diff --git a/balance/2013/3624.html b/balance/2013/3624.html index 03374694..6f43776a 100644 --- a/balance/2013/3624.html +++ b/balance/2013/3624.html @@ -29,7 +29,7 @@

-- The Balance Team

diff --git a/balance/2013/3626.html b/balance/2013/3626.html index cfd0c16c..0088faf7 100644 --- a/balance/2013/3626.html +++ b/balance/2013/3626.html @@ -18,14 +18,14 @@

-- The Balance Team

-

Aurora

+

Aurora

-

Medusa

+

Medusa

@@ -42,20 +42,20 @@

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 @@

    Obsidian

  • turret yaw speed reduced to 75 (from 90).
-

Exodus

+

Exodus

  • muzzle charge delay = 0.1 (from 0.5);
  • turret yaw speed = readjusted to 100 (from 160)
  • @@ -77,7 +77,7 @@

    Exodus

    Cybran Tech 2

    -

    Rhino

    +

    Rhino

    • Health = 1900 hp (from 1150)
    • MaxSpeed/max acceleration/maxBrake = 2.7 (from 3.2)
    • @@ -87,7 +87,7 @@

      Rhino

    • veterancy = 8/16/24/32/40 (from 7/14/21/28/35)
    -

    Cerberus

    +

    Cerberus

    • Damage reduced to 10 from 11 = DPS reduced to 100 DPS (from 110)
    @@ -97,7 +97,7 @@

    Cerberus

    Seraphim Tech 2

    -

    Yenzyne

    +

    Yenzyne

    • speed up to 4.3 (from 3.7)
    • 200 damages (from 175) for 50 DPS (from 43)
    • @@ -106,7 +106,7 @@

      Yenzyne

    • turret yaw speed = 110 (from 90)
    -

    Ilshavoh

    +

    Ilshavoh

    • speed reverted to 2.5 (from 2.7)
    @@ -116,12 +116,12 @@

    Ilshavoh

    UEF Tech 2

    -

    Mobile Shield

    +

    Mobile Shield

    • size slightly increased to 17 (from 16)
    -

    Pillar

    +

    Pillar

    • rate of fire = 0.8 (from 0.75)
    • DPS = 56 (from 52.5)
    • @@ -165,7 +165,7 @@

      Seraphim Battleship Nuke

      Aeon Tech 3

      -

      Sniper

      +

      Sniper

      • mass cost reduced to 640 (from 800).
      • build time to 3600 (from 4800).
      • @@ -174,7 +174,7 @@

        Sniper

      • strategic icon is now a straight horizontal line
      -

      Nuke Sub

      +

      Nuke Sub

      • tac missile range increased to 175 (from 128),
      • missile hp
      • @@ -189,7 +189,7 @@

        Nuke Sub

      • Sera t3 shield : mass cost slightly reduced to 540 (from 640)
      -

      Sniper

      +

      Sniper

      • mass cost reduced to 640 (from 800)
      • build time to 3600 (from 4800)
      • @@ -204,20 +204,20 @@

        Sniper

        UEF Tech 3

        -

        Percival

        +

        Percival

        • Buil time increase to 6000 (from 4800)
        • uses a new strategic icon (x) to distinguish it from Titan (+)
        -

        Continental

        +

        Continental

        • 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.
        -

        Nuke Sub

        +

        Nuke Sub

        • tac missile range increased to 175 (from 128)
        @@ -226,7 +226,7 @@

        Nuke Sub

        Cybran Tech 3

        -

        Brick

        +

        Brick

        • Build time increase to 6000 (from 4800)
        • uses a new strategic icon (x) to distinguish it from Loyalist (+)
        • @@ -277,32 +277,31 @@

          Contents

          Tech 1


          - - +

          Tech 2


          - - - - + + + +

          Tech 3


          - - - - - - + + + + + +

          Tech 4


          - - - + + +
        @@ -311,7 +310,7 @@

        Tech 4


        diff --git a/balance/2014/3629.html b/balance/2014/3629.html index 96baea98..b574c9e3 100644 --- a/balance/2014/3629.html +++ b/balance/2014/3629.html @@ -21,14 +21,14 @@

        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.

        • Speed = 3.1 2.9
        • FiringRandomnessWhileMoving = 0 0.6
        -

        Medusa

        +

        Medusa

        • T2StunDuration = 3 2
        • ReloadTime = 5 6
        • @@ -36,13 +36,13 @@

          Medusa

        • DPS = 39 38.33
        -

        Lobo

        +

        Lobo

        • Damage = 480 400
        • ReloadTime = 10 8.33
        -

        All T1 Mobile AA

        +

        All T1 Mobile AA

        • VisionRadius = 18 20
        @@ -53,7 +53,7 @@

        All T1 Mobile AA

        Tech 2 Land

        -

        Mongoose

        +

        Mongoose

        The unit tracks and targets enemy units better.

