diff --git a/docs/3650.html b/docs/3650.html new file mode 100644 index 0000000000..1f1d9d44fd --- /dev/null +++ b/docs/3650.html @@ -0,0 +1,389 @@ + + + + + Patch 3650 + + + + + + + + +
+
+

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

+ +
+

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. +
    +
  • Missle hitpoints: 3 hp → 2 hp +
  • Flying height: now similar to normal TML +
  • Mass cost: 1000 → 1500 +
  • Minimal range: 5 → 15 +
  • Muzzle velocity to 7 +
+ + Only for Seraphim: + +
    +
  • Area of effect: 3 → 2 +
  • The flying arc at close range will now be similar to the UEF ACU TML +
+
+ +
+

Cybran TML

+ We wanted to keep Cybrans advantage of killing targets next to TMDs with several missiles, which is a compensation for their weak defence. 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. + +
    +
  • TMDs (except Aeon) will now survive a single cybran tactical missile if they have full HP +
+
+ +
+

TML friendly fire

+ Teamkilling 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 teamkilling, giving you the opportunity to calm down and think about if punishing this guy for his behaviour or skill is really worth risking a ban and ruining a game for everyone. +
    +
  • TML missiles no longer deal friendly fire +
+
+ +

Land

+ +
+

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 defence up. To make it easier to get RAS SCUs on the field, RAS presets have been added. + +

More changes to SCUs might come in the future that help to define their role better (or decide what this role should be), but until it is decided if this is necessary, reducing their strength can’t be a bad idea. + +

    +
  • Hitbox: lasers can now hit SCUs more reliably +
  • SCUs now leave a normal wreckage with 81% of their mass value when destroyed +
  • A RAS preset for UEF, Cybran and Aeon is now available for production from the Quantum Gateways. +
+ +

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

+
    +
  • 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 +
  • Radar Jammer mass cost: 600 → 300, energy cost = 18000 → 8000 +
  • Bubble shield energy cost: 400000 → 360800 +
+ +

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 +
  • Nanite Missile System (SAM Upgrade) DPS: 272 → 400 +
  • EMP duration for Tech1/Tech2/Tech3/SCU: 4/4/4/0 → 4/3.5/3/0.3 +
  • Stealth upgrade mass cost: 600 → 400, energy cost: 18000 → 7400 +
  • Cloak upgrade energy cost: 500000 → 382200 +
+ +

Seraphim SCU

+ +
    +
  • Overcharge: now tracks (like ACU overcharge) +
  • Overcharge reload time: 5 seconds → 7.5 seconds +
  • Overcharge damage: 12000 → 10000 +
  • Overcharge DPS: 2400 → 1333 +
  • Shield mass cost: 1500 → 1200, shield hitpoints: 25000 → 20000 +
+
+ +
+

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 buildtime 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 +
+
+ +
+

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

+
    +
  • Turret turn rate: 180°/s → 70°/s +
+ +

Othuum

+
    +
  • Speed: 2.5 → 2.6 +
+
+ +
+

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 buildtime 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. + +

    +
  • Veterancy: 15/30/45/60/75 → 18/36/54/72/90 +
  • Build time: 3600 → 4500 +
  • Can no longer fire while reclaiming +
+
+ +
+

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

+ Other faction’s 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 +
+
+ +

Navy

+ +
+

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. + +
    +
  • Mass cost: 9000 → 10500 +
  • Energy cost: 54000 → 62000 +
  • Build time: 28800 → 33000 +
  • Area of effect: 3 → 2 +
+
+ +
+

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. + +
    +
  • Hit points: 1800 → 1850 +
  • Damage per shot: 140 → 50 +
  • Reload time: 5 seconds → 1.7 seconds (DPS: 56 → 58) +
  • MuzzleChargeDelay: 0.5 → 0 +
  • Anti-torpedo weapon reload time: 10 → 12.5 +
+
+ +

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. + +
    +
  • muzzle velocity: 35 → 30 +
+
+ +
+

Torpedo bombers

+ Torpedo bombers used to hit very inconsistently near the shore and very often their torpedos 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 torpedos successfully much more often. + +
    +
  • Reload time for all torpedo bombers: 12.5 → 10 +
+ +

Uosioz (Seraphim Torpedo Bomber)

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

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)

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

+ +
+ +
+

Awhassa

+ 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 +
+
+ +

Other

+ +
+

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. + +
    +
  • Tech 2 mass fabricator: 2.5% → 0.75% +
  • Tech 3 mass fabricator: 15% → 2.25% +
  • Tech 3 power generator: 18.75% → 5% +
  • Preset names improved +
+
+ +
+

T3 Land HQ

+

By increasing the T3 HQ buildtime, 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 buildtime 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. + More specifically in conjunction with Harbinger changes, this should address the related problem of the overly dominant Harbinger rush. + +

The change should not significantly affect the T2-T3 transition at a later stage when bottleneck created by buildpower is less pronounced. + +

    +
  • Build time: 9400 → 11000 +
+
+ +
+

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

+
    +
  • Mass cost: 120 → 150 (sera stays 180) +
  • Energy drain: 100 → 150 +
+ +

UEF/Aeon T3 sonar

+
    +
  • Mass cost: 400 → 1000 +
  • Energy drain: 100 → 250 +
+ +

Cybran T3 sonar

+
    +
  • Mass cost: 480 → 1200 +
  • Energy drain: 250 → 400 +
+
+ +
+

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 ressources from getting lost or to inform others about this "bug".

+

    +
  • No change required +
+
+ +

+

+ + diff --git a/docs/3655.html b/docs/3655.html new file mode 100644 index 0000000000..6839229a70 --- /dev/null +++ b/docs/3655.html @@ -0,0 +1,425 @@ + + + + + Patch 3655 + + + + + + + + +
+
+

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.
+ When we started the patch, Aeon nerfs were the major topic, followed by a t2 rush trend and demands to nerf it. Then, since a few months, Cybran replaced Aeon as the strongest faction in the mind of most active people. All this happened without any change, which i believe is a good sign for a healthy balance that creates new strategies and changes old ones by itself.

This is by no means saying everything is perfect, there is still a lot of work to be done and many possbile improvements, and some of them are addressed in this patch.
+ But if opinions about what is overpowered, and what is fine change by themselves so often, it is important to be careful to avoid extreme changes based on popular trends rather than actual necessity. That's why some often desired changes, e.g. a loyalist nerf, are not part of the changes. We thought a lot about this particular case, and there is no final decision made yet, so it might still be addressed at a later point.

+ +

The changes that are included in this patch are: +

    +
  • Changes to bomber in regards of first bomber, hoverbombing (including Ahwassa) and normal bomber usage, together with AA changes.
  • +
  • Improvements to the playability of the game by including the selen deselect mod, auto-toggle for Cybran AA, adjusting TML missile slots and continuing to adjust the speed of support units to main units, to avoid them running ahead or lagging behind.
  • +
  • Some improvements to engineers and support factories.
  • +
  • Various smaller changes.
  • +

+ + +

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. +

Thank you for your patience and we hope you have fun playing with the new balance!
+
-- The balanceteam

+
+ + +

Land

+ +
+

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. +
  • Build Time: 140 → 120
+
+ +
+

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 accidently going too far. This idea was brought up in the balance forum by washy aswell.

+ 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. +
  • Energy Drain: 25 → 75
+
+ +
+

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. +
  • now takes two spots in transports like other T2 units
+
+ +
+

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. +
  • HP: 200 → 205
+
+ +
+

Scathis:

+ The scathis has always been in an akward spot between comparatively cheap and mobile artillery and a powerful gameender, 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. +
  • Mass cost: 85.000 → 110.000
  • +
  • Energy cost: 1.500.000 → 2.000.000
  • +
  • Build Time: 31500 → 50.000
  • +
  • Range: 330 → 300
+
+ +
+

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 accidently 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. +
    +
  • Power consumption when toggled: 5 +
+
+ +
+

Mobile T1 Anti-Air

+ Mostly a convenience change, but with some balance impact: The stats of mobile t1 AA get doubled (with slight adjustments). Where you needed 2 units before, you need only 1 now, but it costs twice as much. +

The stats doubling is to reduce rolloff, make it cause less pathfinding issues in larger armies, require less apm to move your AA around and to generally improve that the unit felt rather weak and useless before. If you used it before, you'll probably know this feeling, and this change is improving it surprisingly much. The unit feels actually useful now and you can see it killing air units! +

The biggest buff is however, that they won't die to a single bomb anymore. The speed change is adapted to tanks, so AA will not lag behind your army anymore and desperatly try to catch up. This resulted in a rather big speed increase for Seraphim and UEF, which is also very useful against early bombers and another indirect buff to this factions. +

All mobile T1 Anti-Air: +
  • Mass cost: 28 → 55
  • +
  • Energy cost: 140 → 275
  • +
  • Build Time: 140 → 220
+ +

Archer:

+
    +
  • Health: 200 → 360
  • +
  • Speed: 2.8 → 3.3
  • +
  • Damage: 8 → 16
+ +

Thistle:

+
    +
  • Health: 200 → 360
  • +
  • Speed: 3 → 2.8
  • +
  • Damage: 5 → 10
+ +

Ia-istle:

+
    +
  • Health: 200 → 360
  • +
  • Speed: 2.5 → 3.4
  • +
  • Damage: 4 → 8
+ +

Sky Slammer:

+
    +
  • Health: 130 → 260
  • +
  • Damage (AA weapon): 8 → 16
+
+ +
+

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 finetune this numbers more now. +

Yenzyne

+
    +
  • Speed on water: 3 → 3.5 +
+ +

Blaze

+
    +
  • Speed on water: 3 → 3.5 +
+ +

Riptide

+
    +
  • Speed on water: 3 → 3.3 +
+ +
+ +
+

T2 Flak

+ Together with the hover speed nerfs last patch, flak speed for Seraphim and Aeon was reduced to keep them convinient 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. Thereforce we expand this change, and use the opportunity to add the same convinience 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

+
    +
  • Speed: 2.8 → 3 (the same as Pillar) +
+ +

Banger

+
    +
  • Speed: 2.9 → 2.7 (the same as Rhino) +
+ +

Ascendant

+
    +
  • Speed: 3 → 2.6 (the same as Obsidian) +
  • Speed on water: 3 → 3.5 (the same as Blaze) +
+ +

Iashavoh

+
    +
  • Speed: 3 → 2.5 (the same as Ilshavoh) +
  • Speed on water: 3 → 3.5 (the same as Yenzyne) +
+ +
+ + +
+

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 ressources if you want to assist with higher tech engies for the same buildpower anymore. They still have some downsides by needing a higher tier factory, having less speed, and less ability to finetune 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 defence in no time. (Similar to the vanilla antinuke problem - you wouldn't need an antinuke, because you can still start one when you hear the nuke being launched and it'd finish in time with massive assist) + +

T2 Engineer

+
    +
  • Energy cost: 700 → 650 +
  • Mass cost: 140 → 130 +
  • Build time: 700 → 650 +
  • Health: +100 HP +
+ +

T3 Engineer

+
    +
  • Energy cost: 2200 → 1560 +
  • Mass cost: 440 → 312 +
  • Build time: 2200 → 1560 +
  • Aeon & Seraphim Build Power: 40 → 30 +
  • Health: +200 HP +
+ +
+ +

Air

+
+

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 airfactory and the bomber, their potential power need to be accordingly strong, but a combination of cost, higher buildtime, 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 completly.

+ c) Unmicroed bombers were rather weak, often flying over enemy AA far away from targets, having low dps due to big circles and generally doing a lot of undesired things...microed bombers on the other hand could be extremly strong. The goal of this part of changes is to make microed bombers a bit worse (in this case more expensive) and unmicroed bombers better (they turn much faster and thus have higher dps, drop much more reliably and do less stupid things).
+ This set of changes needs to be tested with special focus, as it is rather big and complex it is hard to find a good balance between the different problems and solutions. The current bombers could be a bit too strong, and it might also make the ability to micro them pointless, as you wouldn't get much additional value out of it. Please remember that this is just the beta and not the final patch, and you can help finetuning this numbers if they are not good yet! + +
  • Energy cost: 2250 → 2400 +
  • Mass cost: 80 → 120 +
  • Build Time: 500 → 800
+
    +
  • BreakOffDistance: 30 → 24 +
  • Combat turn speed: 0.75 → 1.5 +
  • K Turn: 0.7 → 0.8 +
  • Start turn distance: 5 → 1.4 +
  • Turn speed: 0.75 → 1.5 +
  • Rate Of fire: 0.25 → 0.2 (reload 5 instead of 4 seconds) +
  • RandomBreakOffDistanceMult: 1.5 → 1 +
  • Radar has been removed +
+ + Only for UEF and Cybran (To increase accuracy, especially on static units): +
    +
  • FiringRandomness: 3 → 0 +
+
+ +
+

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 aswell, as unmicroed Ahwassas are turning faster and drop more reliable too. +
    +
  • Start turn distance: 15 → 1 +
  • Turn speed: 0.65 → 0.9 +
+
+ +

Navy

+ + +

Structures

+
+

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. +
  • is now able to shoot down airscouts flying from certain angles like other T1 static aa
+
+ +
+

Tactical Missile Launchers:

+ This is mostly a convenience change to help new players not accidently 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: +
  • Seraphim: 20 → 8
  • +
  • Aeon: 16 → 6
  • +
  • UEF: 12 → 6
  • +
  • Cybran: 10 → 4
+
+ +
+

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 defence buildings) +
  • Build time 1608 → 1200
+
+ +
+

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. +
+ +
+

Factory Cost changes

+ T2 land rush is nerfed for a slightly longer t1 phase, and indirectly a nerf to t3 rush too. (Remember how i wrote in the introduction that there was a period with big demand for t2 nerfs while this patch was made - this is a result from this) The values, especially BT look big, but old BT for a t2 factory was equivalent to 6 t1 tanks, now it's 8.5 which is still very little. Balancing the cost and time of the t2 upgrade is very tricky due to the mapsizes, if it should be still possible to rush t2 on small maps without it being too easy on normal sized ones the options of nerfs and buffs are very limited, and it'll alwys be a bit too easy on big maps, and a bit too hard on small maps to rush t2 (or to just tech in general). +

On top of that, we want the land tech transition to be a little bit more risky and gradually rather than the current instant switch from t1->t2->t3. For this, we increase the cost and time for support factories slightly. This changes won't automatically achieve this, but it will be a step into this direction. +

