diff --git a/assets/data/patches.json b/assets/data/patches.json index e4474d59..f892be67 100644 --- a/assets/data/patches.json +++ b/assets/data/patches.json @@ -2,188 +2,178 @@ "balance": [ { "patch": "3825", - "link": "pages/balance/2025/3825.html", + "link": "pages/2025/3825.html", "date": " - August 15 2025" }, { "patch": "3822", - "link": "pages/balance/2025/3822.html", + "link": "pages/2025/3822.html", "date": " - May 19 2025" }, { "patch": "3818", - "link": "pages/balance/2025/3818.html", + "link": "pages/2025/3818.html", "date": " - February 14 2025" }, { "patch": "3816", - "link": "pages/balance/2024/3816.html", + "link": "pages/2024/3816.html", "date": " - December 10 2024" }, { "patch": "3813", - "link": "pages/balance/2024/3813.html", + "link": "pages/2024/3813.html", "date": " - August 15 2024" }, { "patch": "3811", - "link": "pages/balance/2024/3811.html", + "link": "pages/2024/3811.html", "date": " - August 3 2024" }, { "patch": "3810", - "link": "pages/balance/2024/3810.html", + "link": "pages/2024/3810.html", "date": " - July 7 2024" }, { "patch": "3809", - "link": "pages/balance/2024/3809.html", + "link": "pages/2024/3809.html", "date": " - April 20 2024" }, { "patch": "3801", - "link": "pages/balance/2024/3801.html", + "link": "pages/2024/3801.html", "date": " - March 15 2024" }, { "patch": "3779", - "link": "pages/balance/2023/3779.html", + "link": "pages/2023/3779.html", "date": " - January 22 2024" }, { "patch": "3778", - "link": "pages/balance/2023/3778.html", + "link": "pages/2023/3778.html", "date": " - December 31 2023" }, { "patch": "3777", - "link": "pages/balance/2023/3777.html", + "link": "pages/2023/3777.html", "date": " - December 24 2023" }, { "patch": "3776", - "link": "pages/balance/2023/3776.html", + "link": "pages/2023/3776.html", "date": " - December 1 2023" }, { "patch": "3775", - "link": "pages/balance/2023/3775.html", + "link": "pages/2023/3775.html", "date": " - November 19 2023" }, { "patch": "3774", - "link": "pages/balance/2023/3774.html", + "link": "pages/2023/3774.html", "date": " - November 15 2023" }, { "patch": "3761", - "link": "pages/balance/2023/3761.html", + "link": "pages/2023/3761.html", "date": " - July 15 2023" }, { "patch": "3757", - "link": "pages/balance/2023/3757.html", + "link": "pages/2023/3757.html", "date": " - May 20 2023" }, { "patch": "3750", - "link": "pages/balance/2023/3750.html", + "link": "pages/2023/3750.html", "date": " - January 28 2023" }, { "patch": "3725", - "link": "pages/balance/2021/3725.html", + "link": "pages/2021/3725.html", "date": " - November 26 2021" }, { "patch": "3720", - "link": "pages/balance/2021/3720.html", + "link": "pages/2021/3720.html", "date": " - May 15 2021" }, { "patch": "3718", - "link": "pages/balance/2020/3718.html", + "link": "pages/2020/3718.html", "date": " - November 29 2020" }, { "patch": "3714", - "link": "pages/balance/2020/3714.html", + "link": "pages/2020/3714.html", "date": " - May 3 2020" }, { "patch": "3709", - "link": "pages/balance/2019/3709.html", + "link": "pages/2019/3709.html", "date": " - December 16 2019" }, { "patch": "3704", - "link": "pages/balance/2019/3704.html", + "link": "pages/2019/3704.html", "date": " - June 18 2019" }, { "patch": "3696", - "link": "pages/balance/2018/3696.html", + "link": "pages/2018/3696.html", "date": " - May 26 2018" }, { "patch": "3688", - "link": "pages/balance/2017/3688.html", + "link": "pages/2017/3688.html", "date": " - September 24 2017" }, { "patch": "3684", - "link": "pages/balance/2017/3684.html", + "link": "pages/2017/3684.html", "date": " - May 27 2017" }, { "patch": "3676", - "link": "pages/balance/2017/3676.html", + "link": "pages/2017/3676.html", "date": " - March 4 2017" }, { "patch": "3674", - "link": "pages/balance/2017/3674.html", + "link": "pages/2017/3674.html", "date": " - February 6 2017" }, { "patch": "3662", - "link": "pages/balance/2016/3662.html", + "link": "pages/2016/3662.html", "date": " - November 9 2016" }, { "patch": "3658", - "link": "pages/balance/2016/3658.html", + "link": "pages/2016/3658.html", "date": " - August 30 2016" }, { "patch": "3655", - "link": "pages/balance/2016/3655.html", + "link": "pages/2016/3655.html", "date": " - August 29 2016" }, { "patch": "3650", - "link": "pages/balance/2015/3650.html", + "link": "pages/2015/3650.html", "date": " - August 19 2015" }, { "patch": "3630", - "link": "pages/balance/2014/3630.html", + "link": "pages/2014/3630.html", "date": " - March 1 2014" }, { "patch": "3629", - "link": "pages/balance/2014/3629.html", + "link": "pages/2014/3629.html", "date": " - February 2 2014" - }, - { - "patch": "3626", - "link": "pages/balance/2013/3626.html", - "date": " - July 25 2013" - }, - { - "patch": "3624", - "link": "pages/balance/2013/3624.html", - "date": " - April 7 2013" } ] } diff --git a/assets/images/units/aeon/structure/T4Optics.png b/assets/images/units/aeon/structure/T3Optics.png similarity index 100% rename from assets/images/units/aeon/structure/T4Optics.png rename to assets/images/units/aeon/structure/T3Optics.png diff --git a/manifest.json b/manifest.json index ac0fb51e..e3bf8553 100644 --- a/manifest.json +++ b/manifest.json @@ -67,7 +67,7 @@ "name": "Latest Patch", "short_name": "Latest", "description": "View the most recent balance patch", - "url": "/pages/balance/2025/3825.html", + "url": "/pages/2025/3825.html", "icons": [{ "src": "./assets/images/icons/icon-96x96.svg", "sizes": "96x96" }] }, { @@ -87,7 +87,7 @@ "protocol_handlers": [ { "protocol": "web+faforever", - "url": "/pages/balance/%s" + "url": "/pages/%s" } ] } diff --git a/pages/balance/2016/3655.html b/pages/2016/3655.html similarity index 100% rename from pages/balance/2016/3655.html rename to pages/2016/3655.html diff --git a/pages/balance/2016/3658.html b/pages/2016/3658.html similarity index 100% rename from pages/balance/2016/3658.html rename to pages/2016/3658.html diff --git a/pages/balance/2016/3662.html b/pages/2016/3662.html similarity index 100% rename from pages/balance/2016/3662.html rename to pages/2016/3662.html diff --git a/pages/balance/2017/3674.html b/pages/2017/3674.html similarity index 100% rename from pages/balance/2017/3674.html rename to pages/2017/3674.html diff --git a/pages/balance/2017/3676.html b/pages/2017/3676.html similarity index 100% rename from pages/balance/2017/3676.html rename to pages/2017/3676.html diff --git a/pages/balance/2017/3684.html b/pages/2017/3684.html similarity index 100% rename from pages/balance/2017/3684.html rename to pages/2017/3684.html diff --git a/pages/balance/2017/3688.html b/pages/2017/3688.html similarity index 100% rename from pages/balance/2017/3688.html rename to pages/2017/3688.html diff --git a/pages/balance/2018/3696.html b/pages/2018/3696.html similarity index 100% rename from pages/balance/2018/3696.html rename to pages/2018/3696.html diff --git a/pages/balance/2019/3704.html b/pages/2019/3704.html similarity index 100% rename from pages/balance/2019/3704.html rename to pages/2019/3704.html diff --git a/pages/balance/2019/3709.html b/pages/2019/3709.html similarity index 100% rename from pages/balance/2019/3709.html rename to pages/2019/3709.html diff --git a/pages/balance/2020/3714.html b/pages/2020/3714.html similarity index 100% rename from pages/balance/2020/3714.html rename to pages/2020/3714.html diff --git a/pages/balance/2020/3718.html b/pages/2020/3718.html similarity index 100% rename from pages/balance/2020/3718.html rename to pages/2020/3718.html diff --git a/pages/balance/2021/3720.html b/pages/2021/3720.html similarity index 100% rename from pages/balance/2021/3720.html rename to pages/2021/3720.html diff --git a/pages/balance/2021/3725.html b/pages/2021/3725.html similarity index 100% rename from pages/balance/2021/3725.html rename to pages/2021/3725.html diff --git a/pages/balance/2023/3750.html b/pages/2023/3750.html similarity index 100% rename from pages/balance/2023/3750.html rename to pages/2023/3750.html diff --git a/pages/balance/2023/3757.html b/pages/2023/3757.html similarity index 100% rename from pages/balance/2023/3757.html rename to pages/2023/3757.html diff --git a/pages/balance/2023/3761.html b/pages/2023/3761.html similarity index 100% rename from pages/balance/2023/3761.html rename to pages/2023/3761.html diff --git a/pages/2023/3774.html b/pages/2023/3774.html new file mode 100644 index 00000000..9b18becb --- /dev/null +++ b/pages/2023/3774.html @@ -0,0 +1,1326 @@ + + + + + + + + FAForever Patch 3774 - Balance Update + + + + + + + + +
+
+ +
+
+
+

Patch 3774

+ Balance Update +
+
+ + Released +
+
+

This update delivers long-awaited Ythotha enhancements with improved mobility and firing capabilities, refines Janus napalm mechanics for better counterplay, and implements comprehensive HP rebalancing across factories and economic structures. The changes promote aggressive gameplay while establishing clearer faction identity through differentiated defensive capabilities and unique faction strengths.

