forked from FAForever/fa
-
Notifications
You must be signed in to change notification settings - Fork 0
/
3725.html
415 lines (366 loc) · 23.3 KB
/
3725.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=UTF-8">
<meta charset="UTF-8">
<title>Patch 3725</title>
<link href="http://fonts.googleapis.com/css→family=Open+Sans" rel="stylesheet" type="text/css">
<link rel="stylesheet" href="patchnotes.css">
</head>
<body>
<table id="container">
<tbody>
<tr>
<td id="main">
<div id="intro">
<h1>Patch 3725</h1>
<p>Welcome to the patchnotes for the 3725 patch.</p>
<p>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.</p>
<p>Have fun playing with the new patch! (or don't)</p>
<p>-- The Balance Team</p>
</div>
<h2>Land</h2>
<div id="fobo" class="card">
<h3><img src="images/Sera_T1_Arty.png"> Zthuee</h3>
<p> </p>
<ul>
<li>BuildTime: <strike>180</strike> → 270</li>
</ul>
<p>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.</p>
</div>
<div id="t3lightbots" class="card">
<h3><img src="images/UEF_T3_Heavy_Assault_Bot.png"> Titan and Loyalist</h3>
<p> </p>
<ul>
<li>BuildCostEnergy: <strike>5400</strike> → 5250</li>
<li>BuildTime: <strike>2400</strike> → 2160</li>
</ul>
<p>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.</p>
</div>
<div id="loya" class="card">
<h3><img src="images/loya.png"> Loyalist</h3>
<p> </p>
<ul>
<li>Add 1.5s stun to the slow-firing weapon affecting units up to and including T2, excluding navy and structures</li>
</ul>
<p>Allows loyalists to better deal with T2 which is the main threat during early T3 stage.</p>
</div>
<div id="t1scouts" class="card">
<h3><img src="images/snoop.png"> T1 Land Scouts</h3>
<p> </p>
<ul>
<li>Reduce the aggro range while on assist/attack move</li>
<li>BuildTime: <strike>80</strike> → 60</li>
</ul>
<p>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.</p>
</div>
<div id="mole" class="card">
<h3><img src="images/mole.png"> Mole</h3>
<p> </p>
<ul>
<li>BuildCostEnergy: <strike>80</strike> → 60</li>
<li>EnergyMaintenanceCost: <strike>5</strike> → 1</li>
</ul>
</div>
<div id="spirit" class="card">
<h3><img src="images/spirit.png"> Spirit</h3>
<p> </p>
<ul>
<li>BuildCostEnergy: <strike>40</strike> → 60</li>
</ul>
</div>
<div id="selen" class="card">
<h3><img src="images/selen.png"> Selen</h3>
<p> </p>
<ul>
<li>Energy Maintenance Cost: <strike>0</strike> → 1</li>
<li>StealthWaitTime: <strike>1</strike> → 3</li>
<li>Vision and radar range are now multiplied by 0.6 when entering cloak mode</li>
</ul>
<p>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.</p>
</div>
<div id="labs" class="card">
<h3><img src="images/flare.png"> LABs</h3>
<p> </p>
<ul>
<li>Slightly increase the hitbox</li>
</ul>
<p>Allow for more reliable hitting of unmicroed labs moving at an angle.</p>
</div>
<div id="beetle" class="card">
<h3><img src="images/beetle.png"> Firebeetle</h3>
<p> </p>
<ul>
<li>HP: <strike>350</strike> → 400</li>
<li>ExplosionRadius: <strike>6</strike> → 6.5</li>
<li>MaxAcceleration: <strike>5</strike> → 7</li>
<li>TurnRate: <strike>160</strike> → 200</li>
<li>Reduce detonation trigger distance when manually attacking a unit</li>
</ul>
<p>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.</p>
</div>
<div id="rhino" class="card">
<h3><img src="images/rhino.png"> Rhino</h3>
<p> </p>
<ul>
<li>Revert the weapon from a beam-type to a projectile-type to prevent misses when leading targets</li>
</div>
<h2>Air</h2>
<div id="t1trans" class="card">
<h3><img src="images/aeont1trans.png"> T1 Transports</h3>
<p> </p>
<ul>
<li>Add dummy weapons to T1 transports which allows LABs inside the transport to focus fire targets</li>
</ul>
</div>
<div id="scorcher" class="card">
<h3><img src="images/t1bomber.png"> Scorcher</h3>
<p> </p>
<ul>
<li>Damage: <strike>4</strike> → 4.5</li>
<li>InitialDamage: <strike>47.5</strike> → 42.5</li>
<li>MuzzleSalvoDelay: <strike>0.3</strike> → 0.2</li>
</ul>