Navy factories get the same treatment t3 land and air got in engymod, BP and price increase to reduce the amount of engies required to have a normal "base production", even on maps with not very much mass you'd always see a lot of engies around the factories. Imagine it like a bigger amount of "in-built" engineers. + +

T2 Land HQs

+
  • Mass Cost: 800 → 1280
  • +
  • Energy Cost: 7200 → 11200
  • +
  • Build Time: 1600 → 2600
+ +

T2 Land Support Factories

+
  • Mass Cost: 300 → 340
  • +
  • Build Time: 1300 → 1600
+ +

T3 Land Support Factories

+
  • Mass Cost: 750 → 860
  • +
  • Build Time: 3000 → 4000
+ +

T2 Navy HQs

+
  • Mass Cost: 1370 → 1700
  • +
  • Energy Cost: 6600 → 8500
  • +
  • Build Time: 2400 → 3600
  • +
  • Build Power: 60 → 90
+ +

T3 Navy HQs

+
  • Mass Cost: 5450 → 7500
  • +
  • Energy Cost: 24472 → 35000
  • +
  • Build Time: 9200 → 11250
  • +
  • Build Power: 120 → 150
+ +

T2 Navy Support Factories

+
  • Mass Cost: 500 → 800
  • +
  • Energy Cost: 2500 → 4000
  • +
  • Build Time: 2000 → 3000
  • +
  • Build Power: 60 → 90
+ +

T3 Navy Support Factories

+
  • Mass Cost: 800 → 1100
  • +
  • Energy Cost: 3429 → 5500
  • +
  • Build Time: 4000 → 3500
  • +
  • Build Power: 120 → 150
+ +
+ + +

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 comdrops. +

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 agressive play in teamgames and reduce the drawn out ACU-Standoffs a little. +
  • The T2 and T3 upgrade don't increase ACU health regeneration anymore. +
  • T2 extra Health : 3000 (3500 for Cybran) → 1500 +
  • T3 extra Health : 6000 for UEF & Aeon, 7000 for Cybran & Seraphim → 3000 for UEF & Aeon, 3500 for Cybran & Seraphim +
  • T3 ACU build power : 126 → 100
+ +
+ +
+

Aeon ACU

+ 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. +

Enhanced Sensor System: +
    +
  • Energy cost: 10000 → 5000 +
  • Mass cost: 400 → 350 +
  • Build time: 500 → 500 +
  • Omni Range 100 → 80 +
  • Vision Range 50 → 80 +
+
+ + +
+

Cybran ACU

+ A nerf that also adds more consistency to cybran regen. The base regen is (back) to 15, and every veterancy gives now +4 (while other factions get +3, but more absolute HP due to higher base HP). Especially in earlier stages, the cybran ACU is now as weak as it used to be if you can't make smart use of the extra regen. +
    +
  • Regen: 17 → 15 +
  • Regen per veterancy: 21/24/27/30/33 → 19/23/27/31/35 +
+
Personal Stealth System: +
    +
  • Energy cost: 5250 → 5000 +
  • Mass cost: 350 +
  • Build time: 350 → 500 +
+
+ +

Auto-Toggle

+
+

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. +
  • AA: Damage per projectile: 60 → 80
  • +
  • Firing Randomness: 0.3 → 0.9
  • +
  • Fire Cycle: 0.5 → 0.25
+
+ +

+

+ + + + diff --git a/docs/3662.html b/docs/3662.html new file mode 100644 index 0000000000..d7da9e19f8 --- /dev/null +++ b/docs/3662.html @@ -0,0 +1,238 @@ + + + + + Patch 3662 + + + + + + + + +
+
+

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.

+ + It contains a few bugfixes, some adjustments, additions and improvements to changes of the last patch and new things like the Janus that finally gets some real love.

+ + We wish you good luck and much fun playing with the new patch! + +

-- The balanceteam

+
+ + +

Land

+ +
+

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. +
    +
  • Health: 360 → 250
  • +
  • Range: 32 → 35
  • +
+
+ +

Air

+ +
+

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. +
    +
  • Number of Bomb Carpets: 2 → 3
  • +
  • DoTTime (Damage over Time Time, yes that's how it's called): 2.5 → 4
  • +
  • Total Damage (if all bombs hit, for which you need to hit multiple units): 1200 → 1800
  • +
+
+ +
+

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 finetune the new bombers a little bit more. +
    +
  • Mass cost: 120 → 105
  • +
  • Energy cost: 2400 → 2450
  • +
  • Build time: 800 → 700
  • +
+
+ +
+

Mercy

+ Mercies shouldn't circle in the air for a long time and run out of fuel before landing anymore.

+
+ +

Structures

+ +
+

Aeon TMD

+ The last bugfixes with the Aeon TMD caused it to be even better at stopping missiles than it should have been. +
    +
  • Rate of fire: 0.32 → 0.25
  • +
+ +
+

T2 Land HQ

+ This is another change where we are able to finetune the numbers as we got more information and feedback about the change since the last patch. +
    +
  • Mass cost: 1280 → 1170
  • +
  • Energy cost: 11200 → 9100
+
+ +
+

Airstaging 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 & 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.

+ ACU RAS & ARAS: +
  • BuildTime: 1400 → 2800 +
  • Energy cost: 150000 → 175000 +
  • Aeon income: 18 mass, 2700 energy → 1700 energy
  • +
  • Seraphim income: 16 mass, 3000 energy → 2000 energy
  • +
  • UEF income: 14 mass, 3300 energy → 2500 energy
  • +
  • Cybran income: 12 mass, 3500 energy → 2700 energy

+ SCU RAS: +
  • Energy cost: 60000 → 90000
  • +
+
+ +
+

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: +
  • Health Regeneration: 0 → +10
  • +
  • Health: +1500 → +2000
  • +
  • Energy cost: 18000 → 21000
  • +
  • Mass cost: 720 → 800
  • +
  • Build Time: 900 → 1000

+ T3 Upgrade: +
  • Health Regeneration: 0 → +20
  • +
+
+ + + +
+

UEF ACU

+ 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: +
    +
  • Energy cost: 44800 → 24000 +
  • Mass cost: 1200 → 800 +
  • Build time: 1400 → 800 +
  • Health: +2000 +
  • Health Regeneration: +60 → +40 +

+ +
+ +
+

Seraphim ACU

+ Nano-Repair System: +
    +
  • Energy cost: 90000 → 42000 +
  • Mass cost: 2000 → 1200 +
  • Build time: 2800 → 1200 +
  • Health Regeneration: +75 → +60 +
  • Health: 6000 → 3000 +
+
+ +
+

Aeon ACU

+ 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 Generator: +
    +
  • Energy cost: 93750 → 35000
  • +
  • Mass cost: 1500 → 1000
  • +
  • Build time: 1750 → 1000
  • +
  • Shield Health: 29000 → 8000
  • +
  • Shield Upkeep: 250 → 150
  • +
  • ShieldRechargeTime: 160 → 65
  • +
  • ShieldRegenRate: 37 → 30
  • +
+ Heavy Shield Generator: +
    +
  • Energy cost: 1000000 → 93750
  • +
  • Mass cost: 4500 → 1500
  • +
  • Build time: 3500 → 1750
  • +
  • Shield Health: 44000 → 29000
  • +
  • Shield Upkeep: 500 → 250
  • +
  • ShieldRechargeTime: 200 → 160
  • +
  • ShieldRegenRate: 44 → 37
  • +
+
+ +

Bug Fixes

+ +
+

Flapjack

+ The Flapjack now does friendly fire damage like all other MMLs.

+
+ +
+

Selen

+ The Selen stealth mechanic has been further improved. Manual toggle shifts selection priority and toggles weapon off now. Motion toggles stealth.

+
+ +
+

Aeon naval TMD

+ Aeon TMD on ships was broken following the previous patch's change to the mechanics of aeon tmd. It should be fixed with this patch.

+
+ +
+

Transport drop acceleration

+ Units will no longer accelerate out of a transport at a target with pre-given orders. This was mainly used when dropping firebeetles to snipe ACUs.

+
+ +
+

BlackOps Cloak VFX

+ The visual effects for cloaked units from the BlackOps mod series have been added to the main game. You can see them at work when your Selen, Mole or Cybran ACU/sACU is cloaked!

+
+ +

+

+ + + + diff --git a/docs/3674.html b/docs/3674.html new file mode 100644 index 0000000000..c16e2d873b --- /dev/null +++ b/docs/3674.html @@ -0,0 +1,188 @@ + + + + + + Patch 3674 + + + + + + + + + + + + +
+
+

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! +
-- The balanceteam

+
+ +

Land

+ +
+

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. +
    +
  • TurnRate: 40 → 60
  • +
  • EyeWeapon Range: 45 → 47
  • +
  • LeftArm Range: 45 → 47
  • +
  • RightArm Range: 45 → 47
  • +
  • AA Range: 45 → 47
  • +
  • AA AOE: 1.5 → 4
  • +
  • RightArm, LeftArm and EyeWeapon can now shoot 45 degrees behind them.
  • +
  • AA can shoot at a slightly greater angle to eliminate blindspots.
  • +
  • Added UseFiringSolutionInsteadOfAimBone = true for better AA performance. Credit to EQ for this AA change.
  • +
+
+ +
+

Stun:

+
    +
  • Stun effects will no longer affect air units.
  • +
+
+ +

Air

+ +
+

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. +
    +
  • DoTTime: 4.2 → 6
  • +
  • InitialDamage per bomb: 30 → 15
  • +
+
+ +

Structures

+ +
+

HP Reductions (Part 1)

+ The goal with all the HP reductions in general is to allow more options for aggressive play, especially in the lategame and to bring the game closer to how it is working with the current low t2 pg HP and its impact on the game. +

The goal with increasing the HP differences between the factions is to make them a relevant and interesting part of the game, rather than a visual difference without much impact. The changes are aimed to increase faction diversity and attempt to even out the current differences in power between the factions by giving them more unique strengths and weaknesses, rather than making them more equal. This are rather big changes, but we believe they will make the game more diverse and interesting. +

To compensate cybran a bit for the rather large nerfs, and to accompany their new weakness with a strength that fits to them, all their nerfed buildings do (very slowly) regenerate health now in return. They are more vulnuable, but if you don't kill them they will be back at full HP after about 10 minutes for each building. + +

T1 Land/Air/Navy and T2 Land/Air Support Factories

+
  • UEF HP: 4100 / 4100 / 4800 and 4500 / 4500 → 4000
  • +
  • Aeon HP: 3700 / 3700 / 4400 and 4100 / 4100 → 3100
  • +
  • Seraphim HP: 3700 / 3700 / 4600 and 4300 / 4300 → 3100
  • +
  • Cybran HP: 3500 / 3500 / 4200 and 3900 / 3900 → 2500
  • +
  • Cybran HP regeneration: 3 hp/s
+ +

T2 Land/Air HQ and T3 Land/Air Support Factories

+
  • UEF HP: 9000 and 4500 / 4500 → 8000
  • +
  • Aeon HP: 8200 and 10000 → 6200
  • +
  • Seraphim HP: 8200 and 10500 → 6200
  • +
  • Cybran HP: 7800 and 9500 → 5000
  • +
  • Cybran HP regeneration: 10 hp/s
+ +

T3 Land/Air HQs

+
  • UEF HP: 22000 → 16000
  • +
  • Aeon HP: 20000 → 12400
  • +
  • Seraphim HP: 21000 → 12400
  • +
  • Cybran HP: 19000 → 10000
  • +
  • Cybran HP regeneration: 20 hp/s
+ +

T2 Navy Support Factories

+
  • UEF HP: 9000 → 6000
  • +
  • Aeon HP: 8000 → 5000
  • +
  • Seraphim HP: 8500 → 5000
  • +
  • Cybran HP: 7500 → 4000
  • +
  • Cybran HP regeneration: 6 hp/s
+ +

T2 Navy HQs / t3 Navy Support Factories

+
  • UEF HP: 18000 / 20000 → 13000
  • +
  • Aeon HP: 16000 / 18750 → 10000
  • +
  • Seraphim HP: 17000 / 19000 → 10000
  • +
  • Cybran HP: 15000 / 17000 → 8000
  • +
  • Cybran HP regeneration: 15 hp/s
+ +

T3 Navy HQs

+
  • UEF HP: 40000 → 26000
  • +
  • Aeon HP: 37500 → 20000
  • +
  • Seraphim HP: 38000 → 20000
  • +
  • Cybran HP: 34000 → 16000
  • +
  • Cybran HP regeneration: 30 hp/s
+
+ + +
+

HP Reductions (Part 2)

+ If you look at the values, you will notice that we tried to make the new HP values as consistent and intuitive as possible. Mex and PGs now have equal HP, and most support factories have the same HP as the lower tech HQ. Meanwhile every HQ upgrade will double its HP. +

These changes have many interesting side effects and small direct or indirect buffs to specific units and factions. Some examples? +
  • Tired of getting first bombed, or losing your t2 PGs to corsairs? You can pick UEF now, and enjoy their additional toughness.
  • +
  • Or you always felt bad for the Notha (Seraphim Fighterbomber) to be just a less fancy version of the corsair? While corsairs are still better at what they excel at, Nothas can kill t2 mex with 2 bombs now, something Corsairs can only do if they are very lucky and hit all their bombs.
  • +
  • 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. + +

T1 Mass Extractors and T1 Power Generators:

+
  • UEF HP: 600 → 760
  • +
  • Aeon HP: 600
  • +
  • Seraphim HP: 600
  • +
  • Cybran HP: 600 → 500
  • +
  • Cybran HP regeneration: 1 hp/s
+ +

T1 Mass Storage:

+
  • UEF HP: 1600 → 760
  • +
  • Aeon HP: 1600 → 600
  • +
  • Seraphim HP: 1600 → 600
  • +
  • Cybran HP: 1600 → 500
  • +
  • Cybran HP regeneration: 1 hp/s
+ +

T2 Mass Extractors and T2 Power Generators:

+
  • UEF HP: 3000 / 2160 → 2500
  • +
  • Aeon HP: 3000 / 2160 → 1900
  • +
  • Seraphim HP: 3000 / 2160 → 1900
  • +
  • Cybran HP: 3000 / 2160 → 1800
  • +
  • Cybran HP regeneration: 3 hp/s
+ +

T3 Mass Extractors and T3 Power Generators:

+
  • UEF HP: 8400 / 9720 → 9000
  • +
  • Aeon HP: 8400 / 9720 → 6200
  • +
  • Seraphim HP: 8400 / 9720 → 6200
  • +
  • Cybran HP: 8400 / 9720 → 6000
  • +
  • Cybran HP regeneration: 10 hp/s
  • +
  • Explosion Damage (only t3 Power Generator): 8000 → 5500
+ +

Hydrocarbonplants:

+
  • UEF HP: 1600 → 1800
  • +
  • Aeon HP: 1600
  • +
  • Seraphim HP: 1600
  • +
  • Cybran HP: 1600 → 1400
  • +
  • Cybran HP regeneration: 1 hp/s
+ +

Walls:

+
  • BuildTime: 10 → 20
  • +
  • UEF HP: 4000 → 3000
  • +
  • Aeon HP: 4000 → 2000
  • +
  • Seraphim HP: 4000 → 2000
  • +
  • Cybran HP: 4000 → 1500
  • +
  • Cybran HP regeneration: 3 hp/s
+
+ +

+

+ + \ No newline at end of file diff --git a/docs/3676.html b/docs/3676.html new file mode 100644 index 0000000000..56c8362064 --- /dev/null +++ b/docs/3676.html @@ -0,0 +1,181 @@ + + + + + + Patch 3676 + + + + + + + + + + + + + +
+
+

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

+
+

Janus

+

Janus gets a slight buff again to improve it slightly vs units.