+
+
+ ⚖️ + The Balance Team +
+
+ +
+
+ +
+

Land Units

+ +
+ +
+
+ Ythotha +
+
+

Ythotha

+ XSL0401 +
+ SERAPHIM +
+
+
Buff
+
+ +
+

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.

+
+
+

+ Mobility +

+
    +
  • + TurnRate: + + 40 + + 60 + +
  • +
+
+
+

+ Weapon +

+
    +
  • + EyeWeapon Range: + + 45 + + 47 + +
  • +
  • + LeftArm Range: + + 45 + + 47 + +
  • +
  • + RightArm Range: + + 15 + + 47 + +
  • +
  • + AA Range: + + 45 + + 47 + +
  • +
  • + AA AOE: + + 1.5 + + 4 + +
  • +
+
+
+
+
+
+ +
+

Air Units

+ +
+ +
+
+ Janus +
+
+

Janus

+ UEA0203 +
+ UEF +
+
+
Nerf
+
+ +
+

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.

+
+
+

+ Napalm Mechanics +

+
    +
  • + DoTTime: + + 4.2 + + 6 + +
  • +
  • + InitialDamage/bomb: + + 30 + + 15 + +
  • +
+
+
+
+
+
+ +
+

Structures

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

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

+ UXB0101/UXB0102/UXB0103/UXB0201/UXB0202 +
+ ALL +
+
+
Nerf
+
+ +
+

The goal with all the HP reductions in general is to allow more options for aggressive play, especially in the late game 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 nerf's, 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 vulnerable, but if you don't kill them they will be back at full HP after about 10 minutes for each building.

+ +
+
+

+ Hit Points +

+
    +
  • + 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: + + 0 + + 3 hp/s + +
  • +
+
+
+
+
+ +
+ +
+
+ T2 Land/Air HQ and T3 Land/Air Support Factories +
+
+

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

+ UXB0201/UXB0202/UXB0301/UXB0302 +
+ ALL +
+
+
Nerf
+
+ +
+
+
+

+ Hit Points +

+
    +
  • + 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: + + 0 + + 10 hp/s + +
  • +
+
+
+
+
+ +
+ +
+
+ T3 Land/Air HQs +
+
+

T3 Land/Air HQs

+ UXB0301/UXB0302 +
+ ALL +
+
+
Nerf
+
+ +
+
+
+

+ Hit Points +

+
    +
  • + UEF HP: + + 22000 + + 16000 + +
  • +
  • + Aeon HP: + + 20000 + + 12400 + +
  • +
  • + Seraphim HP: + + 21000 + + 12400 + +
  • +
  • + Cybran HP: + + 19000 + + 10000 + +
  • +
  • + Cybran HP regeneration: + + 0 + + 20 hp/s + +
  • +
+
+
+
+
+ +
+ +
+
+ T2 Navy Support Factories +
+
+

T2 Navy Support Factories

+ UXB0203 +
+ ALL +
+
+
Nerf
+
+ +
+
+
+

+ Hit Points +

+
    +
  • + UEF HP: + + 9000 + + 6000 + +
  • +
  • + Aeon HP: + + 8000 + + 5000 + +
  • +
  • + Seraphim HP: + + 8500 + + 5000 + +
  • +
  • + Cybran HP: + + 7500 + + 4000 + +
  • +
  • + Cybran HP regeneration: + + 0 + + 6 hp/s + +
  • +
+
+
+
+
+ +
+ +
+
+ T2 Navy HQs / T3 Navy Support Factories +
+
+

T2 Navy HQs / T3 Navy Support Factories

+ UXB0203/UXB0303 +
+ ALL +
+
+
Nerf
+
+ +
+
+
+

+ Hit Points +

+
    +
  • + UEF HP: + + 18000 / 20000 + + 13000 + +
  • +
  • + Aeon HP: + + 16000 / 18750 + + 10000 + +
  • +
  • + Seraphim HP: + + 17000 / 19000 + + 10000 + +
  • +
  • + Cybran HP: + + 15000 / 17000 + + 8000 + +
  • +
  • + Cybran HP regeneration: + + 0 + + 15 hp/s + +
  • +
+
+
+
+
+ +
+ +
+
+ T3 Navy HQs +
+
+

T3 Navy HQs

+ UXB0303 +
+ ALL +
+
+
Nerf
+
+ +
+
+
+

+ Hit Points +

+
    +
  • + UEF HP: + + 40000 + + 26000 + +
  • +
  • + Aeon HP: + + 37500 + + 20000 + +
  • +
  • + Seraphim HP: + + 38000 + + 20000 + +
  • +
  • + Cybran HP: + + 34000 + + 16000 + +
  • +
  • + Cybran HP regeneration: + + 0 + + 30 hp/s + +
  • +
+
+
+
+
+ +
+ +
+
+ T1 Mass Extractors and T1 Power Generators +
+
+

T1 Mass Extractors and T1 Power Generators

+ UXB1103/UXB1101 +
+ ALL +
+
+
Nerf
+
+ +
+

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 Fighter bomber) 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..
  • +
+ +
+
+

+ Hit Points +

+
    +
  • + UEF HP: + + 600 + + 760 + +
  • +
  • + Seraphim HP: + 600 +
  • +
  • + Aeon HP: + 600 +
  • +
  • + Cybran HP: + + 600 + + 500 + +
  • +
  • + Cybran HP regeneration: + + 0 + + 1 hp/s + +
  • +
+
+
+
+
+ +
+ +
+
+ T1 Mass Storage +
+
+

T1 Mass Storage

+ UXB1106 +
+ ALL +
+
+
Nerf
+
+ +
+
+
+

+ Hit Points +

+
    +
  • + UEF HP: + + 1600 + + 760 + +
  • +
  • + Aeon HP: + + 1600 + + 600 + +
  • +
  • + Seraphim HP: + + 1600 + + 600 + +
  • +
  • + Cybran HP: + + 1600 + + 500 + +
  • +
  • + Cybran HP regeneration: + + 0 + + 1 hp/s + +
  • +
+
+
+
+
+ +
+ +
+
+ T2 Mass Extractors and T2 Power Generators +
+
+

T2 Mass Extractors and T2 Power Generators

+ UXB1202/UXB1201 +
+ ALL +
+
+
Nerf
+
+ +
+
+
+

+ Hit Points +

+
    +
  • + UEF HP: + + 3000 / 2160 + + 2500 + +
  • +
  • + Aeon HP: + + 3000 / 2160 + + 1900 + +
  • +
  • + Seraphim HP: + + 3000 / 2160 + + 1900 + +
  • +
  • + Cybran HP: + + 3000 / 2160 + + 1800 + +
  • +
  • + Cybran HP regeneration: + + 0 + + 3 hp/s + +
  • +
+
+
+
+
+ +
+ +
+
+ T3 Mass Extractors and T3 Power Generators +
+
+

T3 Mass Extractors and T3 Power Generators

+ UXB1302/UXB1301 +
+ ALL +
+
+
Nerf
+
+ +
+
+
+

+ Hit Points +

+
    +
  • + UEF HP: + + 8400 / 9720 + + 9000 + +
  • +
  • + Aeon HP: + + 8400 / 9720 + + 6200 + +
  • +
  • + Seraphim HP: + + 8400 / 9720 + + 6200 + +
  • +
  • + Cybran HP: + + 8400 / 9720 + + 6000 + +
  • +
  • + Cybran HP regeneration: + + 0 + + 10 hp/s + +
  • +
  • + Explosion Damage (only t3 Power Generator): + + 8000 + + 5500 + +
  • +
+
+
+
+
+ +
+ +
+
+ HydroCarbon PowerPlants +
+
+

HydroCarbon PowerPlants

+ UXB1102 +
+ ALL +
+
+
Nerf
+
+ +
+
+
+

+ Hit Points +

+
    +
  • + UEF HP: + + 1600 + + 1800 + +
  • +
  • + Aeon HP: + 1600 +
  • +
  • + Seraphim HP: + 1600 +
  • +
  • + Cybran HP: + + 1600 + + 1400 + +
  • +
  • + Cybran HP regeneration: + + 0 + + 1 hp/s + +
  • +
+
+
+
+
+ +
+ +
+
+ Walls +
+
+

Walls

+ UXB5101 +
+ ALL +
+
+
Nerf
+
+ +
+

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.

+ +
+
+

+ Construction +

+
    +
  • + BuildTime: + + 10 + + 20 + +
  • +
+
+
+

+ Hit Points +

+
    +
  • + UEF HP: + + 4000 + + 3000 + +
  • +
  • + Aeon HP: + + 4000 + + 2000 + +
  • +
  • + Seraphim HP: + + 4000 + + 2000 + +
  • +
  • + Cybran HP: + + 4000 + + 1500 + +
  • +
  • + Cybran HP regeneration: + + 0 + + 3 hp/s + +
  • +
+
+
+
+
+
+ +
+ + +
+ + + + + \ No newline at end of file diff --git a/pages/2023/3775.html b/pages/2023/3775.html new file mode 100644 index 00000000..f016dc33 --- /dev/null +++ b/pages/2023/3775.html @@ -0,0 +1,3686 @@ + + + + + + + + FAForever Patch 3775 - Balance Update + + + + + + + + +
+
+ +
+
+
+

Patch 3775

+ Balance Update +
+
+ + Released +
+
+

This balance update addresses the most pressing competitive team game issues by reworking T3 snipers, reducing ASF spam, introducing delayed Ahwassa damage mechanics, and rebalancing walls to complement recent engine improvements. The changes enhance tactical depth while improving counterplay opportunities across land, air, and naval combat.