<p>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.</p>
</div>
<div id="notha" class="card">
<h3><img src="images/notha.png"> Notha</h3>
<p> </p>
<ul>
<li>HP: <strike>1175</strike> → 1000</li>
</ul>
<p>Make shooting nothas down easier as they could be extremely difficult to deal with if you lose air control.</p>
</div>
<div id="soulripper" class="card">
<h3><img src="images/soulripper.png"> Soul Ripper</h3>
<p> </p>
<ul>
<li>Add Stealth at -600 energy maintenance cost</li>
</ul>
<p>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.</p>
</div>
<div id="cybstrat" class="card">
<h3><img src="images/cybstrat.png"> Revenant</h3>
<p> </p>
<ul>
<li>DamageRadius: <strike>7</strike> → 6.5</li>
<li>EnergyMaintenanceCost: <strike>65</strike> → 150</li>
</ul>
</div>
<div id="aeonstrat" class="card">
<h3><img src="images/aeonstrat.png"> Shocker</h3>
<p></p>
<ul>
<li>Damage: <strike>3450</strike> → 3000</li>
<li>DamageRadius: <strike>4</strike> → 5.25</li>
<li>Added a 3s stun of units up to and including T3</li>
</ul>
</div>
<div id="serastrat" class="card">
<h3><img src="images/serastrat.png"> Sinntha</h3>
<p></p>
<ul>
<li>Damage: <strike>3250</strike> → 3000</li>
<li>DamageRadius: <strike>5</strike> → 6</li>
</ul>
</div>
<div id="uefstrat" class="card">
<h3><img src="images/uefstrat.png"> Ambassador</h3>
<p></p>
<ul>
<li>Damage: <strike>3000</strike> → 3100</li>
<li>DamageRadius: <strike>6</strike> → 5.5</li>
</ul>
</div>
<div id="strats" class="card">
<h3><img src="images/uefstrat.png"> All strat bombers</h3>
<p></p>
<ul>
<li>Double the amount of mass killed required to vet</li>
</ul>
<p>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.</p>
</div>
<div id="aeonbomber" class="card">
<h3><img src="images/aeonbomber.png"> Shimmer</h3>
<p></p>
<ul>
<li>Better match the EMP radius to the damage radius</li>
</ul>
</div>
<div id="jester" class="card">
<h3><img src="images/jester.png"> Jester</h3>
<p></p>
<ul>
<li>Fix the bug where it would not do damage to moving units</li>
<li>Replace splash damage with soft projectile homing</li>
</ul>
<p>Now jester should be able to hit all or at least most targets consistently.</p>
</div>
<h2>Navy</h2>
<div id="uefdestro" class="card">
<h3><img src="images/uefdestro.png"> UEF Destroyer</h3>
<p></p>
<ul>
<li>TurretYawRange: <strike>140</strike> → 160</li>
<li>TurretYawSpeed: <strike>90</strike> → 100</li>
<li>Torpedo firing cycle adjusted to combat torpedo defense better</li>
</ul>
<p>Improve handling and micro potential, slightly improve effectiveness vs submarines.</p>
</div>
<div id="cybdestro" class="card">
<h3><img src="images/cybrandestro.png"> Cybran Destroyer</h3>
<p></p>
<ul>
<li>TurretYawRange: <strike>135</strike> → 140</li>
</ul>
<p>Make it slightly less punishing to have to retreat your navy.</p>
</div>
<div id="aeondestro" class="card">
<h3><img src="images/exodus.png"> Aeon Destroyer</h3>
<p></p>
<ul>
<li>TurretYawRange: <strike>160</strike> → 150</li>
<li>TurretYawSpeed: <strike>100</strike> → 90</li>
</ul>
<p>Slightly reduce the micro potential to soften the snowball effect that can occur with aeon destroyers.</p>
</div>
<div id="seradestro" class="card">
<h3><img src="images/seradestro.png"> Seraphim Destroyer</h3>
<p></p>
<ul>
<li>Torpedo firing cycle adjusted to combat torpedo defense better</li>
</ul>
</div>
<div id="atlantis" class="card">
<h3><img src="images/atlantis.png"> Atlantis</h3>
<p></p>
<ul>
<li>Fix the AA behaving in a way inconsistent with the stats, adjust the stats to preserve the current balance</li>
</ul>
</div>
<h2>Structures</h2>
<div id="kennels" class="card">
<h3><img src="images/kennels.png"> Kennel Drones</h3>
<p></p>
<ul>
<li>Now have higher selection priority than buildings</li>
</ul>
</div>
<div id="uefsonar" class="card">
<h3><img src="images/t3sonar.png"> UEF T3 Sonar</h3>
<p></p>
<ul>
<li>Add Jamming</li>
</ul>
</div>
<div id="para" class="card">