+
    +
  • Initial Damage: 15 → 20
  • +
  • Total Impact Damage: 300 → 400
  • +
  • Total Overall Damage: 1500 → 1600
  • +
+
+ +

Structures

+
+

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. +
    +
  • UEF HP: 13000 → 17000
  • +
  • Seraphim HP: 10000 → 15000
  • +
  • Aeon HP: 10000 → 13000
  • +
  • Cybran HP: 8000 → 11000
  • +
  • Cybran HP Regeneration: 15 → 30
  • +
+ +

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. +
    +
  • HP: 6000 → 6500
  • + +
+ + +

Mass Storages

+ Mass storage hp has been given some hp back, so that it is more in line with their cost. +
    +
  • UEF HP: 760 → 1200
  • +
  • Seraphim HP: 600 → 1100
  • +
  • Aeon HP: 600 → 1000
  • +
  • Cybran HP: 500 → 800
  • +
  • Cybran HP Regeneration: 1 → 4
  • +
+ +
+ +
+

Seraphim Structures

+ In the HP nerf patch Seraphim were given the same HP as Aeon. However we now decided to buff their HP so that they have more than Aeon, but still less than UEF. Seraphim have less unit choices and are not one of the stongest factions so some buffs are warranted and this also increases faction diversity. + +

Seraphim T1 Buildings

+
  • Air/Land/Naval Factory HP: 3100 → 3500
  • + +
  • Power Generator HP: 600 → 650
  • +
  • Hydrocarbon Power Plant HP: 1600 → 1700
  • +
  • Mass Extractor HP: 600 → 650
  • + +
  • Wall Segment HP: 2000 → 2500
  • +
+ +

Seraphim T2 Buildings

+
    +
  • Air/Land Factory HQ HP: 6200 → 7000
  • +
  • Naval Factory HQ HP: 10000 → 11000
  • + +
  • Air/Land Support Factory HP: 3100 → 3500
  • +
  • Naval Support Factory HP: 5000 → 5500
  • + +
  • Power Generator/Mass Extractor HP: 1900 → 2000
  • +
+ +

Seraphim T3 Buildings

+
    +
  • Air/Land Factory HQ HP: 12400 → 14000
  • +
  • Naval Factory HQ HP: 20000 → 22000
  • + +
  • Air/Land Support Factory HP: 6200 → 7000
  • +
  • Naval Support Factory HP: 10000 → 15000
  • + +
  • Power Generator/Mass Extractor HP: 6200 → 7000
  • +
+ +
+ +
+

Cybran Structure Regeneration

+ The initial Cybran regen values were found to be too low to be a relevant feature, so we have increased Cybran regen across the board. + +

Cybran T1 Buildings

+
  • Air/Land/Naval Factory: 3 → 6
  • + +
  • Power Generator/Mass Extractor: 1 → 2
  • +
  • Hydrocarbon Power Plant: 1 → 6
  • + +
  • Wall Segment: 3 → 6
  • +
+ +

Cybran T2 Buildings

+
    +
  • Air/Land Factory HQ Regen: 10 → 20
  • +
  • Naval Factory HQ Regen: 15 → 30
  • + +
  • Air/Land Support Factory Regen: 3 → 6
  • +
  • Naval Factory Regen: 6 → 12
  • + +
  • Power Generator/Mass Extractor Regen: 3 → 6
  • +
+ +

Cybran T3 Buildings

+
    +
  • Land Factory HQ Regen: 20 → 40
  • +
  • Air Factory HQ Regen: 20 → 40
  • +
  • Naval Factory HQ Regen: 30 → 60
  • + +
  • Air/Land Support Factory Regen: 10 → 20
  • +
  • Naval Factory Regen: 15 → 30
  • + +
  • Power Generator/Mass Extractor Regen: 10 → 20
  • +
+ +
+ +

Miscellaneous

+

Wall segments

+
    +
  • Destroying Wall Segments now grants 0.1 veterancy instead of 1. Killing walls for vet was an abuse which became more prevalent since the wall hp nerf.
  • +
+ +

T2 Radar

+ We have reduced the maintenance cost of T2 radars to encourage this intel option in the midgame. +
    +
  • T2 Radar energy Mainentance cost: 250 → 200
  • +
+ +
+ +

+
+ + \ No newline at end of file diff --git a/docs/3684.html b/docs/3684.html new file mode 100644 index 0000000000..accee4da2d --- /dev/null +++ b/docs/3684.html @@ -0,0 +1,384 @@ + + + + + + Patch 3684 + + + + + + + + + + + + + +
+
+

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

+
+

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.

+
    +
  • Reclaim time of unit wrecks has been doubled. Props and live units are unaffected.
  • +
  • The mass and energy value of split trees has been increased by 25% to balance against the inefficiency of reclaiming trees individually.
  • +
+
+ +

ACU

+
+

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 telesniping.

+
    +
  • Mass cost: 3500 → 4800
  • +
  • Energy cost: 300000 → 270000
  • +
  • AOE: 2 → 2.7
  • +
  • Additional damage: 400 → 750
  • +
+

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.

+
    +
  • ShieldRechargeTime: 65 → 90
  • +
+
+ +

Land

+
+

Sparky

+

Reintroduced power drain on Sparkies since the bug that did prevent units with power drain from supporting other units has been fixed.

+

    +
  • Energy Maintenance cost: 0 → 15
  • +
+
+ +
+

Harbinger

+

Increase Harbinger BuildRate to compensate for the global reduced reclaim speed.

+
    +
  • BuildRate: 3 → 5
  • +
+
+ +
+

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

+

Missile:

+
    +
  • Health: 1 → 2
  • +
  • MaxSpeed: 12 → 8
  • +
  • Acceleration: 3 → 2
  • +
  • InitialSpeed: 3 → 2
  • +
+

UEF

+
    +
  • RateofFire: 0.2 → 0.1
  • +
  • MuzzleSalvoSize: 1 → 3
  • +
+

Seraphim

+
    +
  • Muzzle Velocity: 3 → 4
  • +
  • RateofFire: 0.15 → 0.1666
  • +
+

Missile:

+
    +
  • MaxSpeed: 12 → 15
  • +
  • Acceleration: 3 → 4
  • +
  • InitialSpeed: 3 → 4
  • +
+
+ +
+

Aurora

+

Aurora now shoot a bit less accurately while moving to reduce their effectiveness while kiting.

+
    +
  • FiringRandomnessWhileMoving: 0.1 → 0.3
  • +
+
+ +

Air

+
+

Janus

+

A Janus damage miscalculation is corrected. There was also a very abusable bug which has been found and now fixed.

+

    +
  • DoT Pulses: 15 → 10
  • +
  • Fixed a bug that made cluster bombs gain a new target halfway through a run.
  • +
+ +

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.

+

    +
  • DoTTime: 1.5 → 4.2
  • +
+
+ +

Experimental's Veterancy

+
+

Instant healing for Experimentals is a somewhat problematic feature, later vets give very large healing boosts which can create coinflip moments and encourage suiciding XPs in rather keeping them alive. In compensation, regen gained from later vets is increased dramatically. XPs will now regain a flat 10% of their base hp on every Veteran level rather than the previous 10%/20%/30%/40%/50% of base health regained on respective vets. This will reward people for keeping their XPs alive which fits much better with the idea of veterancy and is more interesting than gambling on getting those large and unpredictable instant heals..

+

All Units except ACUs

+
    +
  • Veteran level 1 health regained: 10% of base HP
  • +
  • Veteran level 2 health regained: 20% of base HP → 10%
  • +
  • Veteran level 3 health regained: 30% of base HP → 10%
  • +
  • Veteran level 4 health regained: 40% of base HP → 10%
  • +
  • Veteran level 5 health regained: 50% of base HP → 10%
  • +
+

Megalith

+
    +
  • Veteran level 1 regen: 10
  • +
  • Veteran level 2 regen: 20 → 65
  • +
  • Veteran level 3 regen: 30 → 120
  • +
  • Veteran level 4 regen: 40 → 180
  • +
  • Veteran level 5 regen: 50 → 235
  • +
+

Soul Ripper

+
    +
  • Veteran level 1 regen: 10
  • +
  • Veteran level 2 regen: 20 → 55
  • +
  • Veteran level 3 regen: 30 → 105
  • +
  • Veteran level 4 regen: 40 → 155
  • +
  • Veteran level 5 regen: 50 → 200
  • +
+

Monkeylord

+
    +
  • Veteran level 1 regen: 10
  • +
  • Veteran level 2 regen: 20 → 40
  • +
  • Veteran level 3 regen: 30 → 70
  • +
  • Veteran level 4 regen: 40 → 95
  • +
  • Veteran level 5 regen: 50 → 125
  • +
+

Scathis

+
    +
  • Veteran level 1 regen: 10
  • +
  • Veteran level 2 regen: 20 → 25
  • +
  • Veteran level 3 regen: 30 → 45
  • +
  • Veteran level 4 regen: 40 → 60
  • +
  • Veteran level 5 regen: 50 → 80
  • +
+

Galactic Colossus

+
    +
  • Veteran level 1 regen: 10
  • +
  • Veteran level 2 regen: 20 → 60
  • +
  • Veteran level 3 regen: 30 → 115
  • +
  • Veteran level 4 regen: 40 → 165
  • +
  • Veteran level 5 regen: 50 → 215
  • +
+

Temmpest

+
    +
  • Veteran level 1 regen: 10
  • +
  • Veteran level 2 regen: 20 → 45
  • +
  • Veteran level 3 regen: 30 → 80
  • +
  • Veteran level 4 regen: 40 → 115
  • +
  • Veteran level 5 regen: 50 → 150
  • +
+

Czar

+
    +
  • Veteran level 1 regen: 10
  • +
  • Veteran level 2 regen: 20 → 45
  • +
  • Veteran level 3 regen: 30 → 80
  • +
  • Veteran level 4 regen: 40 → 115
  • +
  • Veteran level 5 regen: 50 → 145
  • +
+

Atlantis

+
    +
  • Veteran level 1 regen: 10
  • +
  • Veteran level 2 regen: 20 → 35
  • +
  • Veteran level 3 regen: 30 → 65
  • +
  • Veteran level 4 regen: 40 → 90
  • +
  • Veteran level 5 regen: 50 → 115
  • +
+

Ythotha

+
    +
  • Veteran level 1 regen: 15
  • +
  • Veteran level 2 regen: 30 → 60
  • +
  • Veteran level 3 regen: 45 → 100
  • +
  • Veteran level 4 regen: 60 → 145
  • +
  • Veteran level 5 regen: 75 → 185
  • +
+

Ahwassa

+
    +
  • Veteran level 1 regen: 15
  • +
  • Veteran level 2 regen: 30 → 50
  • +
  • Veteran level 3 regen: 45 → 90
  • +
  • Veteran level 4 regen: 60 → 125
  • +
  • Veteran level 5 regen: 75 → 160
  • +
+

Fatboy

+
    +
  • Veteran level 1 regen: 15
  • +
  • Veteran level 2 regen: 30 → 35
  • +
  • Veteran level 3 regen: 45 → 55
  • +
  • Veteran level 4 regen: 60 → 75
  • +
  • Veteran level 5 regen: 75 → 95
  • +
+
+ + +

Structures

+
+

Static Flak

+

Static flak is buffed to allow it to hit T3 Air units more regularly.

+

Aeon

+
    +
  • Muzzle Velocity: 30 → 35
  • +
+

UEF

+
    +
  • Muzzle Velocity: 25 → 35
  • +
+

Seraphim

+
    +
  • Muzzle Velocity: 25 → 35
  • +
  • FiringRandomness: 2.5 → 2
  • +
  • AoE: 3 → 4
  • +
+

Cybran

+
    +
  • Muzzle Velocity: 20 → 30
  • +
+
+ +

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

+
    +
  • UEF: 4000
  • +
  • Sera: 3500
  • +
  • Aeon: 3100 → 3200
  • +
  • Cybran: 2500 → 2750
  • +
  • Cybran regen: 6 → 9
  • +
+ +

T1 Naval Factory

+
    +
  • UEF: 4000 → 4500
  • +
  • Sera: 3500 → 4000
  • +
  • Aeon: 3100 → 3700
  • +
  • Cybran: 2500 → 3200
  • +
  • Cybran regen: 6 → 10
  • +
+ +

T2 Land/Air HQ + T3 Land/Air Support Factory

+
    +
  • UEF: 8000
  • +
  • Sera: 7000
  • +
  • Aeon: 6200 → 6400
  • +
  • Cybran: 5000 → 5500
  • +
  • Cybran regen: 20
  • +
+ +

T2 Naval HQ

+
    +
  • UEF: 13000 → 16000
  • +
  • Sera: 11000 → 14000
  • +
  • Aeon: 10000 → 12800
  • +
  • Cybran: 8000 → 11000
  • +
  • Cybran regen: 30 → 40
  • +
+ +

T2 Naval Support Factory

+
    +
  • UEF: 6500 → 8000
  • +
  • Sera: 5500 → 7000
  • +
  • Aeon: 5000 → 6400
  • +
  • Cybran: 4000 → 5500
  • +
  • Cybran regen: 12 → 20
  • +
+ +

T3 Land/Air HQ

+
    +
  • UEF: 16000
  • +
  • Sera: 14000
  • +
  • Aeon: 12400 → 12800
  • +
  • Cybran: 10000 → 11000
  • +
  • Cybran regen: 40
  • +
+ +

T3 Naval HQ

+
    +
  • UEF: 26000
  • +
  • Sera: 22000 → 23000
  • +
  • Aeon: 20000 → 21000
  • +
  • Cybran: 16000 → 17000
  • +
  • Cybran regen: 60
  • +
+ +

T3 Naval Support Factory

+
    +
  • UEF: 17000 → 16000
  • +
  • Sera: 15000 → 14000
  • +
  • Aeon: 13000 → 12800
  • +
  • Cybran: 11000
  • +
  • Cybran regen: 40
  • +
+ +

Cybran Regeneration

+
    +
  • Mass Storage Regen: 4 → 3
  • +
  • Hydrocarbon Power Plant Regen: 6 → 5
  • +
+ +
+ +

Miscellaneous

+
+

Megalith

+

Megalith build power is reduced and the megalith eggs' buildtime is also reduced to nerf the Megalith's ability to reclaim at a very high rate.

