future), but it should be much harder to do now to avoid taking fire.
But also the general dps increase that could be achieved by hovering is now harder to do, while the need to do it is reduced as well, as unmicroed Ahwassas are turning faster and drop more reliable too.
Cybran Navy AA
The AA of Cybran frigates and destroyers was buffed a couple of patches ago. This was done to help Cybran navy in lategame against air because they have the worst cruiser and no shields, this could especially be observed on setons. However, this made them very dominant in the early game too, what was not a problem as long as Cybran was a weak faction, but is a problem now, so we are reverting the buffs back to the original stats. At some point, there might need to be another solution to help Cybran lategame navy, but as of now, we can consider it a weakness Cybran needs to deal with.
-
Trident:
+
Trident:
Trident:
-
Salem:
+
Salem:
@@ -294,7 +294,7 @@ Structures
-
Cybran T1 Anti-Air Turret:
+
Cybran T1 Anti-Air Turret:
This bug got introduced with the frigate AA changes, because both use the same projectile. Reverting the above changes also fixed this bug with the Cybran T1 AA tower.
Cybran T1 Anti-Air
-
Tactical Missile Launchers:
+
Tactical Missile Launchers:
This is mostly a convenience change to help new players not accidentally wasting mass by building 20 missiles. But we took the opportunity to give Cybran another "faction diversity"..now the unit is called TML-4 for a reason..;)
reduction of the clip size:
@@ -314,7 +314,7 @@
Tactical Missile Launch
-
Tech 2 Stationary Artillery
+
Tech 2 Stationary Artillery
This is a rather small change, as the unit stays very expensive, but its feeling a bit in the direction how its possible to make it a bit more useful without making it too strong (which could happen very quickly, as there is no unit that can counter it with more range unlike for other defense buildings)
Tech 2 Stationary A
-
Aeon TMD
+
Aeon TMD
We are fixing Aeon TMD so its no longer possible to shoot missiles over it and hit targets behind the TMD. Thanks to Exotic_Retard for the code for this.
@@ -392,7 +392,7 @@ ACUs
-
All ACUs
+
All ACUs
The regen on t2 and t3 made nano, regen field and shield upgrades often redundant and made t2 too strong in combination with gun and in teamgames (or both). The T3 BP reduction is a small nerf to t3 com drops.
The hp gets reduced from t2 to prevent it making it significantly harder to snipe or attack ACUs, and together with the removal of regen, it can make it more possible ot attack a low health ACU again after a failed attack. In general, this change should promote more aggressive play in teamgames and reduce the drawn out ACU-Standoffs a little.
All ACUs
-
Aeon Sensor System
+
Aeon Sensor System
We buffed the sensor upgrade before already, but it is still not a considerable alternative to gun. We will keep buffing it until it gets used.
As side change, sensor, cybran stealth and potentially nano in a change that'll be added later, have the same cost now.
Cybran ACU
-
Cybran Stealth Generator
+
Cybran Stealth Generator
Mechanics
-
Siren:
+
Siren:
This feature removes the toggle on Cybran mobile t1 AA, t3 AA and the cruiser and replaces it with a system that switches targets automatically (with priority on air). The cruiser gets some nerfs to prevent it from becoming too strong, other AA should be fine but if you find it to be too weak or too strong, please let us know! Special thanks to exotic retard and the Equilibrium mod for helping with the code for this.