<h3><img src="images/paragon.png"> Paragon</h3>
<p></p>
<ul>
<li>Add a 100,000 E storage</li>
</ul>
<p>This will prevent the bug where despite not draining more E than paragon provides you still go into stall and drop shields.</p>
</div>
<div id="pds" class="card">
<h3><img src="images/aeont1pd.png"> T1 PDs</h3>
<p></p>
<ul>
<li>Adjust the hitboxes and bones of the PDs to make the wall-pd template behave the same way for each faction</li>
</ul>
</div>
<div id="t4arty" class="card">
<h3><img src="images/scathis.png"> T4 Artilleries</h3>
<p></p>
<ul>
<li>Ranges normalized to 4000 (Mavor range)</li>
</ul>
<p>This makes all T4 arties viable for all 3 people who play 81x81 maps.</p>
</div>
<h2>Miscellaneous</h2>
<div id="cybstealth" class="card">
<h3><img src="images/cybrancom.png">Cybran ACU Stealth Upgrade</h3>
<p></p>
<ul>
<li>EnergyCost: <strike>5000</strike> → 14000</li>
<li>MassCost: <strike>350</strike> → 650</li>
<li>BuildTime: <strike>500</strike> → 800</li>
<li>Provides 2000 extra HP</li>
</ul>
<p>Gives cybran acu better chances in midgame against ACUs that can have both T2 and gun at the same time.</p>
</div>
<div id="seraregen" class="card">
<h3><img src="images/seracom.png">Sera ACU Regen Field Upgrade</h3>
<p></p>
<ul>
<li>Now provides regen to the ACU itself, 10 hp/s for the first upgrade and 20 hp/s for the second</li>
<li>Now uses different regen floor values for units depending on their tier:
<p>Basic Tier</p>
<ul>
<li>RegenFloorT1: 3</li>
<li>RegenFloorT2: 8</li>
<li>RegenFloorT3: 15</li>
<li>RegenFloorT4: 25</li>
<li>RegenFloorSCU: 15</li>
</ul>
<p>Advanced Tier</p>
<ul>
<li>RegenFloorT1: 15</li>
<li>RegenFloorT2: 30</li>
<li>RegenFloorT3: 60</li>
<li>RegenFloorT4: 120</li>
<li>RegenFloorSCU: 80</li>
</ul>
</li>
</ul>
<p>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.</p>
</div>
<p style="height: 1000px"></p>
</td>
<td id="sidebar">
<div id="icongrid">
<h2><a href="#container">Contents</a></h2>
</p><p>Land<br>
<a href="#fobo"><img src="images/Sera_T1_Arty.png"></a>
<a href="#t3lightbots"><img src="images/UEF_T3_Heavy_Assault_Bot.png"></a>
<a href="#loya"><img src="images/loya.png"></a>
<a href="#t1scouts"><img src="images/snoop.png"></a>
<a href="#mole"><img src="images/mole.png"></a>
<a href="#spirit"><img src="images/spirit.png"></a>
<a href="#selen"><img src="images/selen.png"></a>
<a href="#labs"><img src="images/flare.png"></a>
<a href="#beetle"><img src="images/beetle.png"></a>
<a href="#rhino"><img src="images/rhino.png"></a>
</p><p>Air<br>
<a href="#t1trans"><img src="images/aeont1trans.png"></a>
<a href="#scorcher"><img src="images/t1bomber.png"></a>
<a href="#notha"><img src="images/notha.png"></a>
<a href="#soulripper"><img src="images/soulripper.png"></a>
<a href="#cybstrat"><img src="images/cybstrat.png"></a>
<a href="#aeonstrat"><img src="images/aeonstrat.png"></a>
<a href="#serastrat"><img src="images/serastrat.png"></a>
<a href="#uefstrat"><img src="images/uefstrat.png"></a>
<a href="#strats"><img src="images/uefstrat.png"></a>
<a href="#aeonbomber"><img src="images/aeonbomber.png"></a>
<a href="#jester"><img src="images/jester.png"></a>
</p><p>Navy<br>
<a href="#uefdestro"><img src="images/uefdestro.png"></a>
<a href="#cybdestro"><img src="images/cybrandestro.png"></a>
<a href="#aeondestro"><img src="images/exodus.png"></a>
<a href="#seradestro"><img src="images/seradestro.png"></a>
<a href="#atlantis"><img src="images/atlantis.png"></a>
</p><p>Structures<br>
<a href="#kennels"><img src="images/kennels.png"></a>
<a href="#uefsonar"><img src="images/t3sonar.png"></a>
<a href="#para"><img src="images/paragon.png"></a>
<a href="#pds"><img src="images/aeont1pd.png"></a>
<a href="#t4arty"><img src="images/scathis.png"></a>
</p><p>Miscellaneous<br>
<a href="#cybstealth"><img src="images/cybrancom.png"></a>
<a href="#seraregen"><img src="images/seracom.png"></a>
</div>
</td>
</tr>
</tbody>
</table>
</body>
</html>