+
    +
  • BuildRate: 180 → 45
  • +
  • Egg BuildTimes reduced by 50%
  • +
+ +

Satellite

+

Satellite crash damage is reduced to deter ctrl-k abuse.

+
    +
  • Crash Damage: 3000 → 1000
  • +
+ +
+ +

+
+ + diff --git a/docs/3688.html b/docs/3688.html new file mode 100644 index 0000000000..ba0d284368 --- /dev/null +++ b/docs/3688.html @@ -0,0 +1,145 @@ + + + + + + Patch 3688 + + + + + + + + + + + + +
+
+

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 have also scrapped changes to the shield spillover and overcharge for now since we want to do them either after or with the next patch. +
We hope you can appreciate the changes we made with this patch and welcome constructive feedback via the forum.

+

We wish you good luck and much fun playing with the new patch!

+

-- The Balance Team

+
+

Game Mechanics

+
+

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 +
will require to vet up. We will watch closely for cases where veterancy may move to fast or too slow in certain fights and make any adjustments neccessary in upcoming patches.

+
    +
  • The mass value of the ACU has been reduced to 2 000 to avoid getting insane veterancy by killing an ACU
  • +
  • The amount of veterency points that the ACU gains from higher tech units is reduced to avoid vetting too fast by overcharging mass heavy land units.
  • +
  • Experimental units only need to kill 50% of their own worth in mass to gain one veterency rank.
  • +
  • Regular units need to destroy 200% of their own worth in mass to gain one veterency rank.
  • +
  • Destroying a transport gives veterancy points for the cargo as well as the transport itself.
  • +
+ New unified regeration values. +
    +
  • T1 units: +1 → 1, 2, 3, 4, 5 regeneration
  • +
  • T2 units: +3 → 3, 6, 9, 12, 15 regeneration
  • +
  • T3 units/ACUs: +6 → 6, 12, 18, 24, 30 regeneration
  • +
  • SACUs: +9 → 9, 18, 27, 36, 45 regeneration
  • +
  • T4 units: +25→ 25,50, 75,100,125 regeneration
  • +
+
+

Units

+
+

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. +
The ability changes for the t3 gunships are

+ Seraphim T2 Gunship +
    +
  • Health: 864 → 1080
  • +
  • Power Build Cost: 4800 → 6000
  • +
  • Mass Build Cost: 240 → 300
  • +
  • Build Time: 1600 → 2000
  • +
  • Damage: 12 → 16
  • +
+

We've moved around the abilites of the UEF and Cybran T3 gunships to better fit the faction designs.

+
    +
  • Cybran T3 Gunships have a personal stealth ability instead of radar jamming.
  • +
  • UEF T3 Gunships have radar jamming.
  • +
+
+
+

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. +

+
    +
  • Speed: 6 → 9
  • +
  • Radar Range: 70 → 150
  • +
  • Omni Range: 0 → 50
  • +
  • Energy Cost: 80000 → 160000
  • +
  • Mass Cost: 5000 → 10000
  • +
  • Build Time: 15000 → 30000
  • +
+
+
+

Flapjack

+ Overall we are pretty happy with the recent MML buffs but the Flapjack buff was a bit over the top.

+
    +
  • Volley size: 3 → 2
  • +
+
+
+

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.

+
    +
  • Torpedo Defense Rate of Fire 0.05 → 0.2
  • +
+
+
+

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.

+
    +
  • WaterSpeedMultiplier : 1 → 0.9
  • +
+
+

Structures

+
+

Massfabs

+ T2 and T3 Mass Fabricators have been rebalanced to make T2 Fabs slightly less efficient and T3 a lot more efficient than before.

+ T2 Fab +
    +
  • mass cost: 100 → 200
  • +
  • power drain: 150 → 100
  • +
+ T3 Fab +
    +
  • mass cost: 3000 → 4000
  • +
  • power cost: 65000 → 120000
  • +
  • build time: 4988 → 5000
  • +
  • power drain: 3500 → 1500
  • +
  • mass gain: 12 → 16
  • +
  • The adjacency bonus for buildings has been buffed to 20% which is the same value as the one we currently have for buildings of the size of a factory. Gateways are an exception. They get a 3.75% bonus which is similar to what you get for ringing the Gateway with T2 Fabricators.
  • +
+
+
+ + diff --git a/docs/3689.html b/docs/3689.html new file mode 100644 index 0000000000..2a1a118834 --- /dev/null +++ b/docs/3689.html @@ -0,0 +1,49 @@ + + + + + + Patch 3689 + + + + + + + + + + + + +
+
+

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

+
+

Veterancy

+
    +

    Fixed ACUs gaining 100% of the vet points from killing other ACUs.
    + They get 90% less from killing enemy ACUs now to avoid instantly gaining multiple veterancy ranks after killing an enemy ACU.

    +

    Fixed units giving 100% of their vet points when being destroyed by self destruction. Now they grant a proportion of the vet points based on the relative hitpoints remaining at the time of the self destruction.

    +
+
+

Shields

+
+

Fixed a bug that caused shields to recharge many times faster than they should.

+
+
+ + diff --git a/docs/3696.html b/docs/3696.html new file mode 100644 index 0000000000..f94fd309aa --- /dev/null +++ b/docs/3696.html @@ -0,0 +1,559 @@ + + + + + Patch 3696 + + + + + + + + + + + + +
+
+

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

+
+

Aeon

+
    +

    Personal Shield Generator:

    +
  • BuildCostMass: 1000 → 1300
  • +
  • BuildTime: 1000 → 1300
  • +
+
    +

    Heavy Personal Shield Generator:

    +
  • BuildCostEnergy: 93750 → 123750
  • +
  • BuildCostMass: 1500 → 2300
  • +
  • BuildTime: 1750 → 2450
  • +
  • ShieldMaxHealth: 29000 → 25000
  • +
  • ShieldRegenRate: 37 → 32
  • +
+

UEF

+
    +

    Nano-Repair System:

    +
  • NewHealth: 2000 → 1500
  • +
+
    +

    Personal Shield Generator:

    +
  • BuildCostMass: 1500 → 2300
  • +
  • ShieldMaxHealth: 24000 → 19000
  • +
  • ShieldRegenRate: 35 → 30
  • +
+
    +

    Shield Generator Field:

    +
  • BuildCostMass: 3000 → 3600
  • +
  • BuildTime: 2800 → 3400
  • +
+

Seraphim

+
    +

    Refracting Chronotron Amplifier:

    +
  • AdditionalDamage: 750 → 620
  • +
  • BuildCostMass: 4800 → 5400
  • +
  • BuildTime: 4200 → 4600
  • +
+
    +

    Nano-Repair System:

    +
  • BuildCostEnergy: 42000 → 56000
  • +
  • BuildCostMass: 1200 → 1800
  • +
  • BuildTime: 1200 → 1800
  • +
  • NewHealth: 3000 → 2000
  • +
+
    +

    Enhanced Nano-Repair System:

    +
  • BuildCostMass: 4500 → 5800
  • +
  • BuildTime: 4200 → 4600
  • +
+
+ +

T3 Land Combat

+
+

Harbinger:

+

The Harbinger rebalance puts more focus on the shield. The shield accounts for more of the total hp + and will regen and recharge much more quickly than before. This emphasises the micro capabilities of the + Harb, allowing for more hit and run combat tactics.

+
    +
  • Health: 4600 → 3050
  • +
  • Shield Health: 1300 → 1000
  • +
  • Shield Regen Rate: 9 → 30
  • +
  • Shield Recharge Time: 63 → 40
  • +
  • ShieldRegenStartTime: 3 → 2
  • +
  • Power Drain: 25 → 30
  • +
    +
  • BuildTime: 4500 → 3600
  • +
    +
  • Speed: 3 → 2.85
  • +
  • Acceleration: 3 → 3.2
  • +
  • Turn Rate: 120 → 130
  • +
    +
  • Damage: 300 → 320
  • +
  • Rate of Fire: 1.25 → 1
  • +
  • Range: 28 → 26
  • +
  • DPS: 375 → 320
  • +
  • Muzzle Velocity: 30 → 40
  • +
+

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.

+
    +
  • Health: 6700 → 5000
  • +
    +
  • Acceleration: 2.6 → 3.5
  • +
  • SizeY: 0.45 → 0.65
  • +
  • SizeZ: 2.0 → 2.3
  • +
    +

    First 2 Guns:

    +
  • Damage: 75 → 39
  • +
  • Muzzle Velocity: 35 → 40
  • +
  • Turret Yaw Speed: 90 → 120
  • +
  • Combined DPS: 300 → 156
  • +
    +

    3rd Gun:

    +
  • Damage: 400 → 525
  • +
  • Range: 32 → 28
  • +
  • Muzzle Velocity: 30 → 40
  • +
  • DPS: 100 → 131
  • +
    +

    Torpedo Weapon:

    +
  • Range: 32 → 28
  • +

    Target Priorities:

    +
  • Othuum now prioritises T3 over T2 over T1 instead of the reverse.
  • +
+

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.

    +
  • Health: 9300 → 7200
  • +
  • BuildTime: 6000 → 4800
  • +
    +
  • Speed: 2 2.1
  • +
  • Acceleration: → 2.1
  • +
  • TurnRate: 60 → 70
  • +
    +
  • Damage: 1600 → 1670
  • +
  • Rate of Fire: 0.25 → 0.2
  • +
  • Range: 35 → 34
  • +
  • Muzzle Velocity: 35 → 38
  • +
  • Turret Yaw Speed: 60 → 90
  • +
  • DPS: 400 → 334
  • +
+

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.

    +
  • Health: 2200 → 2550
  • +
  • Shield: 1200 → 600
  • +
  • Recharge Time: 60 → 15
  • +
  • Regen Rate: 9 → 20
  • +
    +
  • Speed: 4 → 3.8
  • +
  • Acceleration: 4 → 4.2
  • +
    +
  • Range: 20 → 22
  • +
  • Muzzle Velocity: 30 → 35
  • +
  • Turn rate: 150 → 120
  • +

    Target Priorities:

    +
  • Titan now prioritises T3 over T2 over T1 instead of the reverse.
  • +
+

Brick:

+
    +

    The brick now has slightly less range than a Percy but gains speed, turn rate and muzzle velocity to allow for + better micro.

    +
  • Health: 9000 → 7500
  • +
  • BuildTime: 6000 → 4800
  • +
    +
  • Speed: 2 → 2.3
  • +
  • Acceleration: 2 → 2.3
  • +
  • TurnRate: 60 → 65
  • +
    + Main Weapon: +
  • Damage: 150 → 125
  • +
  • Range: 35 → 32
  • +
  • MuzzleVelocity: 35 → 42
  • +
  • Turret Yaw Speed: 60 → 90
  • +
  • DPS: 375 → 312.5
  • +
+

Loyalist:

+
    +

    The Loyalist gets a small nerf to many stats, and its stun will no longer affect Experimentals and ACUs.

    +
  • Health: 3100 → 3000
  • +
    +
  • Speed: 4 → 3.8
  • +
  • Acceleration: 4 → 4.2
  • +
    + EMP explosion on death: +
  • Duration: 2s → 1.4s
  • +
  • Affected by Stun: Mobile Units → Mobile Units - except for T4 and ACUs
  • +
    + 1st Weapon (Disintegrator Pulse Laser): +
  • Damage: 175 → 150
  • +
  • Range: 25 → 20
  • +
  • DPS: 175 → 150
  • +
    + 2nd Weapon (Heavy Electron Bolter): +
  • Damage: 12 → 14
  • +
  • Range: 25 → 20
  • +
  • Muzzle Velocity: 40 → 35
  • +
  • TurretYawSpeed: 90 → 120
  • +
  • DPS: 30 → 35
  • +
+
+ +

T3 Ranged Units

+
+

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.

    +
  • Mass Cost: 640 → 720
  • +
  • Build Time: 3600 → 4000
  • +
  • Health: 450 → 500
  • +
    +
  • Speed: 3 → 2.85
  • +
  • Sizex: 0.8 → 0.95
  • +
  • SizeY: 1.15 → 1.35
  • +
  • SizeZ: 0.6 → 0.8
  • +
    +
  • Firing Randomness while moving: 0.5 → 0.3
  • +
  • Rate of Fire: 0.142 → 0.15
  • +
  • MuzzleVelocity: 120 → 90
  • +
  • TurretYawSpeed: 90 → 110
  • +
+

Usha-Ah:

+
    +

    The sera sniper shoots more accurately while moving to avoid it wasting shots and + it gets a cost increase and speed decrease.