Contents
diff --git a/balance/2016/3658.html b/pages/balance/2016/3658.html
similarity index 75%
rename from balance/2016/3658.html
rename to pages/balance/2016/3658.html
index 56168b3..e7188e4 100644
--- a/balance/2016/3658.html
+++ b/pages/balance/2016/3658.html
@@ -24,7 +24,7 @@ Land
-
Light Assault Bots
+
Light Assault Bots
Light Assault Bots
-
Fire Beetle
+
Fire Beetle
-
UEF T1 Mobile Arty
+
UEF T1 Mobile Arty
-
Scathis
+
Scathis
Scathis
-
Selen
+
Selen
All
-
UEF
+
UEF
-
Cybran
+
Cybran
-
Aeon
+
Aeon
-
Seraphim
+
Seraphim
Seraphim
Tech 2 Hover Tanks
-
UEF
+
UEF
-
Aeon
+
Aeon
-
Seraphim
+
Seraphim
@@ -127,23 +127,23 @@
Seraphim
Tech 2 Mobile Flack
-
UEF
+
UEF
-
Cybran
+
Cybran
-
Aeon
+
Aeon
-
Seraphim
+
Seraphim
Seraphim
-
Cybran Mobile SAM
+
Cybran Mobile SAM
All SCUS
+
All SCUS
All SCU T2
+
All SCU T2
All SCU T2
UEF Drone Enhancements
+
UEF Drone Enhancements
UEF Drone Enhancements
UEF Bubble Shield Enhancements
+
UEF Bubble Shield Enhancements
Contents
Land
-
![](/images/units/aeon/land/T1Tank.png)
![](/images/units/cybran/land/T1MobileArty.png)
![](/images/units/uef/land/T1MobileArty.png)
![](/images/units/uef/land/T1MobileAA.png)
![](/images/units/uef/land/T2RangeBot.png)
![](/images/units/sera/land/T2Tank.png)
![](/images/units/aeon/land/T3Sniper.png)
![](/images/units/sera/land/T3Sniper.png)
![](/assets/images/units/aeon/land/T1Tank.png)
![](/assets/images/units/cybran/land/T1MobileArty.png)
![](/assets/images/units/uef/land/T1MobileArty.png)
![](/assets/images/units/uef/land/T1MobileAA.png)
![](/assets/images/units/uef/land/T2RangeBot.png)
![](/assets/images/units/sera/land/T2Tank.png)
![](/assets/images/units/aeon/land/T3Sniper.png)
![](/assets/images/units/sera/land/T3Sniper.png)
Air
-
![](/images/units/aeon/air/T1Bomber.png)
![](/images/units/cybran/air/T1Gunship.png)
![](/images/units/uef/air/T2FighterBomber.png)
![](/images/units/sera/air/T2FighterBomber.png)
![](/images/units/cybran/air/T2FighterBomber.png)
![](/images/units/cybran/air/T3Gunship.png)
![](/images/units/uef/air/T3Gunship.png)
![](/images/units/aeon/air/T3AAGunship.png)
![](/images/units/cybran/air/T4Gunship.png)
![](/assets/images/units/aeon/air/T1Bomber.png)
![](/assets/images/units/cybran/air/T1Gunship.png)
![](/assets/images/units/uef/air/T2FighterBomber.png)
![](/assets/images/units/sera/air/T2FighterBomber.png)
![](/assets/images/units/cybran/air/T2FighterBomber.png)
![](/assets/images/units/cybran/air/T3Gunship.png)
![](/assets/images/units/uef/air/T3Gunship.png)
![](/assets/images/units/aeon/air/T3AAGunship.png)
![](/assets/images/units/cybran/air/T4Gunship.png)
Naval
-
![](/images/units/cybran/naval/T1Frigate.png)
![](/images/units/uef/naval/T1Frigate.png)
![](/images/units/sera/naval/T2Destroyer.png)
![](/images/units/aeon/naval/T3NukeSub.png)
![](/images/units/sera/naval/T3SubHunter.png)
![](/images/units/cybran/naval/T3AircraftCarrier.png)
![](/images/units/aeon/naval/T4Battleship.png)
![](/assets/images/units/cybran/naval/T1Frigate.png)
![](/assets/images/units/uef/naval/T1Frigate.png)
![](/assets/images/units/sera/naval/T2Destroyer.png)
![](/assets/images/units/aeon/naval/T3NukeSub.png)
![](/assets/images/units/sera/naval/T3SubHunter.png)
![](/assets/images/units/cybran/naval/T3AircraftCarrier.png)
![](/assets/images/units/aeon/naval/T4Battleship.png)
ACUs
-
![](/images/Enhancements/sera/regenfield.png)
![](/images/Enhancements/sera/advancedregenfield.png)
![](/assets/images/Enhancements/sera/regenfield.png)
![](/assets/images/Enhancements/sera/advancedregenfield.png)
SCUs
-
![](/images/units/sera/land/SCU.png)
![](/images/Enhancements/uef/t2.png)
![](/images/Enhancements/uef/drone.png)
![](/images/Enhancements/uef/bubblesheild.png)
![](/assets/images/units/sera/land/SCU.png)
![](/assets/images/Enhancements/uef/t2.png)
![](/assets/images/Enhancements/uef/drone.png)
![](/assets/images/Enhancements/uef/bubblesheild.png)
Land
Aurora
+
Aurora
Engineer
+
Engineer
Engineer will reclaim mass extractors wreck instead of getting the “half-built” bonus when building a lower tech mass extractor than the wreckage. Using the half-rebuilt bonus is always a mistake economically-wise and shouldn’t be allowed
Contents
Land
Hover tanks
The advantage of hoverunits is their great flexibility, enabling them to be used both on water and on land. However if they are so effective that even pure naval units have significant trouble with large amounts of hoverunits, something is wrong. Furthermore their fast speed makes it unreasonably tiresome to defend against them on raiding-vulnerable island maps. Their build time has been increased, and their movement speed while on water has been decreased.
