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+ Patch 3650+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 behaviour 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. + + + + -- Foley, Nombringer, Nyx, pip, Sheeo, Vee, ZLO, Zock +TMLs+ +
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+ 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.
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+ Patch 3655+Welcome to the patchnotes for the 3655 patch. +We all had to wait very long for this patch, but the technical and organisational structure to deliver it is finally ready. + The changes have been in testing since May, first by the tester team and later in the public beta, and a lot of feedback was given and considered during this time. New changes got suggested and added, while others got removed or adjusted. + Based on feedback from the community we also decided to split the patch into two parts rather than releasing everything at once. The first part is planned to be released on the 29th August and will contain most small changes and the new bombers. The second part will mostly be about the HP changes to structures and a few things that couldn't make it into this patch. + +The initial focus of the patch was to address the controversial topic of first bomber and hoverbombing as game mechanics that frustrated many players, especially new ones, to the point where they stop playing. On the other hand, many players enjoyed these game mechanics who consider that they enriched the game with more options and possibilities. + +As the patch got delayed during the server transition and other problems, we used the time to add more content and work on more changes to keep the progress going, even though none of it made it into the game until now. + +During the creation of this patch, the metagame, and the desire of the active community regarding what balancechanges are needed shifted a lot. The changes that are included in this patch are: +
+ + + Special thanks to Keyser and JaggedAppliance for creating the balance test mod and their contribution to the balance team, Icedreamer and Exotic_Retard for assisting with coding and to the whole balance testing team for alpha testing all changes.
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+ 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. |
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+ Patch 3662+Welcome to the patchnotes for the 3662 patch. +These are the less controversial changes from the finished patch that will get released now. The more controversial changes will be decided after a community vote about the general direction and organization of balancing. Land+ +
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+ 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.
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+ Patch 3674+Welcome to the patchnotes for the 3674. +This patch contains the HP changes that have been in testing and discussion for a long time, and some Ythotha buffs on top. As always, you can post your feedback and opinion on the forums. + We wish you good luck and much fun playing with the new patch!
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+ 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.
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+ Patch 3676+Welcome to the patchnotes for the 3676 patch. +The focus of this patch is working on improving the implementation of the previous patch. Cybran regen is improved, Seraphim get a buff to their hps, as well as some smaller changes and fixes. +We wish you good luck and much fun playing with the new patch! +-- The Balance Team +Air+
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+ Patch 3684+Welcome to the patchnotes for the 3684 patch. +Included in this patch are a veterancy overhaul, factory HP changes(yes, again), a sera second gun buff, reduced wreck reclaim rate and more. +Try out the new features and changes, and leave your feedback and replays on the balance forum. Thank you. +-- The Balance Team +Reclaim+
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+ Patch 3688+Welcome to the patchnotes for the 3688 patch. +This balance patch will be a small one. The main feature of this patch is the move to a mass-based veterancy system.
+ We wish you good luck and much fun playing with the new patch! +-- The Balance Team +Game Mechanics+
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+ Patch 3688+Welcome to the patchnotes for the 3689 patch. +This balance patch is merely a hotfix so nothing major happening here. +We wish you good luck and much fun playing with the new patch! +-- The Balance Team +Game Mechanics+
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+ Patch 3696+There are four main portions to this balance patch. First is the nerf to direct fire T3 Land units. + Second is the rebalance of ACU combat upgrades. Third is the increase in Experimental Unit build times and fourth is an + overcharge rework. A T3 land rebalance has been promised for a very long time so we are very happy to finally be at the beta stage + for this important development in Forged Alliance. The aim is to allow a larger window on a large number of maps + for the T2 land stage. It is potentially one of the most interesting stages of the game, with many different unit + compositions and matchups coming into play, but for a long time it has been a very short stage of gameplay + because of the effectiveness of T3 land and the effectiveness of commanders. + The balance team found it necessary to introduce combat ACU upgrade changes, an overcharge rework and Experimental build time increases + with the T3 land rebalance. Combat ACU upgrades have been shown to be very strong recently, becoming a staple of teamgames. Some of these + upgrades are too dominant and with the T3 land changes, some nerfs are required to prevent the ACU from being too powerful. +With the delays this patch has faced, other smaller issues have been admitted into this patch as they were deemed important. The most + notable of these are the addition of a delay to teleport, a nerf of shieldboats and several other changes listed below. +- The Balance Team +ACUs+
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+ Patch 3704+Welcome to the patchnotes for the 3704 patch. +The aim of the patch is to allow more unit and upgrade options while also improving the factional balance. A brief explanation of each change is found below. +We wish you good luck and much fun playing with the new patch! +-- The Balance Team +Land+
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+ Patch 3709+Welcome to the patchnotes for the 3709 patch. +The aim of the patch is to make some necessary adjustments before the end of year tournament. In the past few months one of the main requests has been the removal or nerfing of "snipemode" which allowed units to specifically target the ACU. This turned out to be a mechanic that was too punishing and ultimately detrimental to gameplay. +During the LotS qualifiers it also became clear that the mongoose and parashield combo was very strong and so we are adressing that here. +We wish you good luck and much fun playing with the new patch! +-- The Balance Team +Land+
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+ Patch 3714+Welcome to the patchnotes for the 3714 patch. +This patch primarily aims to improve the land balance between factions and between different unit choices at the T2 and T3 stages. +We wish you good luck and much fun playing with the new patch! +-- The Balance Team +Land+
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+ Patch 3718+Welcome to the patchnotes for the 3718 patch. +This patch aims to increase the power of early attacking options through buffs to tech 1 bombers and labs. It also aims to align the strength of tech one tanks more closely through adjustments to aurora and mantis. +Tech two mobile shields and range bots get a slight nerf. Overcharge now operates at a fixed energy cost per damage witha ratio of 1:4 damage to energy. A minimum of 5k energy is required. +We wish you good luck and much fun playing with the new patch! +-- The Balance Team +Land+
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+ Patch 3720+Welcome to the patchnotes for the 3720 patch. +This patch is a combination of small fine-tuning and changes to game mechanics. It's a relatively small patch stabilising the balance and getting things out of the way so that the focus can (hopefully) be shifted towards SCUs going forward. +Selen, Jester and Bombers are all getting small buffs as a follow-up to previous patch. Mantis icon is changed from a LAB icon to a tank icon as this became an apparent issue with the resurgence of LAB usage after their buff. Shard will now actually hit stuff. Mex build time and build power are reverted to pre-engymod values, making them more efficient to assist and making the choice between using engineers for reclaim and assist more meaningful. Target priorities have been fine-tuned from the last change. Overcharge now kills a mobile shield generator if it depletes its shield. +We wish you good luck and much fun playing with the new patch! +-- The Balance Team +Land+
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+ Patch 3725+Welcome to the patchnotes for the 3725 patch. +This patch touches various land, naval and air units as well as reworks a couple of ACU upgrades. Notably seraphim are receiving significant nerfs to Selen cloak and Zthuee build time efficiency while cybran are getting some buffs that will make their midgame a lot more robust. Plus various QoL improvements and fixes to inconsistent unit behavior. +Have fun playing with the new patch! (or don't) +-- The Balance Team +Land+
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+ FAF Patchnotes+This is a list of past balance patchnotes +
Older patchnotes and non-balance patches can be found on the FAF wiki. + |
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+ Patch XXXX+Welcome to the patchnotes for the XXXX patch. +Intro Text +We wish you good luck and much fun playing with the new patch! +-- The Balance Team +Land+
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