    +
  • Mass Cost: 640 → 800
  • +
  • Energy Cost: 8000 → 8800
  • +
  • Build Time: 3600 → 4300
  • +
  • Health: 500 → 700
  • +
    +
  • Speed: 3 → 2.5
  • +
  • Acceleration: 3 → 2.5
  • +
  • UniformScale: 0.08 → 0.095
  • +
  • SizeX: 0.35 → 0.45
  • +
  • SizeY: 1.2 → 1.55
  • +
  • SizeZ: 0.7 → 0.9
  • +
    + Default Fire Mode: +
  • Firing Randomness while moving: 0.25 → 0.4
  • +
  • Rate of Fire: 0.2 → 0.25
  • +
  • Firing Tolerance: 0.5 → 3
  • +
  • Muzzle Velocity: 120 → 80
  • +
  • TurretYawSpeed: 90 → 70
  • +
    + Ranged Fire Mode: +
  • Firing Randomness while moving: 0.5 → 0.2
  • +
  • Rate of Fire: 0.07 → 0.066
  • +
  • TurretYawSpeed: 90 → 50
  • +
+ +

T3 Mobile Artillery:

+
    +

    Build time is reduced for T3 mobile artillery.

    +
  • Build Time: 4800 → 4300
  • +
+
+

Experimental Units

+
+

Build Time and misc.:

+

Experimentals have had very low buildtimes which often made thoughtless mass sinks. With the T3 land nerf + Experimentals will be a stronger force on the battlefield so buildtime is increased to compensate for this and + to make XPs less of a cheese weapon thrown up in very short periods of time with little build power.

+

Cybran:

+
    +

    Monkeylord:

    +
  • Build Time: 15750 → 27500
  • +
  • Mass Cost: 19000 → 20000
  • +
    +
  • Megalith Build Time: 18750 → 60 625
  • +
    +
  • Soul Ripper Build Time: 20000 → 56250
  • +
    +
  • Scathis Build Time: 50000 → 80000
  • +
+

UEF:

+
    + Fatboy: +
  • Build Time: 21 000 → 47 500
  • +
  • Shield Recharge Time: 160 → 120
  • +
  • Shield Regen Rate: 64 → 100
  • +
  • Power Upkeep cost: 500 → 600
  • +
    +
  • Atlantis Build Time: 14 400 → 20 500
  • +
    +
  • Novax Center Build Time: 25 000 → 30 000
  • +
+

Aeon:

+
    + Galactic Colossus: +
  • Power Cost: 343 750 → 330 000
  • +
  • Build Time: 20 625 → 51500
  • + Claws: +
  • Fixed a bug with the claws by adding random EQ code.
  • +
  • Rate of Fire: 1 → 0.15
  • +
    +
  • Czar Build Time: 33 750 → 50 625
  • +
    +
  • Tempest Build Time: 14 400 → 28 000
  • +
  • Tempest Muzzle Velocity: 28 → 35
  • +
+

Seraphim:

+
    + Ythotha: +
  • Build Time: 18750 → 46 875
  • +
  • Mass Cost: 25 000 → 26 500
  • +
  • Power Cost: 312 500 → 330 000
  • +
    +
  • Phason Beam Generator Damage: 8000 → 6000
  • +
  • Gatling Plasma Cannon Damage: 550 → 610
  • +
  • Heavy Sinn Unthe Cannon Damage: 1200 → 1850
  • +
  • Flak Damage: 39 → 46
  • +
  • Flak Range: 25 → 21
  • +
    +
  • Ahwassa Build Time: 36000 → 67500
  • +
+
+

Navy

+ + + +

Structures

+
+

T3 Land HQs:

+
    +
  • Mass Cost: 4 920 → 5 220
  • +
  • Power Cost: 43 900 → 47 400
  • +
  • Build Time: 11 000 → 12 100
  • +
+

Ravager:

+
    +
  • Health: 7500 → 6500
  • +
  • Mass Cost: 1 800 → 2 000
  • +
  • Power Cost: 16 000 → 17 600
  • +
  • Build Time: 1 500 → 2000
  • +
+

T3 Static Artillery:

+

T3 static arty now have the same range. Cybran gets an increased rate of fire + in exchange for lower damage.

+
    +
  • UEF/Cybran/Seraphim/Aeon Range: 750/700/825/900 → 825
  • + Cybran: +
  • Damage: 4600 → 3700
  • +
  • Rate of Fire: 0.1 → 0.13
  • +
+

T3 Mass Fabricator:

+

Adjacency for T3 mass fabs was improved slightly too much in patch 3688 so we are reducing it now.

+
    +
  • Adjacency from storage: 4.1667% → 3%
  • +
  • Adjacency for SML: 20% → 12.5%
  • +
+

Civilian Structures

+

Adjusted Civilian Building Mass values to make them more consistent. Civilian buildings will give 50-150 mass.

+

Cybran Shield

+

Added the ED4 Shield to the list of buildable structures and to the hotbuild keygroup for shields.

+
+ +

Mechanics

+
+

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.

+
    +
  • The damage dealt by overcharge now scales with the amount of energy drained from storage.
  • +
  • Overcharge will drain as much energy as is required to kill any unit within the area of effect of the OC, or 90% of your stored energy.
  • +
  • One energy storage is required to unlock Overcharge.
  • +
  • One storage is required to kill T1 and T2 land units.
  • +
  • Up to three storages will be required to kill T3 land units.
  • +
  • The range of the Area of Effect is now displayed when using Overcharge.
  • +
  • The OC indicator will turn orange if you do not have enough energy in storage to kill the unit under the cursor.
  • +
  • The OC indicator will turn green if you have enough energy in storage to kill the unit under the cursor.
  • +
  • The maximum damage is 15k at a cost of ~45k energy
  • +
+

Damage vs buildings and vs commanders is unchanged from the previous system. We have added new icons to indicate whether you + have enough energy to kill the unit under your cursor. Gray is for idle, Orange means you don't have enough energy to kill and + green means you will kill the unit if you OC it.

+ +

Veterancy

+

The vet gained from buildings was too high, leading to problems especially with ACU TML.

+
    +
  • Veterancy gained from damaging non-combat buildings is reduced by 50%
  • +
  • Only a single vet level can be gained for any one kill.
  • +
+

Teleport

+

Teleporting takes 5 seconds longer. The animation at the teleport destination is unchanged.

+
+ +

Miscellaneous

+
+

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: +
  • Mass Cost: 55 → 50
  • +
  • Damage: 10 → 8
  • +
    + UEF: +
  • Mass Cost: 55 → 50
  • +
  • Damage: 16 → 14
  • +
    + Seraphim: +
  • Mass Cost: 55 → 50
  • +
  • Damage: 8 → 14
  • + Cybran: +
  • Mass Cost: 55 → 50
  • +
  • Damage: 10 → 9
  • +
+

Fire Beetle:

+

Fire beetles are getting a much needed rebalance to encourage their use within armies.

+
    +
  • Damage: 3500 → 1500
  • +
  • AoE: 4.5 → 6
  • +
  • Transport class: 2 → 1
  • +
  • Stun ability added. Duration → 2s. Stuns all units except Experimentals
  • +
  • Friendly Fire → Disabled
  • +
  • Health: 300 → 500
  • +
+

T2 Transports:

+
    +
  • Mass Cost: 300 → 330
  • +
  • Power Cost: 12000 → 13200
  • +
  • Speed: 15 → 14.3
  • +
+

Aurora:

+
    +
  • FiringRandomnessWhileMoving: 0.3 → 0.1
  • +
  • MuzzleVelocity: 30 → 25
  • +
+

Ahwassa:

+
    +
  • BombDropThreshold: 4 → 20
  • +
+

T1 Bombers:

+
    +
  • RandomBreakOffDistanceMult: 1 → 1.5
  • +
+

Selen:

+

Removed the Power drain from the stealth/cloak ability while not moving.

+

Fixes:

+
    +
  • 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.
  • +
  • Units with personal shields that are unloading from transports will now take damage on their shield when hit.
  • +
  • The seraphim T2 torp defence wreck is no longer invisible.
  • +
+
+ +

+

+ + diff --git a/docs/3704.html b/docs/3704.html new file mode 100644 index 0000000000..74ab3d3114 --- /dev/null +++ b/docs/3704.html @@ -0,0 +1,516 @@ + + + + + + Patch 3704 + + + + + + + + + + + + + +
+
+

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

+
+

Mongoose

+

The Mongoose gets a long overdue buff in damage and accuracy.

+
    +
  • MaxSpeed: 3.6 → 3.5
  • +
  • MuzzleVelocity: 25 → 30
  • +
  • Muzzle Charge Time: 3 → 2
  • +
  • Gatling Gun Firing Randomness: 0.4 → 0.1
  • +
  • Gatling Gun Damage: 15 → 16
  • +
+ +

Asylum

+

Mobile shields are getting a masscost 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.

+
    +
  • Mass cost: 144 → 220
  • +
  • Energy maintenance: 75 → 30
  • +
  • Overspill modifier: 0.15 → 0.3
  • +
+ +

Parashield

+
    +
  • Mass cost: 120 → 220
  • +
  • Energy maintenance: 110 → 60
  • +
  • Overspill modifier: 0.15 → 0.3
  • +
+ +

Athanah

+
    +
  • Mass cost: 540 → 720
  • +
  • Energy cost: 4800 → 6400
  • +
  • Buildtime: 3200 → 3600
  • +
  • Shield Recharge Time: 45 → 40
  • +
  • Energy maintenance: 300 → 175
  • +
  • Overspill modifier: 0.15 → 0.3
  • +
+ +

Deceiver

+
    +
  • Mass cost: 80 → 160
  • +
  • Energy cost: 800 → 1600
  • +
  • Buildtime: 400 → 800
  • +
  • Energy maintenance: 75 → 40
  • +
+ +

Wagner

+

Amphibious tanks are getting their torpedo damage increased so that the weapon can have some relevance.

+
    +
  • Torpedo Damage: 6 → 15
  • +
+ +

Brick

+
    +
  • Torpedo Damage: 4 → 8
  • +
+ +

Othuum

+
    +
  • Torpedo Damage: 10 → 30
  • +
+ +

Harbinger

+

The Harbinger can once again shoot while reclaiming.

+ +

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: +
    +
  • Mass cost: 50 → 55
  • +
+ Seraphim and UEF: +
    +
  • Health: 360 → 310
  • +
+ +

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: +
    +
  • Speed: 2.8 → 3.5
  • +
  • Range: 54 → 64
  • +
+ Cybran: +
    +
  • Speed: 2.9 → 3.6
  • +
  • Range: 52 → 62
  • +
+ UEF: +
    +
  • Speed: 2.6 → 3.3
  • +
  • Range: 50 → 60
  • +
  • Damage Radius: 1 → 1.5
  • +
+ Seraphim: +
    +
  • Speed: 2.7 → 3.4
  • +
  • Range: 48 → 58
  • +
+ +

T2/T3 Engineer

+

Higher tech engineers get back their old speed so they are a bit more pleasant to use.

+ T2 Engineer +
    +
  • Speed: 1.7 → 1.9
  • +
+ T3 Engineer +
    +
  • Speed: 1.5 → 1.9
  • +
+ +

Scathis

+

The Scathis is a gameender once again. It shoots a volley of 20 shells with a huge AoE every 20 seconds.

+
    +
  • Mass cost: 110000 → 220000
  • +
  • Energy cost: 2000000 → 4000000
  • +
  • Buildtime: 80000 → 240000
  • +
  • Health: 17500 → 9000
  • +
  • Damage: 3000 → 1600
  • +
  • Damage Radius: 7 → 12
  • +
  • Fire Rate: 0.53 → 0.05
  • +
  • Muzzle Salvo Size: 1 → 20
  • +
  • Maximum Firing Range: 300 → 2000
  • +
  • Minimum Firing Range: 50 → 150
  • +
+ +

Selen

+
    +
  • The Selen gets some fixes to its stealth/cloak toggle.
  • +
+
+ +

Air

+
+

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

+
    +
  • Mass cost: 240 → 270
  • +
  • Energy cost: 4800 → 5400
  • +
  • Buildtime: 1600 → 1800
  • +
+ +

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 groundfire.

+
    +
  • Bomb Damage: 1175 → 1250
  • +
+ +

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

+
    +
  • Mass cost: 240 → 270
  • +
  • Energy cost: 4800 → 8000
  • +
  • BreakOffDistance: 34 → 45
  • +
  • TurnSpeed: 0.48 → 1
  • +
  • Sonar Radius: 90 → 45
  • +
+ +

Restorer

+

The Restorer's speed and air-to-ground damage are increased.

+
    +
  • Speed: 8 → 10
  • +
  • Damage: 24 → 28
  • +
+ +

Wailer and Broadsword

+

Cybran and UEF T3 gunships will no longer chase air units which fly past.

+ +

Novax

+

This is a rework of the Novax, giving it more intel abilities, and increasing it's price as a counterbalance of the laser targetting 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

+
    +
  • Mass cost: 28000 → 36000
  • +
  • Energy cost: 400000 → 512000
  • +
  • Buildtime: 30000 → 44800
  • + +
  • Damage: 50 → 60
  • + +
  • Radar radius: 150 → 200
  • +
  • Omni radius: 50 → 60
  • +
  • Vision radius: 40 → 60
  • +
+
+ +

Navy

+ + +

Structures

+
+

Tactical Missile Defense

+

TMD is no longer as slow to build

+
    +
  • Buildtime: 600 → 400
  • +
+ +

T2 Land HQ

+

T2 Land HQ gets a buildtime decrease to make T2 rushes on small maps more viable.

+
    +
  • Buildtime: 2600 → 2300
  • +
+ +

T2 Artillery

+

Minimum range is increased for T2 Artillery so it is more vulnerable at close range and must be defended by point defence or units. Its Buildtime is also increased.

+
    +
  • Buildtime: 1200 → 1600
  • +
  • Minimum Range: 5 → 50
  • +
+ +

Eye of Rhianne

+

Energy storage is added to the Eye so additional energy storages are not required to use it.

+
    +
  • Energy Storage: 0 → 10000
  • +
+ +

T2 Static Flak

+

Static Flak gets a buildtime buff to be more in line with other static AA buildtimes.

+
    +
  • Mass cost: 392 → 400
  • +
  • Energy cost: 3920 → 4000
  • +
  • Buildtime: 958 → 540
  • +
+ +

T2 Radar

+

Maintenance is reduced for T2 radar.

+
    +
  • Energy Maintenance: 200 → 150
  • +
+ +

Airstaging

+

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.