-
Seraphim (Yenzyne)
+
Seraphim (Yenzyne)
Aeon (Blaze)
+
Aeon (Blaze)
UEF (Riptide)
+
UEF (Riptide)
UEF (Riptide)
Hover flak (Seraphim and Aeon)
+
Hover flak (Seraphim and Aeon)
Harbinger
+
Harbinger
Harbingers are a complicated unit, while being immensely dominant in the early t3 stages, they already lose in bigger numbers to other t3 tanks. Straight out nerfing them would not only lower their early game advantage (and the very satisfying feeling of the unit) but also cause potential problems in the lategame. Increasing the build time to the same mass/BT ratio of Percivals and Bricks will make it harder to produce many Harbinger too early and will give the opponent more time to bring their own counters in place, but should not hurt Aeon too much later.
The problems behind the power of the Harbinger lie deeper than this, but it will require more time to solve them. Until then, this change should make the life of non-aeons a little bit easier. @@ -67,7 +67,7 @@
Harbinger
Sniper bots (Seraphim and Aeon)
+
Sniper bots (Seraphim and Aeon)
It is annoying when sniper bots lose all their damage while moving and trying to shoot. They will hit more often now, even though using them stationary will still lead to the best results.
-
@@ -76,7 +76,7 @@
Sniper bots (Seraphim and A
UEF T3MAA
+
UEF T3MAA
Other factions T3 MAA were hitting much better than the UEF one. This change is improving its accuracy to similar levels.
-
@@ -97,13 +97,13 @@
SCUs
Aeon SCU
+
Aeon SCU
UEF SCU
+
UEF SCU
UEF SCU
Cybran SCU
+
Cybran SCU
Cybran SCU
Seraphim SCU
+
Seraphim SCU
Seraphim SCU
Seraphim Tech 2 bot and Tech 3 Tank Changes
We like the diversity that a strong t2 and a weak t3 stage brings to the game, but on some maps Seraphim is just a little bit too dominant on t2, while on others too helpless on t3. We are carefully toning down both areas while keeping the idea behind it intact. -
Ilshavoh
+
Ilshavoh
Othuum
+
Othuum
Othuum
Air
Strategic bombers (all factions)
+
Strategic bombers (all factions)
Strat rushes can easily decide a game if the opponent is not t3 yet. This is a complex problem and a real solution would break the boundaries of this patch, but we acknowledge the issue and are trying to reduce it until a real solution is in place. We are increasing the energy cost to the same mass/energy ratio of ASFs, to avoid the ability to rush a strat without sufficient amounts of power (t3 PG or RAS).
Strategic bombers (all factio
Corsair
+
Corsair
In the last patch, Corsairs received a range decrease to prevent them from killing mobile flak too easily without getting shot. However, this also reduced the distance their projectile had to travel to reach the target, effectively making it harder to dodge. We are keeping the nerf against mobile flak, but reducing the speed of their projectiles to make them as easy (or hard) to dodge as they were before.
Torpedo bombers
Uosioz (Seraphim Torpedo Bomber)
+
Uosioz (Seraphim Torpedo Bomber)
Uosioz (Seraphim Torp
Skimmer (Aeon T2 Torpedo Bomber)
+
Skimmer (Aeon T2 Torpedo Bomber)
Skimmer (Aeon T2 Torp
Solace (Aeon T3 Torpedo Bomber)
+
Solace (Aeon T3 Torpedo Bomber)
Solace (Aeon T3 Torpe
Ahwassa
+
Ahwassa
Similar to the changes with the CZAR-Beam last patch, ASF can't be so easily destroyed anymore by abusing the splash of an anti-ground weapon with ground fire. Additionally, we are applying some nerfs to veterancy, and the amount of extra-dps you can get get by hoverbombing.