+
+
+ ⚖️ + The Balance Team +
+
+ +
+
+ +
+

Land Units

+ +
+ +
+
+ Fire Beetle +
+
+

Fire Beetle

+ URL0108 +
+ Cybran +
+
+
Buff
+
+ +
+

Beetles are currently underused, with this change they will be easier to quickly pump out.

+
+
+

+ Economy +

+
    +
  • + Build Time: + + 700 + + 550 + +
  • +
+
+
+
+
+ +
+ +
+
+ T2 Mobile Missile Launcher +
+
+

T2 Mobile Missile Launcher

+
+ Universal +
+
+
Buff
+
+ +
+

MMLs were nerfed quite heavily when TMD behavior was reworked. With these changes they will be cheaper and easier to build, while the range increase will make it easier to deal with T2 PDs without accidentally getting into their range.

+
+
+

+ Economy +

+
    +
  • + Energy Cost: + + 1500 + + 1350 + +
  • +
  • + Mass Cost: + + 200 + + 180 + +
  • +
  • + Build Time: + + 1000 + + 800 + +
  • +
+
+
+

+ Weapons +

+
    +
  • + Max Range: + + 60 + + 65 + +
  • +
+
+
+
+
+ +
+ +
+
+ Aeon T3 Mobile AA +
+
+

Aeon T3 Mobile AA

+ UAL0304 +
+ Aeon +
+
+
Buff
+
+ +
+

Straight buff to T3 MAA. This allows players to get them out earlier.

+
+
+

+ Economy +

+
    +
  • + Mass Cost: + + 800 + + 600 + +
  • +
  • + Energy Cost: + + 10000 + + 7500 + +
  • +
  • + Build Time: + + 4000 + + 3000 + +
  • +
+
+
+

+ Defense +

+
    +
  • + Health: + + 2000 + + 1700 + +
  • +
+
+
+
+
+ +
+ +
+
+ UEF T3 Mobile AA +
+
+

UEF T3 Mobile AA

+ UEL0304 +
+ UEF +
+
+
Buff
+
+ +
+

Straight buff to T3 MAA. This allows players to get them out earlier.

+
+
+

+ Economy +

+
    +
  • + Mass Cost: + + 800 + + 600 + +
  • +
  • + Energy Cost: + + 10000 + + 7500 + +
  • +
  • + Build Time: + + 4000 + + 3000 + +
  • +
+
+
+

+ Defense +

+
    +
  • + Health: + + 2200 + + 1900 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T3 Mobile AA +
+
+

Cybran T3 Mobile AA

+ URL0304 +
+ Cybran +
+
+
Buff
+
+ +
+

Straight buff to T3 MAA. This allows players to get them out earlier. Cybran T3 MAA hp is relatively stronger to make up for the lack of mobile shields.

+
+
+

+ Economy +

+
    +
  • + Mass Cost: + + 800 + + 600 + +
  • +
  • + Energy Cost: + + 10000 + + 7500 + +
  • +
  • + Build Time: + + 4000 + + 3000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T3 Mobile AA +
+
+

Seraphim T3 Mobile AA

+ XSL0304 +
+ Seraphim +
+
+
Buff
+
+ +
+

Straight buff to T3 MAA. This allows players to get them out earlier.

+
+
+

+ Economy +

+
    +
  • + Mass Cost: + + 960 + + 720 + +
  • +
  • + Energy Cost: + + 12800 + + 9600 + +
  • +
  • + Build Time: + + 4800 + + 3600 + +
  • +
+
+
+

+ Defense +

+
    +
  • + Health: + + 2100 + + 1800 + +
  • +
+
+
+
+
+ +
+ +
+
+ T3 Shield Disruptor +
+
+

T3 Shield Disruptor

+ UAL0307 +
+ Aeon +
+
+
Nerf
+
+ +
+

The shield disruptor might not be used frequently by most players but it's an extremely strong and oppressive unit with very little counterplay at higher levels. By reducing its range and hp we hope to give players more counterplay possibilities.

+
+
+

+ Weapons +

+
    +
  • + Range: + + 75 + + 65 + +
  • +
+
+
+

+ Defense +

+
    +
  • + Health: + + 1200 + + 800 + +
  • +
+
+
+
+
+ +
+ +
+
+ Brick +
+
+

Brick

+ URL0303 +
+ Cybran +
+
+
Buff
+
+ +
+

To make T3 stage more dynamic we're increasing the movement speed of all T3 direct fire heavy units. Bricks also gets a small buff to its range which brings it in line with the Percy. With its current range the Brick wasn't able to properly kite enemy gun ACUs and it made the Brick extremely vulnerable to OC.

+
+
+

Range

+
    +
  • + Main Gun Range: + + 32 + + 34 + +
  • +
  • + Torpedo Range: + + 32 + + 34 + +
  • +
  • + Anti-Torpedo Range: + + 32 + + 34 + +
  • +
+
+
+

Mobility

+
    +
  • + MaxAcceleration: + + 2.3 + + 2.4 + +
  • +
  • + MaxBrake: + + 2.3 + + 2.4 + +
  • +
  • + MaxSpeed: + + 2.3 + + 2.4 + +
  • +
  • + MaxSpeedReverse: + + 2.3 + + 2.4 + +
  • +
+
+
+
+
+ +
+ +
+
+ Harbinger +
+
+

Harbinger

+ UAL0307 +
+ Aeon +
+
+
Buff
+
+ +
+

To make T3 stage more dynamic we're increasing the movement speed of all T3 direct fire heavy units.

+
+
+

Mobility

+
    +
  • + MaxAcceleration: + + 3.2 + + 3.3 + +
  • +
  • + MaxBrake: + + 2.85 + + 2.95 + +
  • +
  • + MaxSpeed: + + 2.85 + + 2.95 + +
  • +
+
+
+
+
+ +
+ +
+
+ Othuum +
+
+

Othuum

+ XSL0305 +
+ Seraphim +
+
+
Buff
+
+ +
+

To make T3 stage more dynamic we're increasing the movement speed of all T3 direct fire heavy units.

+
+
+

Mobility

+
    +
  • + MaxAcceleration: + + 3.5 + + 3.55 + +
  • +
  • + MaxBrake: + + 2.75 + + 2.85 + +
  • +
  • + MaxSpeed: + + 2.75 + + 2.85 + +
  • +
+
+
+
+
+ +
+ +
+
+ Percival +
+
+

Percival

+ UEL0307 +
+ UEF +
+
+
Buff
+
+ +
+

To make T3 stage more dynamic we're increasing the movement speed of all T3 direct fire heavy units.

+
+
+

Mobility

+
    +
  • + MaxAcceleration: + + 2.1 + + 2.2 + +
  • +
  • + MaxBrake: + + 2.1 + + 2.2 + +
  • +
  • + MaxSpeed: + + 2.1 + + 2.2 + +
  • +
  • + MaxSpeedReverse: + + 2.1 + + 2.2 + +
  • +
+
+
+
+
+ +
+ +
+
+ Aeon T3 Sniper Bot +
+
+

T3 Sniper Bot

+ UAL0306 +
+ Aeon +
+
+
Nerf
+
+ +
+

The reduction in speed and range will allow for more counterplay as the snipers will both need to be closer to the enemy and won't be able to retreat as quickly. This should allow other units to catch them if they are out of position. The cost changes shift the snipers to a later stage of T3 as it will be impossible to spam them out effectively without bigger investment into energy infrastructure. This should also make it much harder to quickly rush snipers and completely nullify an aggressive ACU.

+
+
+

Cost

+
    +
  • + MassCost: + + 880 + + 700 + +
  • +
  • + EnergyCost: + + 14080 + + 25000 + +
  • +
+
+
+

Range & Mobility

+
    +
  • + MaxRadius: + + 70 + + 60 + +
  • +
  • + MaxAcceleration: + + 2.6 + + 2.4 + +
  • +
  • + MaxBrake: + + 2.6 + + 2.4 + +
  • +
  • + MaxSpeed: + + 2.6 + + 2.4 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T3 Sniper Bot +
+
+

T3 Sniper Bot

+ XSL0305 +
+ Seraphim +
+
+
Nerf
+
+ +
+

The reduction in speed and range will allow for more counterplay as the snipers will both need to be closer to the enemy and won't be able to retreat as quickly. This should allow other units to catch them if they are out of position. The cost changes shift the snipers to a later stage of T3 as it will be impossible to spam them out effectively without bigger investment into energy infrastructure. This should also make it much harder to quickly rush snipers and completely nullify an aggressive ACU.

+
+
+

Cost

+
    +
  • + MassCost: + + 960 + + 780 + +
  • +
  • + EnergyCost: + + 15360 + + 27000 + +
  • +
+
+
+

Range & Mobility

+
    +
  • + MainMaxRadius: + + 65 + + 55 + +
  • +
  • + SecondMaxRadius: + + 75 + + 65 + +
  • +
  • + MaxAcceleration: + + 2.4 + + 2.2 + +
  • +
  • + MaxBrake: + + 2.4 + + 2.2 + +
  • +
  • + MaxSpeed: + + 2.4 + + 2.2 + +
  • +
+
+
+
+
+ +
+ +
+
+ UEF T3 Mobile Artillery +
+
+

T3 Mobile Artillery

+ UEL0304 +
+ UEF +
+
+
Buff
+
+ +
+

This halves the time it takes for T3 Arties to unpack, buffing them vs armies by making hit and run tactics more effective.