+
    +
  • Tech level: 2 → 1
  • +
  • Repair Mass cost: 0.5 → 0
  • +
  • Repair Energy cost: 5 → 30
  • +
  • Buildtime: 534 → 450
  • +
+ +

Nuke Launchers

+

Assisting Nuke Launchers has been nerfed by increasing the buildtime of the missile and proportionally increasing the buildpower of the launcher. It also get a nerf of build time for consistency with experimentals' built time nerf of last balance patch.

+
    +
  • BuildPower: 1080 → 1500
  • +
  • Missile Buildtime: 324000 → 450000
  • +
  • Build Time: 10453 → 25000
  • +
+ +

T2 static shields

+

T2 shields are getting a nerf to their buildtime and their recharge time. Cybran have buildpower buff to compensate, so they can upgrade on their own as fast as before.

+ Aeon +
    +
  • Recharge Time: 16 → 24
  • +
  • Buildtime: 701 → 950
  • +
+ UEF +
    +
  • Recharge Time: 15 → 23
  • +
  • Buildtime: 845 → 1150
  • +
+ Seraphim +
    +
  • Recharge Time: 17 → 25
  • +
  • Buildtime: 958 → 1250
  • +
+ Cybran + ED1 +
    +
  • Recharge Time: 18 → 20
  • +
  • Buildtime: 600 → 700
  • +
  • Buildpower: 15.53 → 19.2
  • +
+ ED2 +
    +
  • Recharge Time: 16 → 22
  • +
  • Buildtime: 466 → 775
  • +
  • Buildpower: 13.34 → 21
  • +
+ ED3 +
    +
  • Recharge Time: 18 → 25
  • +
  • Buildtime: 1067 → 2200
  • +
  • Buildpower: 30.575 → 29.3
  • +
+ ED4 +
    +
  • Recharge Time: 20 → 25
  • +
  • Buildtime: 3667 → 3515
  • +
  • Buildpower: 11.81 → 50.7
  • +
+ +

HSD Pulse

+

The T3 UEF shield can now withstand a single mavor shell without dropping. It also gets a slight cost increase.

+
    +
  • Shield Health: 15000 → 17000
  • +
  • Mass cost: 3000 → 3300
  • +
  • Energy cost: 50000 → 55000
  • +
+ +

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 buildtime nerf to correct a bug causing extreme cost in assisting ED5.

+
    +
  • Shield Health: 15000 → 16500
  • +
  • Buildtime: 1654 → 7100
  • +
+ +

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

+
    +
  • Emissary (Aeon): 30764 → 120000
  • +
  • Hovatham (Seraphim): 29792 → 110000
  • +
  • Duke (UEF): 30278 → 115000
  • +
  • Disruptor (Cybran): 29308 → 105000
  • +
+ +

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.

+
    +
  • Mavor: 99900 → 300000
  • +
  • Paragon: 125100 → 325000
  • +
  • Salvation: 90000 → 100000
  • +
  • Yolona Oss: 125100 → 250000
  • +
+ +
+ +

ACUs

+
+

Regen Aura

+

Restoration Field has a larger range and grants additional max hp. Thaams 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.

+
    +
  • Mass cost: 600 → 700
  • +
  • Energy cost: 4500 → 18000
  • +
  • BuildTime: 600 → 700
  • +
  • Added ACU HP: 1000 → 500
  • +
  • Range: 22 → 30
  • +
  • Max Health Multiplier: 1 → 1.1
  • +
  • Min Regen: 0 → 3
  • +
+ +

Advanced Regen Aura

+

Advanced Restoration Field grants a minimum regen of 15/s, has a greater range and grants more health.

+
    +
  • Mass cost: 1500 → 1800
  • +
  • Energy cost: 31250 → 42000
  • +
  • BuildTime: 1250 → 1500
  • +
  • Added ACU HP: 2500 → 1500
  • +
  • Range: 30 → 35
  • +
  • Max Health Multiplier: 1.1 → 1.2
  • +
  • Min Regen: 0 → 15
  • +
+ +

Aeon Personal Shield

+

The first Aeon ACU shield is buffed with a lower recharge time.

+
    +
  • Shield Recharge time: 90 → 75
  • +
+ +

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.

+
    +
  • Additional Health: 0 → 3000
  • +
  • Stun Time: 3.5s → 2.5s
  • +
+
+ +

Projectiles

+
+

Tactical missile

+
    +
  • Mass cost: 180 → 250
  • +
+ ACU Tactical Missile +
    +
  • Mass cost: 180 → 250
  • +
  • Buildtime: 300 → 450
  • +
+
+ +

+
+ + diff --git a/docs/3709.html b/docs/3709.html new file mode 100644 index 0000000000..ba96ee1cb5 --- /dev/null +++ b/docs/3709.html @@ -0,0 +1,185 @@ + + + + + + Patch 3709 + + + + + + + + + + + + + +
+
+

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

+
+

Mongoose

+

The Mongoose became overpowered after the buffs given to it in the last patch and the buffs to mobile shields.

+
    +
  • MaxSpeed: 3.5 → 3.2
  • +
  • MuzzleVelocity: 30 → 28
  • +
  • Gatling Gun Damage: 16 → 15
  • +
  • Hitbox: 0.4 → 1
  • +
+ +

Asylum

+

Mobile shields get a HP adjustment. They have proven to be very good since their buffs in the previous patch.

+
    +
  • Shield HP: 3800 → 3500
  • +
+ +

Parashield

+
    +
  • Shield HP: 3500 → 3000
  • +
+ +

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.

+
    +
  • Health: 1450 → 1200
  • +
  • Underwater speed: 3.7 → 3
  • +
+ +

Blaze

+

The Blaze was the worst T2 unit and Aeon the least popular faction in high level 1v1s so it gets a cost and buildtime buff.

+
    +
  • Mass cost: 220 → 180
  • +
  • Energy cost: 1320 → 1080
  • +
  • Buildtime: 1050 → 900
  • +
+ +

Fire Beetle

+

Fire beetles get a cost reduction. Their hitbox is increased so that lasers do not miss them so often.

+
    +
  • Mass cost: 300 → 250
  • +
  • Energy cost: 1800 → 1500
  • +
  • Buildtime: 1200 → 1000
  • +
  • Hitbox: 0.9 → 1
  • +
+ +

Selen

+

The Selen's hitbox is increased so that lasers do not miss them so often.

+
    +
  • Hitbox: 0.6 → 0.7
  • +
+
+ + +

Air

+
+

Air scouts

+

Air scouts get a hitbox increase to stop inties from missing them. Turn rate is also decreased.

+
    +
  • Hitbox: 1.6 → 2
  • +
  • Turn rate: 0.8 → 0.6
  • +
+ +

Spy planes

+

Spy planes get a turn rate decrease to allow them to be caught more easily by chasing ASF.

+
    +
  • Turn rate: 0.8 → 0.6
  • +
+ +

Notha

+

After adjustments to turn speed in the previous patch, the notha sometimes failed to drop on repeat passes.

+
    +
  • Rate of fire: 0.1 → 0.2
  • +
+ +

Wailer and Broadsword

+

Cybran and UEF T3 gunships get a nerf to their mass and energy cost.

+
    +
  • Mass cost: 1260 → 1500
  • +
  • Energy cost: 42000 → 65000
  • +
+
+ +

Navy

+ + +

Structures

+
+

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.

+
    +
  • Mass cost: 180 → 400
  • +
  • Energy cost: 5400 → 6000
  • +
  • Buildtime: 1171 → 600
  • + +
  • Speed: 0 → 1
  • +
  • Speed while submerged: 0 → 0.5
  • + +
  • Health: 2000 → 1000
  • +
  • Energy maintenance: 100 → 200
  • +
+
+ +

Game Mechanics

+
+

Snipe mode

+

ACUs can no longer be prioritised 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

+

A small fix is applied to avoid overcharge draining too much power for the minimum damage causing an energy stall.

+ +

Repair

+

Repair get a cost decrease of 25%. This allow repair to be cost effective.

+
+ +

+
+ + diff --git a/docs/3714.html b/docs/3714.html new file mode 100644 index 0000000000..eb04cf7148 --- /dev/null +++ b/docs/3714.html @@ -0,0 +1,543 @@ + + + + + + Patch 3714 BETA + + + + + + + + + + + + + +
+
+

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

+
+

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.

+
    +
  • Damage: 480 → 360
  • +
  • RateOfFire: 0.25 → 0.333
  • +
+ +

Pillar

+

The pillar gets a slight range reduction to allow for more micro and kiting in some matchups, notably versus the rhino.

+
    +
  • Range: 23 → 22
  • +
+ +

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.

+
    +
  • Health: 1700 → 1800
  • +
  • Mass Cost: 360 → 320
  • +
  • Power Cost: 2000 → 1650
  • +
  • Build Time: 1600 → 1420
  • +
+ +

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.

+
    +
  • Mass Cost: 297 → 290
  • +
  • Build Time: 1320 → 1300
  • +
  • Range: 23 → 24
  • +
  • Vision Radius: 20 → 22
  • +
+ +

Blaze

+

The blaze gets a small buff to its health and range to differentiate from other hover tanks.

+
    +
  • Health: 1050 → 1100
  • +
  • Range: 23 → 24
  • +
+ +

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.

+
    +
  • FiringTolerance: 1 → 3
  • +
  • TurretYawSpeed: 70 → 85
  • +
  • Vision Radius: 20 → 24
  • +
+ +

Yenzyne

+

The Yenzyne is given greater health and a faster fire rate with a decrease in speed to improve its effectiveness on land without overbuffing it in the naval arena.

+
    +
  • Health: 1300 → 1350
  • +
  • Speed: 4.3 → 4
  • +
  • RateOfFire: 0.25 → 0.3
  • +
+ +

Firebeetle

+

Firebeetles are now cheaper, faster to build and have less health. Firebeetles are permanently cloaked, meaning they must be spotted using radar and cannot be spotted using a units vision.

+
    +
  • Health: 500 → 350
  • +
  • Mass Cost: 250 → 190
  • +
  • Power Cost: 1500 → 1300
  • +
  • Build Time: 1000 → 700
  • +
  • Damage: 1500 → 1100
  • +
  • Firebeetle can now cloak.
  • +
+ +

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.

+ +

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.

+
    +
  • Health: 3050 → 3600
  • +
  • Range: 26 → 27
  • +
  • Damage: 320 → 160
  • +
  • RateOfFire: 1 → 2
  • +
  • ShieldRechargeTime: 40 → 30
  • +
+ +

Titan

+

Titans get a buff in range, and small health and shield buffs. Damage is reduced slightly to prevent overbuffing.

+
    +
  • Health: 2550 → 2600
  • +
  • Shield: 600 → 700
  • +
  • Damage: 50 → 45
  • +
  • Recharge Time: 15 → 12
  • +
  • Range: 22 → 24
  • +
+ +

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 + the charge starts after 4 seconds a timer appears over the head of the Loyalist. At the end of the countdown the loyalist will explode. The aim of the new ability + is to accentuate the death weapon of the Loyalist and allow for new gameplay opportunities.

+
    +
  • Health: 3000 → 2500
  • +
+
    + EMP explosion on death: +
  • Duration: 1.4s → 1.5s
  • +
+
    + 2nd Weapon (Heavy Electron Bolter): +
  • Damage: 14 → 28
  • +
  • Range: 20 → 24
  • +
+
    + Charge ability: +
  • Stun duration when charging: 3
  • +
  • Speed boost while charging: x1.75
  • +
  • SecondsBeforeChargeKicksIn = 4
  • +
  • SecondsBeforeExplosionWhenCharging = 6
  • +
+ +

Percival

+
    +

    The Percival has its fire cycle adjusted to be less frontloaded and its shots are slightly more dodgeable.

    +
  • Damage: 1670 → 1450
  • +
  • Rate of Fire: 0.2 → 0.23
  • +
  • Muzzle Velocity: 38 → 36
  • +
+ +

Brick

+
    +

    The Brick's shots are more dodgeable.

    +
  • MuzzleVelocity: 42 → 38
  • +
+ +

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.

+
    +
  • Health: 5000 → 4700
  • +
    +
  • Speed: 2.6 → 2.75
  • +
  • SizeY: 0.45 → 0.65
  • +
  • SizeZ: 2.0 → 2.3
  • +
    +

    First 2 Guns:

    +
  • Damage: 46 → 64
  • +
  • Muzzle Velocity: 40 → 30
  • +
  • Range: 21 → 20
  • +
    +

    3rd Gun:

    +
  • Damage: 525 → 625
  • +
  • DamageRadius(AoE): 0 → 1.2
  • +
+ +

Sprite Striker

+

Snipers have reduced speed and higher cost as they were too often chosen over the main T3 battle tanks.

+
    +
  • Speed: 2.85 → 2.6
  • +
  • Mass Cost: 720 → 800
  • +
  • Power Cost: 8000 → 8900
  • +
  • Build Time: 4000 → 4500
  • +
+ +

Usha-Ah

+

Snipers have reduced speed and higher cost as they were too often chosen over the main T3 battle tanks.

+
    +
  • Speed: 2.5 → 2.4
  • +
  • Mass Cost: 800 → 880
  • +
  • Power Cost: 8800 → 9700
  • +
  • Build Time: 4300 → 4900
  • +
+ +

T3 Mobile Artillery

+

Tech 3 artillery became a strong option versus tech 3 tanks after the tech 3 land health reduction. These changes are + designed to prevent them from so easily being used against massed tech 3 and tech 2. They will have a harder time retreating from armies.

+
    + Aeon: +
  • Speed: 2.5 → 2.2
  • +
  • Minimum Range: 0 → 25
  • +
    + UEF: +
  • Speed: 2.5 → 2.2
  • +
  • Minimum Range: 0 → 25
  • +
  • Unpacking Animation: 1-2s → ~4s
  • +
    + Seraphim: +
  • Speed: 2.5 → 2.2
  • +
  • Minimum Range: 0 → 25
  • +
  • Unpacking Animation: 1-2s → ~4s
  • +
  • Damage Radius(AoE): 6 → 5
  • +
    + Cybran: +
  • Speed: 2.5 → 2.2
  • +
  • Minimum Range: 0 → 25
  • +
  • Unpacking Animation: 1-2s → ~4s
  • +
  • Damage Radius(AoE): 7 → 6
  • +
+ +

T2 Engineer

+

Higher tech engineers have greater build range to reduce pathfinding conflicts during base building.