Navy
Summit
+
Summit
Once your UEF opponent reaches the t3 stage, you are playing against a time-bomb. As UEF pays for this with a weak t2 navy, there is nothing wrong with this, except that this time-bomb is ticking a bit too fast. Making the main reason for the UEF dominance more expensive will give other factions more time to beat them before they are able to gather a critical mass of battleships that can use their range in combination with their great support units to dominate the sea.
-
@@ -228,7 +228,7 @@
Summit
Aeon frigates
+
Aeon frigates
Unlike other factions, aeon has no tool to effectively deal with hover units. We made some adjustments to the frigate that will help it against them, but won’t make it stronger against ships.
-
@@ -246,7 +246,7 @@
Other
Quantum Gateway
+
Quantum Gateway
To avoid getting the powerful and expensive SCU presets (especially the new RAS preset) a lot cheaper than intended, we are reducing the adjacency bonus for massfabs next to Quantum Gates to a more normal level.
-
@@ -258,7 +258,7 @@
Quantum Gateway
T3 Land HQ
+
T3 Land HQ
By increasing the T3 HQ build time, we hope to address the problem of early T3 units cutting the T2 stage short. An early T3 upgrade was rendering the opponents T2 units obsolete before they were given the opportunity to do any significant damage to punish the early upgrade.
An increase in build time should delay the presence of T3 units on the battlefield slightly to allow a T2 army a better chance to properly mount an effective attack. @@ -272,19 +272,19 @@
T3 Land HQ
Sonars
For the amount of intel sonars offer, they were incredible cheap. We brought them a bit more in line with their land based counterparts. -
T2 sonar
+
T2 sonar
UEF/Aeon T3 sonar
+
UEF/Aeon T3 sonar
Cybran T3 sonar
+
Cybran T3 sonar
Cybran T3 sonar
Energy/Mass overflow
+
Energy/Mass overflow
The bug, that caused resources to disappear when they got shared to several teammates and one of them had full storage does not exist and is a FAF urban legend. If a teammate has full storage, the resources get properly shared to a different teammate instead. It is not needed to use any mods to prevent resources from getting lost or to inform others about this "bug".
Energy/Mass overflow
Cybran TML
+
Cybran TML
We wanted to keep Cybran's advantage of killing targets next to TMDs with several missiles, which is a compensation for their weak defense. However, this should not allow the Cybran player to easily take out the TMD itself with the unit that they are supposed to counter. We are adding a special armor-type against cybran missiles to TMDs, allowing them to survive a single missile with low hp. This means that sooner or later you will still need two of them to be completely safe, but you will have more time to get them (or repair the damaged one after a failed attempt to kill it), and it will take double the effort and resources to take the ones out you have.
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Cybran TML
TML friendly fire
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TML friendly fire
Team killing or intentionally inflicting damage to teammates is not only rude towards the target, but often ruins the game for all other teammates and opponents too. That's why it is, among with offensive language, a bannable offense in FAF and should be reported to the moderators. We are going to make it harder to get banned by removing the most popular and easiest tool for team killing, giving you the opportunity to calm down and think about if punishing this guy for his behavior or skill is really worth risking a ban and ruining a game for everyone.
TML friendly fire
ACUs
ACU TML (UEF and Seraphim) / Seraphim SCU TML
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ACU TML (UEF and Seraphim) / Seraphim SCU TML
Not much needs to be said much about the ACU TML and it's negative impact on teamgames. We are removing some of the reasons that made it so superior to normal TML launchers against TMDs. Making the upgrade count should now require a much smarter use of it's advantages instead of getting an immensely powerful weapon for little investment.
Contents
Land
Light Assault Bots:
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Light Assault Bots:
A suggestion taking from the balance forum, while it would be desireable to give labs a more persisting role in the game, this is extremely hard to do. What we can do however, is to give them a very small buff to make it a bit less punishing to build them early.