        • TurnSpeed = 150 90
        • @@ -69,7 +69,7 @@

          Mongoose

        -

        Ilshavoh

        +

        Ilshavoh

        • VetThreshold = 9 10
        @@ -79,7 +79,7 @@

        Ilshavoh

        Tech 3 Land

        -

        Aeon Sniper

        +

        Aeon Sniper

        • Damage = 1350 950
        • Reload = 10 7
        • @@ -87,7 +87,7 @@

          Aeon Sniper

        • FiringTolerance = 2 0
        -

        Seraphim Sniper

        +

        Seraphim Sniper

        • Damage = 775 580
        • Reload = 6.7 5
        • @@ -113,7 +113,7 @@

          Air

          Tech 1 Air

          -

          UEF T1 Bomber

          +

          UEF T1 Bomber

          • 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 @@

            UEF T1 Bomber

          • BreakOffDistance = 26 (From 18)
          -

          Cybran Jester

          +

          Cybran Jester

          • 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 @@

            Cybran Jester

            Tech 2 Air

            -

            Janus

            +

            Janus

            • 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)
            -

            Notha

            +

            Notha

            • Ground weapon Range = 60 (From 45).
            • LiftFactor = 10 (From 7) to increase the chance of dropping.
            -

            Corsair

            +

            Corsair

            • 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)
            @@ -161,7 +161,7 @@

            Heavy Gunships

          • Cost and DPS cut by roughly 25%
          -

          Wailer

          +

          Wailer

          • MaxAirSpeed = 10 (From 8)
          • Mass = 1260
          • @@ -171,7 +171,7 @@

            Wailer

          • RateOfFire = 1.6 (From 2). DPS = 224 (From 300)
          -

          Broadsword

          +

          Broadsword

          • MaxAirSpeed = 10 (From 8)
          • Mass = 1260
          • @@ -182,7 +182,7 @@

            Broadsword

          • AA Damage = 8 (From 2). DPS = 12 (From 3)
          -

          Restorer

          +

          Restorer

          • BuildTime = 6000 (From 4800)
          • Health = 6000 (From 6500)
          • @@ -193,7 +193,7 @@

            Restorer

            Tech 4 Air

            -

            Soul Ripper

            +

            Soul Ripper

            • Veterancy adjusted to 80/160/240/320/400 (From 60/120/180/240/300)
            @@ -209,14 +209,14 @@

            Tech 1 Navy

          • Frigate Veterancy threshold = 6 XP (From 8)
          -

          Cybran Frigate

          +

          Cybran Frigate

          • Damage = 45 (From 40)
          • RateOfFire = 1.36 (From 1.53)
          • DPS is unchanged
          -

          UEF Frigate

          +

          UEF Frigate

          • Damage = 85 (From 140)
          • RateOfFire = 0.588 (From 0.35)
          • @@ -226,7 +226,7 @@

            UEF Frigate

            Tech 2 Navy

            -

            Destroyer

            +

            Destroyer

            • Front Gun DPS = 125 (From 105). Rear Gun DPS = 65 (From 95)
            • TurretYawRange = 120 (From 140)
            • @@ -239,7 +239,7 @@

              Destroyer

              Tech 3 Navy

              -

              Strategic Missile Submarines

              +

              Strategic Missile Submarines

              • 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 @@

                Strategic Missile Submarines

              • 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)
              -

              T3 Submarine

              +

              T3 Submarine

              • 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 @@

                T3 Submarine

              • Health = 4000 (From 4500)
              -

              Aircraft Carrier

              +

              Aircraft Carrier

              • Cybran and Seraphim Aircraft Carriers can now build Gunships and regular Bombers.
              @@ -269,7 +269,7 @@

              Tech 4 Navy

            • 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.
            -

            Tempest

            +

            Tempest

            • Torpedoes are now Depth charges, which totally ignore all forms of Torpedo Defense.
            • Damage = 350 (From 235)
            • @@ -303,7 +303,7 @@

              Seraphim Advance

              SCUs

              -

              All SCUS

              +

              All SCUS

              • Veterancy = 20/50/90/140/200 25/50/75/100/125
              @@ -344,36 +344,36 @@