+
    +
  • MaxBuildDistance: 5 → 6
  • +
+ +

T3 Engineer

+

Higher tech engineers have greater build range to reduce pathfinding conflicts during base building.

+
    +
  • MaxBuildDistance: 5 → 7
  • +
+ +

Galactic Colossus

+

Death Weapons for some experimentals are adjusted to better match the size of the units.

+
    +
  • Death Weapon Damage: 7500 → 8000
  • +
  • Death Weapon Radius: 4 → 7
  • +
+ +

Ythotha

+

Death Weapons for some experimentals are adjusted to better match the size of the units.

+
    +
  • Death Weapon Damage: 10000 → 7000
  • +
  • Death Weapon Radius: 8 → 6
  • +
+ +

Monkeylord

+

Death Weapons for some experimentals are adjusted to better match the size of the units.

+
    +
  • Death Weapon Radius: 7 → 6
  • +
+ +

Megalith

+

Death Weapons for some experimentals are adjusted to better match the size of the units.

+
    +
  • Death Weapon Damage: 7500 → 8000
  • +
  • Death Weapon Radius: 4 → 9
  • +
+ +
+ +

Air

+
+

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.

+
    +
  • Turn Rate: 0.6 → 0.8
  • +
  • Speed: 20 → 19
  • +
+ +

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.

+
    +
  • Turn Rate: 0.6 → 0.8
  • +
  • Speed: 30 → 27
  • +
+ +

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.

+
    +
  • Mass Cost: 200 → 235
  • +
  • Power Cost: 6000 → 6750
  • +
  • Build Time: 1600 → 1800
  • +
+ +

Jester and Stinger

+

The weapons on these gunships have a greater range of motion to bring them in line with other gunships.

+ +

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.

+
    +
  • Mass Cost: 240 → 270
  • +
  • Power Cost: 4800 → 5400
  • +
  • Build Time: 1600 → 1800
  • +
  • Damage: 13 → 78
  • +
  • Rate of fire: 1.25 → 0.208
  • +
  • Muzzle Velocity: 40 → 25
  • +
  • Damage radius: 0 → 2
  • +
  • Range: 22 → 20
  • +
+ +

Notha

+

The Notha is nerfed to bring it back to a similar effectiveness as before. The buffing in previous patches was unintended and severe.

+
    +
  • BreakOffDistance: 1.5 → 5
  • +
  • BreakOffTrigger: 10 → 15
  • +
  • Rate of fire: 0.2 → 0.1
  • +
+ +

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.

+
    +
  • Speed: 25 → 22
  • +
+ +

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.

+
    +
  • Health: 58000 → 40000
  • +
  • Personal shield: 0 → 30000
  • +
  • Shield recharge time: 120
  • +
  • Shield regen rate: 180
  • +
  • Energy consumption: 0 → 500
  • +
  • SAM range: 64 → 120
  • +
  • SAM damage radius 0 → 2
  • +
  • SAM velocity: 50 → 100
  • +
+ +

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.

+
    +
  • Speed: 20 → 18
  • +
  • Death Weapon Radius: 8 → 10
  • +
+ +

Soul Ripper

+

Death Weapons for some experimentals are adjusted to better match the size of the units.

+
    +
  • Death Weapon Damage: 5000 → 7500
  • +
  • Death Weapon Radius: 4 → 8
  • +
+
+ +

Navy

+ + +

Structures

+
+

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.

+
    +
  • Mass cost: 840 → 920
  • +
  • Energy cost: 14400 → 18000
  • +
  • Buildtime: 1800 → 2000
  • +
+ +

Shou-esel

+

+
    +
  • Speed: 1 → 2.5
  • +
  • Speed while submerged: 0.5 → 1.5
  • +
+ +

T3 Sonar

+

T3 sonar energy maintenance is increased to reflect the effectiveness of this intel structure.

+
    + Aeon+UEF: +
  • Energy Maintenance: 250 → 500
  • +
    + Cybran: +
  • Energy Maintenance: 400 → 700
  • +
+
+ +

ACUs

+
+

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: +
    +
  • T1: 10 hp/s
  • +
  • T2: 15 hp/s
  • +
  • T3: 25 hp/s
  • +
  • T4: 40 hp/s
  • +
  • SCU: 30 hp/s
  • +
+
    +
  • Upgrade position: Right arm → Left arm
  • +
+ +

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: +
    +
  • T1: 20 hp/s
  • +
  • T2: 50 hp/s
  • +
  • T3: 120 hp/s
  • +
  • T4: 240 hp/s
  • +
  • SCU: 140 hp/s
  • +
+
    +
  • Upgrade position: Right arm → Left arm
  • +
+ +

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.

+ +
    +
  • Upgrade position: Back → Right arm
  • +
+
+ +

Game Mechanics

+
+

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.

+ + ACU Veterancy gained from damaging units: +
    +
  • T2: 50% → 100%
  • +
  • T3: 33% → 100%
  • +
  • T4: 25% → 100%
  • +
  • SACU: 30% → 100%
  • +
  • ACU: 5% → 100%
  • +
+ + ACU Veterancy levelup requirements: +
    +
  • 2nd level: 2000 → 2250
  • +
  • 3rd level: 3000 → 4000
  • +
  • 4th level: 4000 → 6500
  • +
  • 5th level: 5000 → 10000
  • +
+ +
  • Veterancy gained from killing economy buildings: 50% → 100%
  • + + Units mass killed multiplier(unit mass cost*multiplier = mass killed requirement per vet level): +
      +
    • T1/SACU/Exp: 2
    • +
    • T2: 2 → 1.5
    • +
    • T3: 2 → 1.25
    • +
    + + The ACU will not survive an ACU explosion while under 2500 hp by vetting anymore, veterancy is gained right after the ACU explosion. + +

    Trees

    +

    Broken trees now leave a larger amount of resources. Breaking trees is no longer such a painful experience.

    +
      +
    • Broken tree resource modifier: 1.25 → 2
    • +
    + +

    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

    +

    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.

    + +

    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.

    + +
    + +

    +
    + + \ No newline at end of file diff --git a/docs/3718.html b/docs/3718.html new file mode 100644 index 0000000000..6f9f2cc6ac --- /dev/null +++ b/docs/3718.html @@ -0,0 +1,277 @@ + + + + + + Patch 3718 + + + + + + + + + + + + + +
    +
    +

    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

    +
    +

    Aurora

    +

    +
      +
    • Mass Cost: 52 → 54
    • +
    • Power Cost: 260 → 270
    • +
    • Build Time: 260 → 270
    • +
    • Health: 140 → 155
    • +
    • Speed: 2.9 → 3
    • +
    • RateOfFire: 0.66 → 0.6
    • +
    +
    + +
    +

    Mantis

    +

    +
      +
    • Mass Cost: 52 → 56
    • +
    • Build Time: 260 → 265
    • +
    +
    + +
    +

    Flare

    +

    +
      +
    • Mass Cost: 35 → 42
    • +
    • Power Cost: 140 → 165
    • +
    • Build Time: 120 → 140
    • +
    • Health: 70 → 115
    • +
    • Speed: 4 → 3.8
    • +
    • Damage: 7 → 9
    • +
    +
    + +
    +

    Hunter

    +

    +
      +
    • Health: 65 → 90
    • +
    +
    + +
    +

    Mech Marine

    +

    +
      +
    • Mass Cost: 35 → 30
    • +
    • Power Cost: 120 → 100
    • +
    • Build Time: 120 → 100
    • +
    • Health: 75 → 60
    • +
    • Speed: 4 → 4.2
    • +
    • Turnrate: 45 → 50
    • +
    • TurretYawSpeed: 180 → 200
    • +
    +
    + +
    +

    Selen

    +

    +
      +
    • Build Time: 80 → 90
    • +
    • Speed: 4 → 3.8
    • +
    • Range: 16 → 18
    • +
    • Turret SlavedToBody: True → False
    • +
    • TurretYawRange: 30 → 360
    • +
    • TurretYawSpeed: 180 → 120
    • +
    +
    + +
    +

    Mongoose

    +
      +
    • MaxSpeed: 3.2 → 2.8
    • +
    +
    + +
    +

    Hoplite

    +
      +
    • MaxSpeed: 3.6 → 3.3
    • +
    +
    + +
    +

    Asylum

    +
      +
    • Energy maintenance: 35 → 45
    • +
    +
    + +
    +

    Parashield

    +
      +
    • Energy maintenance: 60 → 80
    • +
    • MaxSpeed: 4 → 3.5
    • +
    +
    + +

    Air

    +
    +

    Air scout

    +

    +
      +
    • Power Cost: 420 → 580
    • +
    • Build Time: 145 → 200
    • +
    +
    + +
    +

    T1 bomber

    +

    +
      +
    • Mass cost: 105 → 90
    • +
    • Energy cost: 2450 → 2050
    • +
    • Build time: 700 → 500
    • +
    • BreakOffDistance: 24 → 32
    • +
    • RadarRadius: 0 → 42
    • +
    +
    + +
    +

    Jester

    +

    +
      +
    • Mass cost: 200 → 170
    • +
    • Energy cost: 5000 → 4250
    • +
    • Build time: 1000 → 850
    • +
    • Health: 525 → 350
    • +
    • MaxSpeed: 12 → 9
    • +
    • Damage: 16 → 15
    • +
    +
    + +

    Structures

    +
    +

    Flood XR

    +

    +
      +
    • Sonar Stealth: 90 → 70
    • +
    • Radar Stealth: 45 → 70
    • +
    +
    + + +
    +

    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.

    +
      + Death Weapon +
    • Inner Ring Damage: 20000
    • +
    • Inner Ring Radius: 15
    • +
    • Outer Ring Damage: 5000
    • +
    • Outer Ring Radius: 20
    • +
    +
      +
    • WeaponRepackTimeout: 32.5 → 20
    • +
    +
    + +

    Miscellaneous

    +
    +

    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

    +

    The minimum damage is 1250 at a cost of 5k energy.

    +

    The maximum damage is 15k at a cost of 60k energy.

    +

    Overcharge will drain a maximum of 90% of stored energy.

    +

    Damage vs buildings is 800 for 5k energy as before.

    +

    Damage vs commanders is 400 for 5k energy as before.

    +
    + +
    +

    Target Priorities

    +

    Many units had their target priorities updated to enabled them to function more effectively. Find all the details here.

    +
    + +
    +

    Nukes

    +

    +
      + Experimental Nuclear Missile +
    • Health: 60 → 60000
    • +
    +
      + Nuclear Missile +
    • Health: 25 → 25000
    • +
    +
      + Anti-nuke missile +
    • Damage: 30 → 30000
    • +
    +
    + +
    +

    Air Factory Rolloff

    +

    Air factory rolloff times have been equalised between factions.

    +
    + +
    +

    T3 Air Crash Damage

    +

    The crash damage of T3 air units has been increased and made more consistent.

    +
    + +
    +

    Vision Fix

    +

    Fixed the vision effects of Lobos and Seraphim air scouts.

    +
    +

    +
    + + \ No newline at end of file diff --git a/docs/3720.html b/docs/3720.html new file mode 100644 index 0000000000..f3d233ec12 --- /dev/null +++ b/docs/3720.html @@ -0,0 +1,166 @@ + + + + + + Patch 3720 + + + + + + + + + + + + + +
    +
    +

    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

    +
    +

    Mantis

    +

    +
      +
    • Icon changed from a LAB icon to a T1 tank icon.
    • +
    +
    + +
    +

    Sky Slammer

    +

    +
      +
    • Projectile Lifetime: 3.5 → 4.5
    • +
    • Muzzle Velocity: 15 → 20
    • +
    • Projectile Max Speed: 50 → 60
    • +
    • Projectile Acceleration: (8 + Random() * 5) → (16 + Random() * 5)
    • +
    +
    + +
    +

    Selen

    +

    +
      +
    • Range: 18 → 19
    • +
    • TurretYawSpeed : 120 → 130
    • +
    +
    + +

    Air

    +
    +

    Jester

    +

    +
      +
    • Speed: 9 → 10
    • +
    • MuzzleVelocity: 40 → 55
    • +
    • DamageRadius: 0 → 0.15
    • +
    +
    + +
    +

    T1 Bomber

    +

    +
      +
    • RadarRadius: 42 → 44
    • +
    +
    + +

    Navy

    +
    +

    Shard

    +

    +
      +
    • Damage: 7 → 6
    • +
    • MuzzleVelocity: 45 → 60
    • +
    +
    + +

    Structures

    +
    +

    T1 Mexes

    +

    +
      +
    • BuildPower: 13 → 10
    • +
    +
    + +
    +

    T2 Mexes

    +

    +
      +
    • BuildPower: 20.58 → 15
    • +
    • BuildTime: 1171 → 900
    • +
    +
    + +
    +

    T3 Mexes

    +

    +
      +
    • BuildTime: 3944 → 2875
    • +
    +
    + +

    Miscellaneous

    +
    +

    Target Priorities

    +

    +
      +
    • Revert ACUs to previous targeting behavior of having no preference between various units.
    • +
    • Cruisers now target navy before structures again.
    • +
    • Subs target other subs before coopers.
    • +
    +
    + +
    +

    Overcharge

    +

    Overcharge kills mobile land shield generators if it depletes its shield on impact (only a single one, overspilled ones live). Veterancy counted, no reclaim left.

    +
    + +
    +

    Artillery damage

    +

    Fixed T2 aeon artillery dealing double damage and zthuee & lobo dealing 10 more damage per shot.

    +
    + +

    +
    + + \ No newline at end of file diff --git a/docs/3725.html b/docs/3725.html new file mode 100644 index 0000000000..5a79c1938e --- /dev/null +++ b/docs/3725.html @@ -0,0 +1,415 @@ + + + + + + Patch 3725 + + + + + + + + + + + + + +
    +
    +

    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

    +
    +

    Zthuee

    +

    +
      +
    • BuildTime: 180 → 270
    • +
    +

    Zthuees are more efficient BP-wise for their strength compared to other T1 arties which allows for powerful arty spam with a rather small investment in factories. This brings them more in line with other factions.

    +
    + +
    +

    Titan and Loyalist

    +

    +
      +
    • BuildCostEnergy: 5400 → 5250
    • +
    • BuildTime: 2400 → 2160
    • +
    +

    This is a small buff to the Titan and the Loyalist bringing their E and BT costs more in line with other T3 units which should make massing them a bit easier, potentially prolonging the T3 light bot stage before bricks and percivals come out.