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Light Assault Bots:<
Deceiver:
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Deceiver:
With all the demands for Cybran nerfs, we looked for areas where such are possible without removing what makes the faction so fun to play, and without accidentally going too far. This idea was brought up in the balance forum by washy as well. Increasing the cost of the mobile stealth field to be equal to the cost of mobile shields is one of several small nerfs to Cybran in this patch that look small individually, but should make a difference together.
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Deceiver:
Fire Beetle:
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Fire Beetle:
This is the second of such changes, and at the same time making it harder to abuse fire beetles by transporting them directly on top of ACUs, which was, and unfortunately keeps being (but at least to a lesser extend), a major problem.
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Fire Beetle:
Lobo:
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Lobo:
Another idea from the balance forum by washy is actually reverting a very old change. The Lobo used to have 205 hitpoints a long time ago, but back then, UEF was very dominant thanks to this, so it was reduced to 200. Today, it is maybe time to bring UEF some of its lost power back. This is an attempt to buff UEF in a way that makes the faction more diverse and interesting instead of just adding more raw power to some units. In some situations this buff will be useless, but in others and with a smart UEF player who incorporates it into his strategy, the fact that opposing ACUs now need 3 shots instead of 2 to kill Lobos could be very powerful. This isnt trying to pretend this change is not very small, but it is a good example of how buffs should try to increase diversity in both - factions, and the game - while nerfs need to be done in a way that keeps this diversity.
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Lobo:
Scathis:
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Scathis:
The scathis has always been in an awkward spot between comparatively cheap and mobile artillery and a powerful game ender, that is useless on bigger maps but devastating on smaller ones. While we are not solving this underlying issue, we can at least make it less devastating and remove the possibility for Cybran players to end teamgames much easier than other factions.
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Scathis:
Selen:
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Selen:
We are implementing something similar to the ui mod "Selen Deselect" and give the selen a new toggleable button. The button will cloak and stealth the selen, like hold fire used to do, and lowers the selection priority so you won't accidentally send it away with your army when its supposed to stay hidden in a key position. When toggled the selen will drain 5 energy to reduce the power (no pun intended) of the new selens, but it will likely (and is intended to) still be a buff to Seraphim as whole.
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Mobile T1 Anti-Air
Archer:
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Archer:
Thistle:
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Thistle:
Ia-istle:
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Ia-istle:
Sky Slammer:
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Sky Slammer:
Hover tanks
In the last patch, we reduced hover speed on water to solve them beating ships, or holding them off too easy. With the experience since then, the nerf looks to have been a bit too much and we can fine tune this numbers more now.
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Yenzyne
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Yenzyne
Blaze
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Blaze
Riptide
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Riptide
Riptide
T2 Flak
Together with the hover speed nerfs last patch, flak speed for Seraphim and Aeon was reduced to keep them convenient to use with the new hovertanks. As hovertanks get changed, flak will again get changed together with them for the same reason. However, the lower speed on land turned out to be a good change independent from the original reasoning. Therefore we expand this change, and use the opportunity to add the same convenient for using flak with land units as we did with hovertanks the last patch. All Flak will get the same speed as the main tank used by the faction, but hover flak will keep the fast speed on water to be used easily with hover tanks. If you want to give feedback on this change, you can find the discussion among the others in the FAF Forum
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Sky Boxer
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Sky Boxer
Banger
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Banger
Ascendant
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Ascendant
Iashavoh
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Iashavoh
Engineers
The engy values from engymod were very careful designed to avoid a couple of potential issues. This issues didn't became true so far. As result we can make t2 and t3 engy efficiency as good as t1 engies. This means you dont need to invest more resources if you want to assist with higher tech engies for the same build power anymore. They still have some downsides by needing a higher tier factory, having less speed, and less ability to fine tune how much BP you get over time.