              Contents

              Land


              - - - - - - - - + + + + + + + +

              Air


              - - - - - - - - - + + + + + + + + +

              Naval


              - - - - - - - + + + + + + +

              ACUs


              @@ -382,7 +382,7 @@

              ACUs


              SCUs


              - + @@ -395,7 +395,7 @@

              SCUs


              diff --git a/balance/2014/3630.html b/balance/2014/3630.html index 1dfd72cf..c54f2f3f 100644 --- a/balance/2014/3630.html +++ b/balance/2014/3630.html @@ -21,14 +21,14 @@

              Land

              -

              Aurora

              +

              Aurora

              • FireRandomness: 0.1 0.6
              -

              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

              Land


              - - + +
              @@ -52,7 +52,7 @@

              Land


              diff --git a/balance/2015/3650.html b/balance/2015/3650.html index e544c00b..e0ac9347 100644 --- a/balance/2015/3650.html +++ b/balance/2015/3650.html @@ -9,55 +9,52 @@
              -
              -

              Patch 3650

              -

              Date: August 19th 2015

              -

              Welcome to the beta patchnotes for 3650. It's been a while since the last balance patch, but after the restructuring of FAF and the establishment of the new council of setons, a balance team is now finally in place. We wanted to release a patch that solves the biggest and most widely accepted problems as fast as possible to make sure you can already have more fun with the game while we are working on the next changes. Some of the problems are a fairly complex, and to completely solve them without delaying the patch or creating new problems was not possible, but we put some changes in place that should tone them down until we can solve them for good.

              -

              In addition we fixed a few of the more difficult remaining bugs as much as possible: Hitboxes for SCUs and the drop behavior of torpedo bombers.

              -

              We worked hard to improve your gaming experience with FA and hope you'll enjoy playing with the new patch even more than before.

              -

              Thanks to the testing team, the coding team and everyone else who helped testing or made suggestions and ideas in the forums.

              - -

              -- The Balance Team

              -
              +
              +

              Patch 3650

              +

              Date: August 19th 2015

              +

              Welcome to the beta patchnotes for 3650. It's been a while since the last balance patch, but after the restructuring of FAF and the establishment of the new council of setons, a balance team is now finally in place. We wanted to release a patch that solves the biggest and most widely accepted problems as fast as possible to make sure you can already have more fun with the game while we are working on the next changes. Some of the problems are a fairly complex, and to completely solve them without delaying the patch or creating new problems was not possible, but we put some changes in place that should tone them down until we can solve them for good.

              +

              In addition we fixed a few of the more difficult remaining bugs as much as possible: Hitboxes for SCUs and the drop behavior of torpedo bombers.

              +

              We worked hard to improve your gaming experience with FA and hope you'll enjoy playing with the new patch even more than before.

              +

              Thanks to the testing team, the coding team and everyone else who helped testing or made suggestions and ideas in the forums.

              +

              -- The Balance Team

              +
              +
              -

              Land

              - +

              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)

              -
                -
              • Build time: 880 1050
              • -
              • Speed on water: 4.3 3
              • -
              - -

              Aeon (Blaze)

              -
                -
              • Build time: 880 1050
              • -
              • Speed on water: 4.3 3
              • -
              - -

              UEF (Riptide)

              -
                -
              • Build time: 1320 1600
              • -
              • Speed on water: 3.7 3
              • -
              • Mass cost: 362 360
              • -
              • Energy cost: 1980 2000
              • -
              - -

              Hover flak (Seraphim and Aeon)

              -
                -
              • Speed: 3.6 3
              • -
              -
              +
              +

              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)

              +
                +
              • Build time: 880 1050
              • +
              • Speed on water: 4.3 3
              • +
              + +

              Aeon (Blaze)

              +
                +
              • Build time: 880 1050
              • +
              • Speed on water: 4.3 3
              • +
              + +

              UEF (Riptide)

              +
                +
              • Build time: 1320 1600
              • +
              • Speed on water: 3.7 3
              • +
              • Mass cost: 362 360
              • +
              • Energy cost: 1980 2000
              • +
              -
              -

              Harbinger

              +

              Hover flak (Seraphim and Aeon)

              +
                +
              • Speed: 3.6 3
              • +
              +
              + +
              +

              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. @@ -67,28 +64,28 @@

              Harbinger

            • Build time: 3600 4500
            • Can no longer fire while reclaiming
            -
            +
          -
          -

          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.
          • Firing randomness when moving: 0.8 0.5
          -
          +
          -
          -

          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.
          • Slight tracking added with small turn rate (20)
          • Muzzle velocity: 100 110
          -
          +
          -
          +