    +
    + +
    +

    Loyalist

    +

    +
      +
    • Add 1.5s stun to the slow-firing weapon affecting units up to and including T2, excluding navy and structures
    • +
    +

    Allows loyalists to better deal with T2 which is the main threat during early T3 stage.

    +
    + +
    +

    T1 Land Scouts

    +

    +
      +
    • Reduce the aggro range while on assist/attack move
    • +
    • BuildTime: 80 → 60
    • +
    +

    Make scouts slightly more appealing to create early game and help the scouts to not aggro on enemy units and civilians from far away when they are given an attack move or an assist order.

    +
    + +
    +

    Mole

    +

    +
      +
    • BuildCostEnergy: 80 → 60
    • +
    • EnergyMaintenanceCost: 5 → 1
    • +
    +
    + +
    +

    Spirit

    +

    +
      +
    • BuildCostEnergy: 40 → 60
    • +
    +
    + +
    +

    Selen

    +

    +
      +
    • Energy Maintenance Cost: 0 → 1
    • +
    • StealthWaitTime: 1 → 3
    • +
    • Vision and radar range are now multiplied by 0.6 when entering cloak mode
    • +
    +

    Drastically reduce the abusiveness of cloaked selens both in the early game with the reduced radar as well as in the mid game with energy maintenance cost.

    +
    + +
    +

    LABs

    +

    +
      +
    • Slightly increase the hitbox
    • +
    +

    Allow for more reliable hitting of unmicroed labs moving at an angle.

    +
    + +
    +

    Firebeetle

    +

    +
      +
    • HP: 350 → 400
    • +
    • ExplosionRadius: 6 → 6.5
    • +
    • MaxAcceleration: 5 → 7
    • +
    • TurnRate: 160 → 200
    • +
    • Reduce detonation trigger distance when manually attacking a unit
    • +
    +

    Slightly increase maneuverability to compensate for pathfinding, slightly increase the explosion radius and buff hp to 400 for slightly more survivability, notably allowing it to survive an obsidian shot. Make the beetle come close before detonating if it is manually ordered to attack a unit, before it would detonate at max range and miss a lot of potential damage, now it either detonates up close or gets killed before that and detonates closer than before anyway. Added an extra range ring to indicate the detonation trigger radius.

    +
    + +
    +

    Rhino

    +

    +
      +
    • Revert the weapon from a beam-type to a projectile-type to prevent misses when leading targets
    • +
    + +

    Air

    + +
    +

    T1 Transports

    +

    +
      +
    • Add dummy weapons to T1 transports which allows LABs inside the transport to focus fire targets
    • +
    +
    + +
    +

    Scorcher

    +

    +
      +
    • Damage: 4 → 4.5
    • +
    • InitialDamage: 47.5 → 42.5
    • +
    • MuzzleSalvoDelay: 0.3 → 0.2
    • +
    +

    Scorcher’s drop pattern allows it to sometimes kill engies even if enemy manages to partially dodge. These changes convert some of the bomb’s initial damage to damage over time as well as make the drop pattern tighter resulting in a smaller spread of the bombs thus not allowing the last two of them to home in on an engie that had already started to dodge.

    +
    + +
    +

    Notha

    +

    +
      +
    • HP: 1175 → 1000
    • +
    +

    Make shooting nothas down easier as they could be extremely difficult to deal with if you lose air control.

    +
    + +
    +

    Soul Ripper

    +

    +
      +
    • Add Stealth at -600 energy maintenance cost
    • +
    +

    After the numerous veterancy changes as well as experimental BT changes soul ripper has lost most of its strength, this will allow it to rotate around the map easier and be more effective at harassing and sniping.

    +
    + +
    +

    Revenant

    +

    +
      +
    • DamageRadius: 7 → 6.5
    • +
    • EnergyMaintenanceCost: 65 → 150
    • +
    +
    + +
    +

    Shocker

    +

    +
      +
    • Damage: 3450 → 3000
    • +
    • DamageRadius: 4 → 5.25
    • +
    • Added a 3s stun of units up to and including T3
    • +
    +
    + +
    +

    Sinntha

    +

    +
      +
    • Damage: 3250 → 3000
    • +
    • DamageRadius: 5 → 6
    • +
    +
    + +
    +

    Ambassador

    +

    +
      +
    • Damage: 3000 → 3100
    • +
    • DamageRadius: 6 → 5.5
    • +
    +
    + +
    +

    All strat bombers

    +

    +
      +
    • Double the amount of mass killed required to vet
    • +
    +

    Reduce the snowball effect from early strat bomber rushes killing mexes continuously and regaining any hp lost, making it very difficult to kill them if you don't have air control.

    +
    + +
    +

    Shimmer

    +

    +
      +
    • Better match the EMP radius to the damage radius
    • +
    +
    + +
    +

    Jester

    +

    +
      +
    • Fix the bug where it would not do damage to moving units
    • +
    • Replace splash damage with soft projectile homing
    • +
    +

    Now jester should be able to hit all or at least most targets consistently.

    +
    + +

    Navy

    + +
    +

    UEF Destroyer

    +

    +
      +
    • TurretYawRange: 140 → 160
    • +
    • TurretYawSpeed: 90 → 100
    • +
    • Torpedo firing cycle adjusted to combat torpedo defense better
    • +
    +

    Improve handling and micro potential, slightly improve effectiveness vs submarines.

    +
    + +
    +

    Cybran Destroyer

    +

    +
      +
    • TurretYawRange: 135 → 140
    • +
    +

    Make it slightly less punishing to have to retreat your navy.

    +
    + +
    +

    Aeon Destroyer

    +

    +
      +
    • TurretYawRange: 160 → 150
    • +
    • TurretYawSpeed: 100 → 90
    • +
    +

    Slightly reduce the micro potential to soften the snowball effect that can occur with aeon destroyers.

    +
    + +
    +

    Seraphim Destroyer

    +

    +
      +
    • Torpedo firing cycle adjusted to combat torpedo defense better
    • +
    +
    + +
    +

    Atlantis

    +

    +
      +
    • Fix the AA behaving in a way inconsistent with the stats, adjust the stats to preserve the current balance
    • +
    +
    + +

    Structures

    + +
    +

    Kennel Drones

    +

    +
      +
    • Now have higher selection priority than buildings
    • +
    +
    + +
    +

    UEF T3 Sonar

    +

    +
      +
    • Add Jamming
    • +
    +
    + +
    +

    Paragon

    +

    +
      +
    • Add a 100,000 E storage
    • +
    +

    This will prevent the bug where despite not draining more E than paragon provides you still go into stall and drop shields.

    +
    + +
    +

    T1 PDs

    +

    +
      +
    • Adjust the hitboxes and bones of the PDs to make the wall-pd template behave the same way for each faction
    • +
    +
    + + +
    +

    T4 Artilleries

    +

    +
      +
    • Ranges normalized to 4000 (Mavor range)
    • +
    +

    This makes all T4 arties viable for all 3 people who play 81x81 maps.

    +
    + + +

    Miscellaneous

    + +
    +

    Cybran ACU Stealth Upgrade

    +

    +
      +
    • EnergyCost: 5000 → 14000
    • +
    • MassCost: 350 → 650
    • +
    • BuildTime: 500 → 800
    • +
    • Provides 2000 extra HP
    • +
    +

    Gives cybran acu better chances in midgame against ACUs that can have both T2 and gun at the same time.

    +
    + +
    +

    Sera ACU Regen Field Upgrade

    +

    +
      +
    • Now provides regen to the ACU itself, 10 hp/s for the first upgrade and 20 hp/s for the second
    • +
    • Now uses different regen floor values for units depending on their tier: +

      Basic Tier

      +
        +
      • RegenFloorT1: 3
      • +
      • RegenFloorT2: 8
      • +
      • RegenFloorT3: 15
      • +
      • RegenFloorT4: 25
      • +
      • RegenFloorSCU: 15
      • +
      +

      Advanced Tier

      +
        +
      • RegenFloorT1: 15
      • +
      • RegenFloorT2: 30
      • +
      • RegenFloorT3: 60
      • +
      • RegenFloorT4: 120
      • +
      • RegenFloorSCU: 80
      • +
      +
    • +
    +

    This boosts the upgrade's attractiveness over the T2 upgrade and also fixes some inconsistencies where some units were getting more regen from the first upgrade tier than the second.

    +
    + +

    +
    + + \ No newline at end of file diff --git a/docs/CNAME b/docs/CNAME new file mode 100644 index 0000000000..dd23fb6ec1 --- /dev/null +++ b/docs/CNAME @@ -0,0 +1 @@ +patchnotes.faforever.com \ No newline at end of file diff --git a/docs/LICENSE b/docs/LICENSE new file mode 100644 index 0000000000..733c072369 --- /dev/null +++ b/docs/LICENSE @@ -0,0 +1,675 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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Interpretation of Sections 15 and 16. + + If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + {one line to give the program's name and a brief idea of what it does.} + Copyright (C) {year} {name of author} + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + {project} Copyright (C) {year} {fullname} + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. + diff --git a/docs/favicon.ico b/docs/favicon.ico new file mode 100644 index 0000000000..da235c34cc Binary files /dev/null and b/docs/favicon.ico differ diff --git a/docs/images/Aeon_T2_Land_Factory_HQ.png b/docs/images/Aeon_T2_Land_Factory_HQ.png new file mode 100644 index 0000000000..283119d6ec Binary files /dev/null and b/docs/images/Aeon_T2_Land_Factory_HQ.png differ diff --git a/docs/images/Aeon_T2_Transport.png b/docs/images/Aeon_T2_Transport.png new file mode 100644 index 0000000000..61948f5730 Binary files /dev/null and b/docs/images/Aeon_T2_Transport.png differ diff --git a/docs/images/Aeon_T3_Land_Factory_HQ.png b/docs/images/Aeon_T3_Land_Factory_HQ.png new file mode 100644 index 0000000000..dfa0f27c39 Binary files /dev/null and b/docs/images/Aeon_T3_Land_Factory_HQ.png differ diff --git a/docs/images/Cybran_T2_Land_Factory_HQ.png b/docs/images/Cybran_T2_Land_Factory_HQ.png new file mode 100644 index 0000000000..3b77c9b93c Binary files /dev/null and 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and b/docs/images/ythotha.png differ diff --git a/docs/index.html b/docs/index.html new file mode 100644 index 0000000000..072e863fb2 --- /dev/null +++ b/docs/index.html @@ -0,0 +1,37 @@ + + + + + FAF Patchnotes + + + + + + +
    +
    +

    FAF Patchnotes

    +

    This is a list of past balance patchnotes

    +
      +
    • 3725 - released November 26 2021
    • +
    • 3720 - released May 15 2021
    • +
    • 3718 - released November 29 2020
    • +
    • 3714 - released May 3 2020
    • +
    • 3709 - released December 16 2019
    • +
    • 3704 - released June 18 2019
    • +
    • 3696 - released May 26 2018
    • +
    • 3688 - released September 24, 2017
    • +
    • 3684 - released May 27, 2017
    • +
    • 3676 - released March 4, 2017
    • +
    • 3674 - released February 6, 2017
    • +
    • 3662 - released November 9, 2016
    • +
    • 3655 - released August 29, 2016
    • +
    • 3650 - released August 19, 2015
    • +
    +
    Older patchnotes and non-balance patches can be found on the FAF wiki. +
    + +
    + + diff --git a/docs/patchnotes.css b/docs/patchnotes.css new file mode 100644 index 0000000000..6851247e64 --- /dev/null +++ b/docs/patchnotes.css @@ -0,0 +1,92 @@ +@font-face { + font-family: 'supcom'; + src: url('zeroes_3.ttf'); +} + +body { + background: #333; + font-family: sans-serif; + font-size: 14px; + line-height: 22px; + color: #FFF; +} + +#container { + margin: auto; +} + +#main { + max-width: 800px; +} + +#intro p { + color: #DDD; +} + +#sidebar { + width: 200px; +} + +#sidebar h2 a { + color: #FFF; + text-decoration: none; +} + +#icongrid { + position: fixed; + top: 0px; + width: 200px; + background: #4d5c50; + padding: 0 20px 20px 20px; + margin-left: 20px; + color: #f2f2f2;; + text-align: justify; +} + +#icongrid h2 { + margin: 0; + margin-top: 20px; +} + +#icongrid img { + width: 46px; + height: 46px; +} + +.card { + background: #f2f2f2; + margin: 10px; + padding: 5px 25px; + color: #3d3c40; + margin-bottom: 20px; +} + +.card img { + margin-right: 15px; +} + +h1, h2, h3, h4, h5, h6 { + font-family: 'supcom'; + font-style: normal; + font-weight: normal; +} + +h1 { + font-size: 30px; +} + +h2 { + margin-top: 50px; +} + +h3 { + font-size: 20px; +} + +strike { + color: #888; +} + +img { + vertical-align: middle; +} \ No newline at end of file diff --git a/docs/patchnotes_template.html b/docs/patchnotes_template.html new file mode 100644 index 0000000000..7478fdf83f --- /dev/null +++ b/docs/patchnotes_template.html @@ -0,0 +1,99 @@ + + + + + + Patch XXXX + + + + + + + + + + + + + +
    +
    +

    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

    +
    +

    Unit

    +

    WText

    +
      +
    • Health: 360 ? 250
    • +
    • Range: 32 ? 35
    • +
    +
    + +

    ACUs

    +
    +

    RAS & ARAS

    +

    Text

    + + ACU RAS: +
      +
    • BuildTime: 1400 ? 2800 +
    • Energy cost: 150000 ? 175000 +
    • Aeon energy income: 2700 ? 1700 energy
    • +
    • Seraphim energy income: 3000 ? 2000 energy
    • +
    • UEF energy income: 3300 ? 2500 energy
    • +
    • Cybran energy income: 3500 ? 2700 energy
    • +
    + + SCU RAS: +
    • Energy cost: 60000 ? 90000
    +
    + + +

    Bug Fixes

    +
    +

    Flapjack

    + The Flapjack now does friendly fire damage like all other MMLs.

    +
    + +

    +
    + + \ No newline at end of file diff --git a/docs/zeroes_3.ttf b/docs/zeroes_3.ttf new file mode 100644 index 0000000000..a71ff88e1f Binary files /dev/null and b/docs/zeroes_3.ttf differ