+
+
+

Mechanics

+
    +
  • + Unpack: + + 0.5 + + 1 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T3 Mobile Artillery +
+
+

T3 Mobile Artillery

+ URL0304 +
+ Cybran +
+
+
Buff
+
+ +
+

This halves the time it takes for T3 Arties to unpack, buffing them vs armies by making hit and run tactics more effective.

+
+
+

Mechanics

+
    +
  • + Unpack: + + 0.4 + + 0.8 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T3 Mobile Artillery +
+
+

T3 Mobile Artillery

+ XSL0304 +
+ Seraphim +
+
+
Buff
+
+ +
+

This halves the time it takes for T3 Arties to unpack, buffing them vs armies by making hit and run tactics more effective.

+
+
+

Mechanics

+
    +
  • + Unpack: + + 0.22 + + 0.44 + +
  • +
+
+
+
+
+ +
+ +
+
+ Fatboy +
+
+

Fatboy

+ UEL0401 +
+ UEF +
+
+
Buff
+
+ +
+

This makes it easier to retreat with the Fatboy without it rotating which should make kiting easier and less frustrating. No longer will you need to issue tons of movement commands close together to make sure the Fatboy won't waste time turning around and die because of it.

+
+
+

Mechanics

+
    +
  • + BackUpDistance: + + 15 + + 30 + +
  • +
+
+
+
+
+ +
+ +
+
+ Galactic Colossus +
+
+

Galactic Colossus

+ UAL0401 +
+ Aeon +
+
+
Nerf
+
+ +
+

The Galactic Colossus has been the strongest experimental since its claws were fixed. It's particularly strong vs large T3 armies which are slower and can't effectively micro against the GC like they can against the Ythotha. The slower speed will make it harder for the GC to catch armies and retreat if it picks a losing battle.

+
+
+

Mobility

+
    +
  • + MaxAcceleration: + + 2.5 + + 2.4 + +
  • +
  • + MaxBrake: + + 2.5 + + 2.4 + +
  • +
  • + MaxSpeed: + + 2.5 + + 2.4 + +
  • +
+
+
+
+
+ +
+ + + + +
+

Air Units

+ +
+ +
+
+ Ahwassa +
+
+

Ahwassa

+ XSA0402 +
+ Seraphim +
+
+
Nerf
+
+ +
+

Ahwassa's damage is now split in two phases. The initial impact of the bomb deals 10% of the damage, the rest of the damage is dealt after 2.5 seconds of the bomb's explosion "gathering" energy and then exploding creating a shockwave. The damage from this explosion is split into 3 waves each dealing 30% of the damage every 1 tick (0.1 seconds). This change is meant as a nerf of Ahwassa vs mobile units as the experimental bomber was extremely oppressive vs T3 mobile armies and offered little counterplay. With these changes the armies have a small window to get out of the explosion's radius and dodge the bomb.

+
+
+ +
+ +
+
+ Aeon T2 Transport +
+
+

T2 Transport

+ UAA0104 +
+ Aeon +
+
+
Nerf
+
+ +
+

This nerf is aimed primarily at arty drops which are very hard to counter. The reduced speed will allow interceptors to catch up to the transport even if they are not in the perfect position to defend.

+
+
+

Mobility

+
    +
  • + Movement Speed: + + 14.3 + + 13.5 + +
  • +
+
+
+
+
+ +
+ +
+
+ UEF T2 Transport +
+
+

T2 Transport

+ UEA0104 +
+ UEF +
+
+
Nerf
+
+ +
+

This nerf is aimed primarily at arty drops which are very hard to counter. The reduced speed will allow interceptors to catch up to the transport even if they are not in the perfect position to defend.

+
+
+

Mobility

+
    +
  • + Movement Speed: + + 14.3 + + 13.5 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T2 Transport +
+
+

T2 Transport

+ URA0104 +
+ Cybran +
+
+
Nerf
+
+ +
+

This nerf is aimed primarily at arty drops which are very hard to counter. The reduced speed will allow interceptors to catch up to the transport even if they are not in the perfect position to defend.

+
+
+

Mobility

+
    +
  • + Movement Speed: + + 14.3 + + 13.5 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T2 Transport +
+
+

T2 Transport

+ XSA0104 +
+ Seraphim +
+
+
Nerf
+
+ +
+

This nerf is aimed primarily at arty drops which are very hard to counter. The reduced speed will allow interceptors to catch up to the transport even if they are not in the perfect position to defend.

+
+
+

Mobility

+
    +
  • + Movement Speed: + + 14.3 + + 13.5 + +
  • +
+
+
+
+
+ +
+ +
+
+ Janus +
+
+

Janus

+ DEA0202 +
+ UEF +
+
+
Nerf
+
+ +
+

Janus are currently a lot more efficient BT and E wise compared to interceptors which makes it very difficult to spam enough inties to keep up with Janus production. These changes allow for more counterplay vs Janus and makes them a less of an all-in unit. The reduced mass cost should make the Janus more viable in lower numbers and not require an all-in scenario.

+
+
+

Cost & Build Time

+
    +
  • + Mass Cost: + + 420 + + 360 + +
  • +
  • + Energy Cost: + + 8400 + + 12600 + +
  • +
  • + Build Time: + + 2400 + + 2800 + +
  • +
+
+
+
+
+ +
+ +
+
+ Stinger +
+
+

Stinger

+ UEA0203 +
+ UEF +
+
+
Buff
+
+ +
+

Supports the intended identity of the Stinger, which is to be a fast, cheap raider and a hybrid transport.

+
+
+

Cost & Build Time

+
    +
  • + Mass Cost: + + 240 + + 192 + +
  • +
  • + Energy Cost: + + 4800 + + 3840 + +
  • +
  • + Build Time: + + 1600 + + 1280 + +
  • +
+
+
+

Combat & Mobility

+
    +
  • + Health: + + 880 + + 700 + +
  • +
  • + DPS: + + 66.6 + + 53 + +
  • +
  • + MovementSpeed: + + 12 + + 13.5 + +
  • +
+
+
+
+
+ +
+ +
+
+ Vulthoo +
+
+

Vulthoo

+ XSA0203 +
+ Seraphim +
+
+
Buff
+
+ +
+

Reinforces a more unique identity for the Vulthoo as a tech 2.5 gunship. Makes up for Sera lack of t3 gunship.

+
+
+

Cost & Build Time

+
    +
  • + Energy Cost: + + 6000 + + 10000 + +
  • +
  • + Mass Cost: + + 300 + + 500 + +
  • +
  • + Build Time: + + 2000 + + 3300 + +
  • +
+
+
+

Combat & Size

+
    +
  • + MaxAirspeed: + + 12 + + 11 + +
  • +
  • + Health: + + 1080 + + 1800 + +
  • +
  • + UniformScale: + + 0.06 + + 0.066 + +
  • +
  • + Damage(DPS): + + 16(80) + + 19.2(100) + +
  • +
+
+
+
+
+ +
+ +
+
+ Aeon Torpedo Bomber +
+
+

Torpedo Bomber

+ UAA0204 +
+ Aeon +
+
+
Buff
+
+ +
+

Increases the number of torpedo's dropped while reducing the damage of individual torpedo's. The damage output of a salvo remains unchanged. This change reduces the impact of anti torpedo weaponry against torpedo bombers.

+
+
+

Torpedo Mechanics

+
    +
  • + Damage: + + 250 + + 150 + +
  • +
  • + MuzzleSalvoDelay: + + 0.6 + + 0.2 + +
  • +
  • + MuzzleSalvoSize: + + 3 + + 5 + +
  • +
+
+
+
+
+ +
+ +
+
+ UEF Torpedo Bomber +
+
+

Torpedo Bomber

+ UEA0204 +
+ UEF +
+
+
Buff
+
+ +
+

Increases the number of torpedo's dropped while reducing the damage of individual torpedo's. The damage output of a salvo remains unchanged. This change reduces the impact of anti torpedo weaponry against torpedo bombers.

+
+
+

Torpedo Mechanics

+
    +
  • + Damage: + + 250 + + 150 + +
  • +
  • + MuzzleSalvoDelay: + + 0.6 + + 0.2 + +
  • +
  • + MuzzleSalvoSize: + + 3 + + 5 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran Torpedo Bomber +
+
+

Torpedo Bomber

+ URA0204 +
+ Cybran +
+
+
Buff
+
+ +
+

Increases the number of torpedo's dropped while reducing the damage of individual torpedo's. The damage output of a salvo remains unchanged. This change reduces the impact of anti torpedo weaponry against torpedo bombers.

+
+
+

Torpedo Mechanics

+
    +
  • + Damage: + + 50 + + 30 + +
  • +
  • + MuzzleSalvoDelay: + + 0.6 + + 0.2 + +
  • +
  • + MuzzleSalvoSize: + + 3 + + 5 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim Torpedo Bomber +
+
+

Torpedo Bomber

+ XSA0204 +
+ Seraphim +
+
+
Buff
+
+ +
+

Increases the number of torpedo's dropped while reducing the damage of individual torpedo's. The damage output of a salvo remains unchanged. This change reduces the impact of anti torpedo weaponry against torpedo bombers.