It is worth observing if that leads to one of the biggest potential problems i tried to avoid when making engymod: too easy base defending with the ability to spam the required defense in no time. (Similar to the vanilla anti-nuke problem - you wouldn't need an anti-nuke, because you can still start one when you hear the nuke being launched and it'd finish in time with massive assist)
T2 Engineer
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T2 Engineer
T2 Engineer
T3 Engineer
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T3 Engineer
Air
T1 bombers
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T1 bombers
The t1 bomber has a couple of different issues we're trying to solve here:a) First bomber in combination with hoverbombing is not necessarily OP, but can be very frustrating for new players, and is OP on lower levels in a sense that you need to learn more (have more "skill") to counter it than you need to use it. The solution we are using after long discussions and tests is to remove hoverbombing and replace it with increased possibility to micro for experienced players. This will also solve the "logic" issue of hoverbombing that many people have, without removing possibilities of the game. Hoverbombing possibility is removed, but new micro possibility takes its place. However, it is harder to do, and has less impact, so much less people will be able to use it to their advantage
b) First bomber is extremely swingy, either giving the player who does it a huge advantage or sets him back a lot. The goal is to bring it closer to normal raiding units like labs. They will still be very swingy, due to the high investment for the air factory and the bomber, their potential power need to be accordingly strong, but a combination of cost, higher build time, the anti air buffs and other things like radar removal, should make it easier, especially for inexperienced players, to deal with first bombers. Due to this and the hoverbombing changes there will probably (did anyone say hopefully?) be less first bombers, but the changes are trying to make them less frustrating without having to remove the option completely.
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T1 bombers
Ahwassa
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Ahwassa
The Ahwassa gets the same treatment regarding hoverbombing as the t1 bomber, without the other dimensions of the t1 bomber changes. This means removing hoverbombing and increasing normal microability in return. This is done especially to prevent hovering outside of SAM range, you can probably still drop a bomb outside of sam range (we tried many solutions to solve it for good, but so far none worked. We will keep searching in the future), but it should be much harder to do now to avoid taking fire. But also the general dps increase that could be achieved by hovering is now harder to do, while the need to do it is reduced as well, as unmicroed Ahwassas are turning faster and drop more reliable too.
Cybran Navy AA
The AA of Cybran frigates and destroyers was buffed a couple of patches ago. This was done to help Cybran navy in lategame against air because they have the worst cruiser and no shields, this could especially be observed on setons. However, this made them very dominant in the early game too, what was not a problem as long as Cybran was a weak faction, but is a problem now, so we are reverting the buffs back to the original stats. At some point, there might need to be another solution to help Cybran lategame navy, but as of now, we can consider it a weakness Cybran needs to deal with.
Trident:
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Trident:
Trident:
Salem:
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Salem:
Structures
Cybran T1 Anti-Air Turret:
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Cybran T1 Anti-Air Turret:
This bug got introduced with the frigate AA changes, because both use the same projectile. Reverting the above changes also fixed this bug with the Cybran T1 AA tower.
Cybran T1 Anti-Air
Tactical Missile Launchers:
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Tactical Missile Launchers:
This is mostly a convenience change to help new players not accidentally wasting mass by building 20 missiles. But we took the opportunity to give Cybran another "faction diversity"..now the unit is called TML-4 for a reason..;)reduction of the clip size:
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Tactical Missile Launch
Tech 2 Stationary Artillery
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Tech 2 Stationary Artillery
This is a rather small change, as the unit stays very expensive, but its feeling a bit in the direction how its possible to make it a bit more useful without making it too strong (which could happen very quickly, as there is no unit that can counter it with more range unlike for other defense buildings)
Tech 2 Stationary A
Aeon TMD
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Aeon TMD
We are fixing Aeon TMD so its no longer possible to shoot missiles over it and hit targets behind the TMD. Thanks to Exotic_Retard for the code for this.
ACUs
All ACUs
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All ACUs
The regen on t2 and t3 made nano, regen field and shield upgrades often redundant and made t2 too strong in combination with gun and in teamgames (or both). The T3 BP reduction is a small nerf to t3 com drops. The hp gets reduced from t2 to prevent it making it significantly harder to snipe or attack ACUs, and together with the removal of regen, it can make it more possible ot attack a low health ACU again after a failed attack. In general, this change should promote more aggressive play in teamgames and reduce the drawn out ACU-Standoffs a little.
All ACUs
Aeon Sensor System
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Aeon Sensor System
We buffed the sensor upgrade before already, but it is still not a considerable alternative to gun. We will keep buffing it until it gets used.As side change, sensor, cybran stealth and potentially nano in a change that'll be added later, have the same cost now.