          SCUs

          After years in uselessness, SCUs became a unit worth to build in previous FAF patches - probably too much. We improved issues with the hitbox that made SCUs hard and sometimes impossible to hit and fine-tuned some of the upgrades that were simply too strong. Another advantage they had over normal units was the lack of reclaim you would get for destroying them inside your territory. They will now leave wreckage like other units, but be careful; multiple SCUs might just reclaim the leftovers of their comrades, but at least they can't shoot while doing so, giving you time to destroy them before they steal your mass or get a second line of defense up. To make it easier to get RAS SCUs on the field, RAS presets have been added. @@ -100,13 +97,13 @@

          SCUs

        • A RAS preset for UEF, Cybran and Aeon is now available for production from the Quantum Gateways.
        -

        Aeon SCU

        +

        Aeon SCU

        • Reacton Cannon (Gun upgrade) energy cost: 36000 46200, build time: 5040 6048
        • Heavy Personal Shield hitpoints: 35000 40000, mass cost = 1500 1800
        -

        UEF SCU

        +

        UEF SCU

        • Personal Shield Generator HP: 32000 26000 HP
        • Heavy Plasma Cannon (Gun Upgrade) rate of fire x2.5 x1.82 (DPS 750 546), AOE: 2.5 2
        • @@ -114,7 +111,7 @@

          UEF SCU

        • Bubble shield energy cost: 400000 360800
        -

        Cybran SCU

        +

        Cybran SCU

        • Nano-Repair System regeneration rate: 400 hp/s 375 hp/s, mass cost: 2000 2200
        • Focus Convertor (Gun upgrade) adds damage: 250 200
        • @@ -124,7 +121,7 @@

          Cybran SCU

        • Cloak upgrade energy cost: 500000 382200
        -

        Seraphim SCU

        +

        Seraphim SCU

        • Overcharge: now tracks (like ACU overcharge)
        • @@ -133,230 +130,213 @@

          Seraphim SCU

        • Overcharge DPS: 2400 1333
        • Shield mass cost: 1500 1200, shield hitpoints: 25000 20000
        -
        +
        -
        +

        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

        • Turret turn rate: 180°/s 70°/s
        -

        Othuum

        +

        Othuum

        • Speed: 2.5 2.6
        -
        -
        -

        Air

        - -
        +
        -
        -

        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). - -
          -
        • Energy cost: 105000 144000
        • -
        • Build time: 8400 9600
        • -
        -
        +

        Air

        +
        +
        +

        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).

        +
          +
        • Energy cost: 105000 144000
        • +
        • Build time: 8400 9600
        • +
        +
        -
        -

        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. - -
          +
          +

          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.

          +
          • muzzle velocity: 35 30
          • -
          -
          +
        +
        -
        -

        Torpedo bombers

        - Torpedo bombers used to hit very inconsistently near the shore and very often their torpedoes would disappear completely in shallow waters. We made several adjustments to solve this problems, while we weren’t able to completely remove them, torpedo bombers should deliver their torpedoes successfully much more often. - -
          +
          +

          Torpedo bombers

          + Torpedo bombers used to hit very inconsistently near the shore and very often their torpedoes would disappear completely in shallow waters. We made several adjustments to solve this problems, while we weren’t able to completely remove them, torpedo bombers should deliver their torpedoes successfully much more often. + +
          • Reload time for all torpedo bombers: 12.5 10
          • -
          - -

          Uosioz (Seraphim Torpedo Bomber)

          -
            +
          + +

          Uosioz (Seraphim Torpedo Bomber)

          +
          • Torpedoes get now dropped in front of the bomber (like all other bombers)
          • Range: 42 35
          • Amount of volleys: 2 3
          • Now ignores torpedo defense (like all other torpedo bombers)
          • Multiple adjustments to torpedoes make them less likely to crash on the ground in shallow water
          • -
          - -

          Skimmer (Aeon T2 Torpedo Bomber)

          -
            +
          + +

          Skimmer (Aeon T2 Torpedo Bomber)

          +
          • Depth charges get now dropped in front of the bomber (like all other bombers)
          • Range: 42 35
          • Amount of volleys: 2 3
          • Multiple adjustments to depth charges make them less likely to crash on the ground in shallow water
          • -
          - -

          Solace (Aeon T3 Torpedo Bomber)

          -
            +
          + +

          Solace (Aeon T3 Torpedo Bomber)

          +
          • Range: 42 32
          • Projectile turn rate increased
          • -

          - -
          - -
          -

          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. - -
            +
          +
          + +
          +

          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.

          +
          • Added armour to ASF to guard them from the bomb, reducing their damage taken to 10%
          • Veterancy: 50/100/150/200/250 100/200/300/400/500
          • Reload time: 10 12
          • -
          -
          - +
        +
        -

        Navy

        +

        Navy

        -