+
+
+

Torpedo Mechanics

+
    +
  • + Damage: + + 250 + + 150 + +
  • +
  • + MuzzleSalvoDelay: + + 0.6 + + 0.1 + +
  • +
  • + MuzzleSalvoSize: + + 3 + + 5 + +
  • +
+
+
+
+
+ +
+ +
+
+ Mercy +
+
+

Mercy

+ DAA0206 +
+ Aeon +
+
+
Buff
+
+ +
+

Increases the damage of the mercy and introduces a new, alternative effect. The new effect is better at communicating the radius that receives damage over time.

+
+
+

Damage

+
    +
  • + Damage: + + 30 + + 50 damage per tick + +
  • +
  • + Total Damage: + + 600 + + 1000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Aeon ASF +
+
+

Air Superiority Fighter

+ UAA0303 +
+ Aeon +
+
+
Nerf
+
+ +
+

Reduce the size of ASF blobs in the late game. Reduce ASF effectiveness vs interceptors (due to larger overkill). Bring ASF mass cost more in line with other T3 units.

+
+
+

Cost & Build Time

+
    +
  • + Mass Cost: + + 350 + + 450 + +
  • +
  • + Energy Cost: + + 40000 + + 51200 + +
  • +
  • + Build Time: + + 3000 + + 3840 + +
  • +
+
+
+

Combat

+
    +
  • + Damage: + + 405 + + 505 + +
  • +
  • + Health: + + 1750 + + 2250 + +
  • +
+
+
+
+
+ +
+ +
+
+ UEF ASF +
+
+

Air Superiority Fighter

+ UEA0303 +
+ UEF +
+
+
Nerf
+
+ +
+

Reduce the size of ASF blobs in the late game. Reduce ASF effectiveness vs interceptors (due to larger overkill). Bring ASF mass cost more in line with other T3 units.

+
+
+

Cost & Build Time

+
    +
  • + Mass Cost: + + 350 + + 450 + +
  • +
  • + Energy Cost: + + 40000 + + 51200 + +
  • +
  • + Build Time: + + 3000 + + 3840 + +
  • +
+
+
+

Combat

+
    +
  • + Damage: + + 200 + + 250 + +
  • +
  • + Health: + + 1800 + + 2300 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran ASF +
+
+

Air Superiority Fighter

+ URA0303 +
+ Cybran +
+
+
Nerf
+
+ +
+

Reduce the size of ASF blobs in the late game. Reduce ASF effectiveness vs interceptors (due to larger overkill). Bring ASF mass cost more in line with other T3 units.

+
+
+

Cost & Build Time

+
    +
  • + Mass Cost: + + 350 + + 450 + +
  • +
  • + Energy Cost: + + 40000 + + 51200 + +
  • +
  • + Build Time: + + 3000 + + 3840 + +
  • +
+
+
+

Combat

+
    +
  • + Damage: + + 200 + + 250 + +
  • +
  • + Health: + + 1725 + + 2225 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim ASF +
+
+

Air Superiority Fighter

+ XSA0303 +
+ Seraphim +
+
+
Nerf
+
+ +
+

Reduce the size of ASF blobs in the late game. Reduce ASF effectiveness vs interceptors (due to larger overkill). Bring ASF mass cost more in line with other T3 units.

+
+
+

Cost & Build Time

+
    +
  • + Mass Cost: + + 350 + + 450 + +
  • +
  • + Energy Cost: + + 40000 + + 51200 + +
  • +
  • + Build Time: + + 3000 + + 3840 + +
  • +
+
+
+

Combat

+
    +
  • + Damage: + + 405 + + 505 + +
  • +
  • + Health: + + 1775 + + 2275 + +
  • +
+
+
+
+
+ +
+ +
+

Structures

+ +
+ +
+
+ Aeon Wall +
+
+

Wall

+ UAB5101 +
+ Aeon +
+
+
Nerf
+
+ +
+

After patching the game's engines walls are now properly blocking projectiles. Because of this their hp is being reduced and their cost increased. To reduce the impact of these changes on walls that are built with impeding enemy movement in mind the Build Time of walls is reduced.

+

Note: These changes have been merged alongside the development patch that brought the engine fix so they've been apart of FAF for around a month now.

+
+
+

Health & Cost

+
    +
  • + Health: + + X + + 500 + +
  • +
  • + Energy Cost: + + 10 + + 20 + +
  • +
  • + Mass Cost: + + 2 + + 3 + +
  • +
  • + Build Time: + + 20 + + 15 + +
  • +
+
+
+
+
+ +
+ +
+
+ UEF Wall +
+
+

Wall

+ UEB5101 +
+ UEF +
+
+
Nerf
+
+ +
+

After patching the game's engines walls are now properly blocking projectiles. Because of this their hp is being reduced and their cost increased. To reduce the impact of these changes on walls that are built with impeding enemy movement in mind the Build Time of walls is reduced.

+

Note: These changes have been merged alongside the development patch that brought the engine fix so they've been apart of FAF for around a month now.

+
+
+

Health & Cost

+
    +
  • + Health: + + X + + 500 + +
  • +
  • + Energy Cost: + + 10 + + 20 + +
  • +
  • + Mass Cost: + + 2 + + 3 + +
  • +
  • + Build Time: + + 20 + + 15 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran Wall +
+
+

Wall

+ URB5101 +
+ Cybran +
+
+
Nerf
+
+ +
+

After patching the game's engines walls are now properly blocking projectiles. Because of this their hp is being reduced and their cost increased. To reduce the impact of these changes on walls that are built with impeding enemy movement in mind the Build Time of walls is reduced.

+

Note: These changes have been merged alongside the development patch that brought the engine fix so they've been apart of FAF for around a month now.

+
+
+

Health & Cost

+
    +
  • + Health: + + X + + 500 + +
  • +
  • + Energy Cost: + + 10 + + 20 + +
  • +
  • + Mass Cost: + + 2 + + 3 + +
  • +
  • + Build Time: + + 20 + + 15 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim Wall +
+
+

Wall

+ XSB5101 +
+ Seraphim +
+
+
Nerf
+
+ +
+

After patching the game's engines walls are now properly blocking projectiles. Because of this their hp is being reduced and their cost increased. To reduce the impact of these changes on walls that are built with impeding enemy movement in mind the Build Time of walls is reduced.

+

Note: These changes have been merged alongside the development patch that brought the engine fix so they've been apart of FAF for around a month now.

+
+
+

Health & Cost

+
    +
  • + Health: + + X + + 500 + +
  • +
  • + Energy Cost: + + 10 + + 20 + +
  • +
  • + Mass Cost: + + 2 + + 3 + +
  • +
  • + Build Time: + + 20 + + 15 + +
  • +
+
+
+
+
+ +
+ +
+
+ Land Factories +
+
+

Land Factories

+ All Factions +
+ All +
+
+
Buff
+
+ +
+

Build time improvements to standardize factory upgrade timings across all factory types.

+
+
+

HQ Build Times

+
    +
  • + T3 Build Time: + + 12100 + + 12000 + +
  • +
+
+
+

Support Build Times

+
    +
  • + T2 Build Time: + + 1600 + + 1200 + +
  • +
  • + T3 Build Time: + + 4000 + + 3200 + +
  • +
+
+
+
+
+ +
+ +
+
+ Air Factories +
+
+

Air Factories

+ All Factions +
+ All +
+
+
Buff
+
+ +
+

Brings the T2 and T3 air factory build time in line with their land counterparts.

+
+
+

HQ Build Times

+
    +
  • + T3 Build Time: + + 12100 + + 12000 + +
  • +
+
+
+

Support Build Times

+
    +
  • + T2 Build Time: + + 1300 + + 1200 + +
  • +
  • + T3 Build Time: + + 4000 + + 3200 + +
  • +
+
+
+
+
+ + + +
+ +
+
+ Aeon T2 Artillery +
+
+

T2 Static Artillery

+ UAB2303 +
+ Aeon +
+
+
Nerf
+
+ +
+

Range and accuracy adjustments to balance T2 static artillery effectiveness across all factions.

+
+
+

Range & Accuracy

+
    +
  • + FiringRandomness: + + 1.75 + + 2 + +
  • +
  • + MaxRadius: + + 128 + + 115 + +
  • +
+
+
+
+
+ +
+ +
+
+ UEF T2 Artillery +
+
+

T2 Static Artillery

+ UEB2303 +
+ UEF +
+
+
Nerf
+
+ +
+

Range and accuracy adjustments to balance T2 static artillery effectiveness across all factions.

+
+
+

Range & Accuracy

+
    +
  • + FiringRandomness: + + 2.25 + + 2.5 + +
  • +
  • + MaxRadius: + + 128 + + 115 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T2 Artillery +
+
+

T2 Static Artillery

+ URB2303 +
+ Cybran +
+
+
Nerf
+
+ +
+

Range and accuracy adjustments to balance T2 static artillery effectiveness across all factions.

+
+
+

Range & Accuracy

+
    +
  • + FiringRandomness: + + 2.75 + + 3 + +
  • +
  • + MaxRadius: + + 128 + + 115 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T2 Artillery +
+
+

T2 Static Artillery

+ XSB2303 +
+ Seraphim +
+
+
Nerf
+
+ +
+

Range and accuracy adjustments to balance T2 static artillery effectiveness across all factions.

