diff --git a/balanceChanges.html b/balanceChanges.html index 7432fae..062d321 100644 --- a/balanceChanges.html +++ b/balanceChanges.html @@ -13,6 +13,7 @@
Welcome to the FAF Beta Balance patchnotes
The changes listed here are all subject to change.
Disclamer: Changes here may be broken or have unforeseen side effects if you encounter anything please report it to the balance team on the Game Bug Reporting Channel on the FAF Discord
@@ -22,524 +23,25 @@Beetles are currently underused, with this change they will be easier to quickly pump out.
- -- The MMLs were nerfed quite heavily when the TMD's behaviour got reworked. With these changes they will be cheaper and easier to build - while the range increase will make it easier to deal with T2 PDs without accidentally getting into its' range. -
- -Straight buff to T3MAA. The direction allows players to get them out earlier. Cybran hp is relatively stronger to make up for the lack of mobile shields.
- -The shield disruptor might not be used too often currently by most players but it's an extremely strong and oppressive unit with very little counterplay. By reducing its range and hp we hope to give players more counterplay possibilities.
- -To make T3 stage more dynamic we're increasing the movement speed of all T3 direct fire heavy units
- -- Bricks also gets a small buff to its range which brings it in line with the Percy. With its current range the Brick wasn't able - to properly kite enemy gun ACUs and it made the Brick extremely vulnerable to OC. -
- -- The reduction in speed and range will allow for more counterplay as the snipers will now need to be closer to the enemy and they won't be able to retreat as fast. - This will allow other units to catch them if they are out of position. The cost changes shifts the snipers to a later stage of T3 as it will be impossible to spam them out effectively without - bigger investment into energy infrastructure. This should also disallow people to quickly rush a couple of snipers to completely nulify an agressive ACU. -
- -Affects All non-Aeon T3 Mobile Arties. This reduces the time it takes for Arties to unpack (2x faster). - This will buff T3 arties vs armies as it will make hit and run tactics more effective. -
- -This makes it easier to retreat with the Fatboy without it rotating which will make kiting easier and less frustrating. - No longer will you need to issues tons of movement commands close together to make sure the fatboy won't suddenly start turning around and die because of it. -
-GC has been the strongest experimental since its claws were reworked. It's particularly strong vs - large T3 armies which are slower and can't effectively micro against the GC like they can against the Ythota. - The slower speed will make it harder for the GC to catch armies and retreat if it picks a loosing fight. -
-This nerf is aimed primarily at arty drops which are very hard to counter. The slower change will allow Inties - to catch up to the transport even if they are not in the perfect position to defend. -
- -This change totally reworks the role of the Torrent from a expensive battleship level unit to a cheap AOE missile ship. This should make Torrents viable in more situations.
-Janus are currently a lot more efficient BT and E wise comapred to Inties which makes it vert difficult to spam enough inties to keep up with Janus production. - These changes allow for more counterplay vs Janus and makes them a less of an all-in unit. - The reduced mass cost should make the Janus more viable in lower number and non all-in scenario
- -Supports the intended identity of the stringer, which is to be a fast cheap raider and a hybrid transport.
-Reinforces a more unique identity for the Vulthoo as a tech 2.5 gunship. Makes up for Sera lack of t3 gunship.
-Will now deal 1k damage over 10s
-Reduce the size of ASF blobs in the lategame. Reduce ASF effectiveness vs interceptors (due to larger overkill). Bring ASF mass cost more in line with other T3 units.
- -After patching to the game walls are better at blocking projectiles so this balances them out more.
-note X = current faction Stat
-Brings the t2 and t3 air in line with land and slows down the tech progression for air, which often outpaces land in teamgames.
- - HQs -This change effects only buildings the size of a factory and the ones that have active (non maintenance so eg. radar isn't effected) consumption
-T3 pgens adjacency is extremely efficient and scaling your grid by adding extra T3 pgens and support air factories is the only viable choice. With this change, we hope to force players to make a conscious decision if they wish to quickly scale their production by increasing the assistance on their HQ or rip the long-term benefits of expanding their air grid. This change also simply makes spamming higher amounts of ASFs harder.
-Currently, the bubble shield isn't used as it's too expensive and arrives too late. We hope that by shifting the upgrade to the mid-game stage it will allow UEF players to better take advantage of the upgrade with a Mongoose push or by protecting their first T3 units from OCs.
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