+
+
+

Range & Accuracy

+
    +
  • + FiringRandomness: + + 1.75 + + 2 + +
  • +
  • + MaxRadius: + + 128 + + 115 + +
  • +
+
+
+
+
+ +
+ +
+
+ T3 Power Generator +
+
+

T3 Power Generator Adjacency

+ All Factions +
+ All +
+
+
Nerf
+
+ +
+

This change effects only buildings the size of a factory and the ones that have active consumption (as opposed to maintenance, for example radar is unaffected).

+

T3 pgen adjacency is extremely efficient and scaling your air grid by adding extra T3 power generators and support air factories is the only viable choice. With this change, we hope to force players to make a conscious decision if they wish to quickly scale their production by increasing the assistance on their HQ or reap the long-term benefits of expanding their air grid. This change also makes spamming high amounts of ASFs harder.

+
+
+

Adjacency

+
    +
  • + Active Energy Adjacency Buff: + + -18.75% + + -15.62% + +
  • +
+
+
+
+
+ +
+ +
+

ACU Enhancements

+ +
+ +
+
+ Bubble Shield +
+
+

Bubble Shield

+ UEL0001 +
+ UEF +
+
+
Buff
+
+ +
+

Currently, the bubble shield isn't used as it's too expensive and arrives too late to be useful. We hope that by shifting the upgrade to the mid-game stage it will allow UEF players to better take advantage of the upgrade with a Mongoose push or by protecting their first few T3 units from Overcharge.

+
+
+

Cost & Build Time

+
    +
  • + Energy Cost: + + 112500 + + 70000 + +
  • +
  • + Mass Cost: + + 2300 + + 2000 + +
  • +
  • + Build Time: + + 2100 + + 1700 + +
  • +
+
+
+

Shield Performance

+
    +
  • + Shield Health: + + 9000 + + 7000 + +
  • +
  • + Shield Recharge Time: + + 90 + + 60 + +
  • +
  • + Shield Regen Rate: + + 60 + + 67 + +
  • +
+
+
+
+
+ +
+ +
+ + + +
+ + + + diff --git a/pages/2023/3776.html b/pages/2023/3776.html new file mode 100644 index 00000000..ebbb1dd2 --- /dev/null +++ b/pages/2023/3776.html @@ -0,0 +1,2414 @@ + + + + + + + + FAForever Patch 3776 - Balance Update + + + + + + + + +
+
+ +
+
+
+

Patch 3776

+ Balance Update +
+
+ + Released +
+
+

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

+ DEA0202 +
+ UEF +
+
+
Buff
+
+ + +
+

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

+ +
+
+

+ Weapons +

+
    +
  • Napalm Carpet Bomb
  • +
  • + Initial Damage: + + 15 + + 20 + +
  • +
  • + Total Initial Damage: + + 300 + + 400 + +
  • +
  • + Damage Over Time: + + 1500 + + 1600 + +
  • +
+
+
+
+
+ +
+ +
+

Structures

+ +
+ +
+
+ T3 Naval Support Factory +
+
+

UEF T3 Naval Support Factory

+ ZEB9603 +
+ UEF +
+
+
Buff
+
+ + +
+

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.

+ +
+
+

+ Defence +

+
    +
  • + Health: + + 13000 + + 17000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T3 Naval Support Factory +
+
+

Seraphim T3 Naval Support Factory

+ XSB9603 +
+ Seraphim +
+
+
Buff
+
+ +
+

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.

+
+
+

Defence

+
    +
  • + Health: + + 10000 + + 15000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Aeon T3 Naval Support Factory +
+
+

Aeon T3 Naval Support Factory

+ UAB9603 +
+ Aeon +
+
+
Buff
+
+ +
+

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.

+
+
+

Defence

+
    +
  • + Health: + + 10000 + + 13000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T3 Naval Support Factory +
+
+

Cybran T3 Naval Support Factory

+ URB9603 +
+ Cybran +
+
+
Buff
+
+ +
+

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 and increased regeneration.

+
+
+

Defence

+
    +
  • + Health: + + 8000 + + 11000 + +
  • +
  • + Regeneration: + + 15 + + 30 + +
  • +
+
+
+
+
+ +
+ +
+
+ T2 UEF Naval Support Factory +
+
+

UEF T2 Naval Support Factory

+ ZEB9502 +
+ UEF +
+
+
Buff
+
+ +
+

This is a correction of the UEF T2 naval support factory which was missed in testing before the previous balance patch.

+
+
+

Defence

+
    +
  • + Health: + + 6000 + + 6500 + +
  • +
+
+
+
+
+ +
+ +
+
+ UEF Mass Storage +
+
+

UEF Mass Storage

+ ueb1106 +
+ UEF +
+
+
Buff
+
+ +
+

Mass storage HP has been given some HP back, so that it is more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 760 + + 1200 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim Mass Storage +
+
+

Seraphim Mass Storage

+ xsb1106 +
+ Seraphim +
+
+
Buff
+
+ +
+

Mass storage HP has been given some HP back, so that it is more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 600 + + 1100 + +
  • +
+
+
+
+
+ +
+ +
+
+ Aeon Mass Storage +
+
+

Aeon Mass Storage

+ uab1106 +
+ Aeon +
+
+
Buff
+
+ +
+

Mass storage HP has been given some HP back, so that it is more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 600 + + 1000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran Mass Storage +
+
+

Cybran Mass Storage

+ urb1106 +
+ Cybran +
+
+
Buff
+
+ +
+

Mass storage HP has been given some HP back, so that it is more in line with its cost. Cybran also receives increased HP regeneration.

+
+
+

Defence

+
    +
  • + Health: + + 500 + + 800 + +
  • +
  • + Regeneration: + + 1 + + 4 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T1 Land Factory +
+
+

Seraphim T1 Land Factory

+ xsb0102 +
+ Seraphim +
+
+
Buff
+
+ +
+

T1 Land Factory HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 3100 + + 3500 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T1 Air Factory +
+
+

Seraphim T1 Air Factory

+ xsb0102_air +
+ Seraphim +
+
+
Buff
+
+ +
+

T1 Air Factory HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 3100 + + 3500 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T1 Naval Factory +
+
+

Seraphim T1 Naval Factory

+ xsb0103 +
+ Seraphim +
+
+
Buff
+
+ +
+

T1 Naval Factory HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 3100 + + 3500 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T1 Power Generator +
+
+

Seraphim T1 Power Generator

+ xsb1101 +
+ Seraphim +
+
+
Buff
+
+ +
+

T1 Power Generator HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 600 + + 650 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim Hydrocarbon Power Plant +
+
+

Seraphim Hydrocarbon Power Plant

+ xsb1102 +
+ Seraphim +
+
+
Buff
+
+ +
+

Hydrocarbon Power Plant HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 1600 + + 1700 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T1 Mass Extractor +
+
+

Seraphim T1 Mass Extractor

+ xsb1103 +
+ Seraphim +
+
+
Buff
+
+ +
+

T1 Mass Extractor HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 600 + + 650 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T1 Wall Segment +
+
+

Seraphim T1 Wall Segment

+ xsb5101 +
+ Seraphim +
+
+
Buff
+
+ +
+

T1 Wall Segment HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 2000 + + 2500 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T2 Air Factory HQ +
+
+

Seraphim T2 Air Factory HQ

+ xsb0202_air +
+ Seraphim +
+
+
Buff
+
+ +
+

T2 Air Factory HQ HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 6200 + + 7000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T2 Land Factory HQ +
+
+

Seraphim T2 Land Factory HQ

+ xsb0202 +
+ Seraphim +
+
+
Buff
+
+ +
+

T2 Land Factory HQ HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 6200 + + 7000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T2 Land Factory HQ +
+
+

Seraphim T2 Land Factory HQ

+ xsb0202 +
+ Seraphim +
+
+
Buff
+
+ +
+

T2 Land Factory HQ HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 6200 + + 7000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T2 Naval Factory HQ +
+
+

Seraphim T2 Naval Factory HQ

+ xsb0203 +
+ Seraphim +
+
+
Buff
+
+ +
+

T2 Naval Factory HQ HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 10000 + + 11000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T2 Air Support Factory +
+
+

Seraphim T2 Air Support Factory

+ xsb0202_air_support +
+ Seraphim +
+
+
Buff
+
+ +
+

T2 Air Support Factory HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 3100 + + 3500 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T2 Land Support Factory +
+
+

Seraphim T2 Land Support Factory

+ xsb0202_land_support +
+ Seraphim +
+
+
Buff
+
+ +
+

T2 Land Support Factory HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 3100 + + 3500 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T2 Naval Support Factory +
+
+

Seraphim T2 Naval Support Factory

+ xsb9503 +
+ Seraphim +
+
+
Buff
+
+ +
+

T2 Naval Support Factory HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 5000 + + 5500 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T2 Power Generator +
+
+

Seraphim T2 Power Generator

+ xsb1201 +
+ Seraphim +
+
+
Buff
+
+ +
+

T2 Power Generator HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 1900 + + 2000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T2 Mass Extractor +
+
+

Seraphim T2 Mass Extractor

+ xsb1202 +
+ Seraphim +
+
+
Buff
+
+ +
+

T2 Mass Extractor HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 1900 + + 2000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T3 Air Factory HQ +
+
+

Seraphim T3 Air Factory HQ

+ xsb0302_air +
+ Seraphim +
+
+
Buff
+
+ +
+

T3 Air Factory HQ HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 12400 + + 14000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T3 Land Factory HQ +
+
+

Seraphim T3 Land Factory HQ

+ xsb0302 +
+ Seraphim +
+
+
Buff
+
+ +
+

T3 Land Factory HQ HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 12400 + + 14000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T3 Naval Factory HQ +
+
+

Seraphim T3 Naval Factory HQ

+ xsb0303 +
+ Seraphim +
+
+
Buff
+
+ +
+

T3 Naval Factory HQ HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 20000 + + 22000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T3 Air Support Factory +
+
+

Seraphim T3 Air Support Factory

+ xsb0302_air_support +
+ Seraphim +
+
+
Buff
+
+ +
+

T3 Air Support Factory HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 6200 + + 7000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T3 Land Support Factory +
+
+

Seraphim T3 Land Support Factory

+ xsb0302_land_support +
+ Seraphim +
+
+
Buff
+
+ +
+

T3 Land Support Factory HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 6200 + + 7000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T3 Naval Support Factory +
+
+

Seraphim T3 Naval Support Factory

+ XSB9603 +
+ Seraphim +
+
+
Buff
+
+ +
+

T3 Naval Support Factory HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 10000 + + 15000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T3 Power Generator +
+
+

Seraphim T3 Power Generator

+ xsb1301 +
+ Seraphim +
+
+
Buff
+
+ +
+

T3 Power Generator HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 6200 + + 7000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Seraphim T3 Mass Extractor +
+
+

Seraphim T3 Mass Extractor

+ xsb1302 +
+ Seraphim +
+
+
Buff
+
+ +
+

T3 Mass Extractor HP has been increased to improve survivability and bring it more in line with its cost.

+
+
+

Defence

+
    +
  • + Health: + + 6200 + + 7000 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T1 Land Factory +
+
+

Cybran T1 Land Factory

+ urb0102 +
+ Cybran +
+
+
Buff
+
+ +
+

T1 Land Factory regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 3 + + 6 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T1 Air Factory +
+
+

Cybran T1 Air Factory

+ urb0102_air +
+ Cybran +
+
+
Buff
+
+ +
+

T1 Air Factory regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 3 + + 6 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T1 Naval Factory +
+
+

Cybran T1 Naval Factory

+ urb0103 +
+ Cybran +
+
+
Buff
+
+ +
+

T1 Naval Factory regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 3 + + 6 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T1 Power Generator +
+
+

Cybran T1 Power Generator

+ urb1101 +
+ Cybran +
+
+
Buff
+
+ +
+

T1 Power Generator regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 1 + + 2 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T1 Mass Extractor +
+
+

Cybran T1 Mass Extractor

+ urb1103 +
+ Cybran +
+
+
Buff
+
+ +
+

T1 Mass Extractor regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 1 + + 2 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T1 Hydrocarbon Power Plant +
+
+

Cybran T1 Hydrocarbon Power Plant

+ urb1102 +
+ Cybran +
+
+
Buff
+
+ +
+

T1 Hydrocarbon Power Plant regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 1 + + 6 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T1 Wall Segment +
+
+

Cybran T1 Wall Segment

+ urb5101 +
+ Cybran +
+
+
Buff
+
+ +
+

T1 Wall Segment regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 3 + + 6 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T2 Air Factory HQ +
+
+

Cybran T2 Air Factory HQ

+ urb0202_air +
+ Cybran +
+
+
Buff
+
+ +
+

T2 Air Factory HQ regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 10 + + 20 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T2 Land Factory HQ +
+
+

Cybran T2 Land Factory HQ

+ urb0202 +
+ Cybran +
+
+
Buff
+
+ +
+

T2 Land Factory HQ regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 10 + + 20 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T2 Naval Factory HQ +
+
+

Cybran T2 Naval Factory HQ

+ urb0203 +
+ Cybran +
+
+
Buff
+
+ +
+

T2 Naval Factory HQ regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 15 + + 30 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T2 Air Support Factory +
+
+

Cybran T2 Air Support Factory

+ urb0202_air_support +
+ Cybran +
+
+
Buff
+
+ +
+

T2 Air Support Factory regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 3 + + 6 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T2 Land Support Factory +
+
+

Cybran T2 Land Support Factory

+ urb0202_land_support +
+ Cybran +
+
+
Buff
+
+ +
+

T2 Land Support Factory regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 3 + + 6 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T2 Naval Factory +
+
+

Cybran T2 Naval Factory

+ urb9503 +
+ Cybran +
+
+
Buff
+
+ +
+

T2 Naval Factory regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 6 + + 12 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T2 Power Generator +
+
+

Cybran T2 Power Generator

+ urb1201 +
+ Cybran +
+
+
Buff
+
+ +
+

T2 Power Generator regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 3 + + 6 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T2 Mass Extractor +
+
+

Cybran T2 Mass Extractor

+ urb1202 +
+ Cybran +
+
+
Buff
+
+ +
+

T2 Mass Extractor regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 3 + + 6 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T3 Land Factory HQ +
+
+

Cybran T3 Land Factory HQ

+ urb0302 +
+ Cybran +
+
+
Buff
+
+ +
+

T3 Land Factory HQ regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 20 + + 40 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T3 Air Factory HQ +
+
+

Cybran T3 Air Factory HQ

+ urb0302_air +
+ Cybran +
+
+
Buff
+
+ +
+

T3 Air Factory HQ regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 20 + + 40 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T3 Naval Factory HQ +
+
+

Cybran T3 Naval Factory HQ

+ urb0303 +
+ Cybran +
+
+
Buff
+
+ +
+

T3 Naval Factory HQ regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 30 + + 60 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T3 Air Support Factory +
+
+

Cybran T3 Air Support Factory

+ urb0302_air_support +
+ Cybran +
+
+
Buff
+
+ +
+

T3 Air Support Factory regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 10 + + 20 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T3 Land Support Factory +
+
+

Cybran T3 Land Support Factory

+ urb0302_land_support +
+ Cybran +
+
+
Buff
+
+ +
+

T3 Land Support Factory regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 10 + + 20 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T3 Naval Factory +
+
+

Cybran T3 Naval Factory

+ urb9603 +
+ Cybran +
+
+
Buff
+
+ +
+

T3 Naval Factory regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 15 + + 30 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T3 Power Generator +
+
+

Cybran T3 Power Generator

+ urb1301 +
+ Cybran +
+
+
Buff
+
+ +
+

T3 Power Generator regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 10 + + 20 + +
  • +
+
+
+
+
+ +
+ +
+
+ Cybran T3 Mass Extractor +
+
+

Cybran T3 Mass Extractor

+ urb1302 +
+ Cybran +
+
+
Buff
+
+ +
+

T3 Mass Extractor regeneration has been increased to make Cybran structures more resilient.

+
+
+

Regeneration

+
    +
  • + Regeneration: + + 10 + + 20 + +
  • +
+
+
+
+
+ +
+ +
+
+ T2 Radar +
+
+

T2 Radar

+ ueb3202 +
+
+
+
Buff
+
+ +
+

We have reduced the maintenance cost of T2 radars to encourage this intel option in the mid-game.

+
+
+

Economy

+
    +
  • + Maintenance Cost: + + 250 + + 200 + +
  • +
+
+
+
+
+ +
+
+ + +
+ + + diff --git a/pages/2023/3777.html b/pages/2023/3777.html new file mode 100644 index 00000000..b7495a1b --- /dev/null +++ b/pages/2023/3777.html @@ -0,0 +1,575 @@ + + + + + + + + FAForever Patch 3777 - Balance Update + + + + + + + + +
+
+
+
+
+

Patch 3777

+ Balance Update +
+
+ + Released +
+
+

This is a Small patch that aims at fixes a few minor units and added the new Torrent Change as well as the ability to use billy nuke & teleport. We wish you good luck and much fun playing with the new patch!

+ +
+
+ ⚖️ + The Balance Team +
+
+ +
+
+ +
+

Land

+ +
+ +
+
+ Deceiver +
+
+

Deceiver

+ URL0306 +
+ Cybran +
+
+
Buff
+
+ + +
+

Unlike what the game makes you believe, intel works in a grid-like fashion. The cell size of stealth field intel is 4. Therefore, the previous increase of the radius from 20 to 23 has effectively no impact. The Deceiver now receives the buff it was intended to receive after increasing the vision range of a wide range of units.

+ +
+
+

+ Intel +

+
    +
  • + Stealth Range: + + 23 + + 24 + +
  • +
+
+
+
+
+ +
+ +
+
+ Othuum +
+
+

Othuum

+ XSL0303 +
+ Seraphim +
+
+
Buff
+
+ + +
+

+ +
+
+

+ Physics +

+
    +
  • + Max Speed Reverse: + + 0 + + 2.85 + +
  • +
  • + Back Up Distance: + + 0 + + 15 + +
  • +
  • + Rotate On Spot: + + True + + False + +
  • +
+
+
+
+
+
+ + + +
+

ACUs

+ +
+ +
+
+ ACU Teleport +
+
+

ACU Teleport

+ UEL0001 +
+ UEF +
+
+
Buff
+
+ + +
+

+ +
+
+

+ Enhancements +

+
    +
  • + Upgrade Slot: + + Back + + Left + +
  • +
+
+
+
+
+
+ +
+ + +
+ + + diff --git a/pages/2023/3778.html b/pages/2023/3778.html new file mode 100644 index 00000000..590ffda8 --- /dev/null +++ b/pages/2023/3778.html @@ -0,0 +1,298 @@ + + + + + + + + FAForever Patch 3778 - Balance Update + + + + + + + + +
+
+
+
+
+

Patch 3778

+ Balance Update +
+
+ + Released +
+
+

Minor Changes with the revert of the UEF Teleport and Cybran TML Interaction with Aeon TMD.

+ +
+
+ ⚖️ + The Balance Team +
+
+ +
+
+ +
+

ACU & SACUs

+ +
+ +
+
+ Teleport Enhancement +
+
+

UEF ACU Teleport

+ UEL0001 +
+ UEF +
+
+
Nerf
+
+ + +
+

There was an unforeseen strategy that one can apply when teleporting a UEF ACU with a Billy. The Billy enhancement now occupies the same slot as the teleport enhancement again.

+ +
+
+

+ Enhancements +

+
    +
  • + Upgrade Slot: + + Left + + Back + +
  • +
+
+
+
+
+ +
+ +
+

Structures

+ +
+ +
+
+ Cybran TML +
+
+

TML-4

+ URB2108 +
+ Cybran +
+
+
Nerf
+
+ + +
+

When intercepted by the Aeon TMD, Cybran tactical missiles now split, creating a visually striking effect when used in moderate quantities.

+ +
+
+ +
+ +
+ +
+ + + diff --git a/pages/2024/3779.html b/pages/2024/3779.html new file mode 100644 index 00000000..b0e30b9b --- /dev/null +++ b/pages/2024/3779.html @@ -0,0 +1,677 @@ + + + + + + + + FAForever Patch 3779 - Balance Update + + + + + + + + +
+
+ +
+
+
+

Patch 3779

+ Balance Update +
+
+ + Released +
+
+

This patch introduces a new mechanic: Loyalists can now redirect incoming missiles, transferring their ownership so that Tactical Missile Defenses (TMDs) can intercept them. Several other mechanics have also been refined. Additionally, Seraphim SCUs receive a slight economic bonus.

+
+
+ ⚖️ + The Balance Team +
+
+ +
+
+ +
+

Land Units

+ + +
+ +
+
+ Percival +
+
+

Percival

+ XEL0305 +
+ UEF +
+
+
Buff
+
+ + +
+

The Percival now prioritizes firing at structures over tech 1 units. Its targeting priorities are now similar to Snipers.

+
+
+ +
+ +
+
+ Loyalist +
+
+

Loyalist

+ URL0303 +
+ Cybranm +
+
+
Buff
+
+ + +
+

The Loyalist’s deflector weapon now takes control of incoming tactical missiles and returns them to their original sender. With this update, redirected missiles switch army ownership, allowing Tactical Missile Defenses (TMDs) and shields to intercept them. The deflector can once again block the Billy missile, but it cannot deflect tactical missiles approaching directly from above the Loyalist.

+ +
+
+ +
+ +
+
+ Usha-Ah +
+
+

Usha-Ah

+ XSL0305 +
+ Seraphim +
+
+
Buff
+
+ + +
+

Adjust the movement behavior of the Seraphim sniper. The movement reduction of the sniper mode is now only applied when the main weapon is on cooldown. This reduces the amount of micro that is required to use the sniper.

+ +
+
+ +
+ + + +
+

ACU/SCUs

+ +
+ +
+
+ Yathsou +
+
+

UEF ACU Teleport Enhancement

+ UEL0001 +
+ UEF +
+
+
Nerf
+
+ + +
+

There was an unforeseen strategy that one can apply when teleporting a UEF ACU with a Billy. The Billy enhancement now occupies the same slot as the teleport enhancement again.

+ +
+ +
+

+ Upgrades +

+
    +
  • + Upgrade Slot: + + Left + + Back + +
  • +
+
+
+
+
+ +
+ +
+
+ Billy Nuke +
+
+

The Billy Nuke

+ UEL0001 +
+ UEF +
+
+
Nerf
+
+ + +
+

The Billy no longer explodes in the first 2.5 seconds of its lifespan. The damage of the Billy no longer pierces shields, reversing an accidental change.

+ +
+
+ +
+ +
+
+ Support Commander +
+
+

Seraphim Support Commander

+ XSL0301 +
+ Seraphim +
+
+
Buff
+
+ + +
+

The Seraphim faction lacks a Resource Allocation Subsystem (RAS) for the SACU. We understand that players may feel disadvantaged when playing Seraphim in the very-late game phase where RAS SACUs can play an important role. With these changes, we preserve the faction diversity while providing the Seraphim faction with an alternative approach to generate mobile resources.

+ +
+ +
+

+ Economy +

+
    +
  • + Production Per Second Energy: + + 200 + + 300 + +
  • +
  • + Production Per Second Mass: + + 2 + + 3 + +
  • +
+
+
+
+
+ +
+ +
+

Structure

+ +
+ +
+
+ Eye of Rhianne +
+
+

Eye of Rhianne

+ XAB3301 +
+ Aeon/span> +
+
+
Buff
+
+ + +
+

Modify the economy behavior of the Scry ability of the Eye of Rhianne. Now behaves similarly to other economy-consuming abilities.

+
+
+ +
+ +
+
+ Ravager +
+
+

Ravager

+ XEB2306 +
+ UEF +
+
+
Nerf
+
+ + +
+

+ +
+ +
+

+ Weapon +

+
    +
  • + Friendly Fire: + + Ture + + False + +
  • +
+
+
+
+
+
+
+ +
+ + + diff --git a/pages/balance/2024/3801.html b/pages/2024/3801.html similarity index 99% rename from pages/balance/2024/3801.html rename to pages/2024/3801.html index ab46be52..ee63836b 100644 --- a/pages/balance/2024/3801.html +++ b/pages/2024/3801.html @@ -4,11 +4,15 @@ + FAForever Patch 3801 - Balance Update - - - - + + + + + + +
diff --git a/pages/2024/3809.html b/pages/2024/3809.html new file mode 100644 index 00000000..ad47e08d --- /dev/null +++ b/pages/2024/3809.html @@ -0,0 +1,231 @@ + + + + + + + + FAForever Patch 3809 - Balance Update + + + + + + + + +
+
+ +
+
+
+

Patch 3809

+ Balance Update +
+
+ + Released +
+
+

Small Balance Change to Cybran TML.

+
+
+ ⚖️ + The Balance Team +
+
+ +
+
+ +
+

Structure

+ + +
+ +
+
+ Cybran TML +
+
+

Cybran TML

+ URB2108 +
+ Cybran +
+
+
Buff
+
+ +
+

Improve the Cybran TML's firing rate to enhance tactical missile capabilities and provide better battlefield responsiveness.

+
+
+

Weapon

+
    +
  • + Rate of Fire: + + 3s + + 1.5s + +
  • +
+
+
+
+
+
+ +
+ + +
+ + + diff --git a/pages/balance/2024/3810.html b/pages/2024/3810.html similarity index 99% rename from pages/balance/2024/3810.html rename to pages/2024/3810.html index 18fcfab9..28ab8918 100644 --- a/pages/balance/2024/3810.html +++ b/pages/2024/3810.html @@ -4,6 +4,7 @@ + FAForever Patch 3810 - Balance Update diff --git a/pages/balance/2024/3811.html b/pages/2024/3811.html similarity index 99% rename from pages/balance/2024/3811.html rename to pages/2024/3811.html index 77faf61a..70f8158c 100644 --- a/pages/balance/2024/3811.html +++ b/pages/2024/3811.html @@ -4,6 +4,7 @@ + FAForever Patch 3811 - Balance Update diff --git a/pages/balance/2024/3813.html b/pages/2024/3813.html similarity index 99% rename from pages/balance/2024/3813.html rename to pages/2024/3813.html index bab92d37..eaa87c2a 100644 --- a/pages/balance/2024/3813.html +++ b/pages/2024/3813.html @@ -4,6 +4,7 @@ + FAForever Patch 3813 - Balance Update diff --git a/pages/balance/2024/3816.html b/pages/2024/3816.html similarity index 99% rename from pages/balance/2024/3816.html rename to pages/2024/3816.html index 75e4c911..fbe1d1bb 100644 --- a/pages/balance/2024/3816.html +++ b/pages/2024/3816.html @@ -4,6 +4,7 @@ + FAForever Patch 3816 - Balance Update diff --git a/pages/balance/2025/3818.html b/pages/2025/3818.html similarity index 100% rename from pages/balance/2025/3818.html rename to pages/2025/3818.html diff --git a/pages/balance/2025/3822.html b/pages/2025/3822.html similarity index 99% rename from pages/balance/2025/3822.html rename to pages/2025/3822.html index ce82a6c9..94fa69f6 100644 --- a/pages/balance/2025/3822.html +++ b/pages/2025/3822.html @@ -1,16 +1,17 @@ - - - -FAForever Patch 3822 - Balance Update + + + - - + FAForever Patch 3822 - Balance Update - - + + + + +
diff --git a/pages/balance/2025/3825.html b/pages/2025/3825.html similarity index 98% rename from pages/balance/2025/3825.html rename to pages/2025/3825.html index a76a518e..7814e796 100644 --- a/pages/balance/2025/3825.html +++ b/pages/2025/3825.html @@ -1,20 +1,17 @@ - - - - - - - -FAForever Patch 3825 - Balance Update - - - - - - + + + + + FAForever Patch 3825 - Balance Update + + + + + +
diff --git a/pages/balance/2013/3624.html b/pages/balance/2013/3624.html deleted file mode 100644 index f3d9b918..00000000 --- a/pages/balance/2013/3624.html +++ /dev/null @@ -1,40 +0,0 @@ - - - - - - - Patch 3624 - - - - -
-
-
-
-

Patch 3624

-

Date: April 7th 2013

-
-

Added Stun & Teleport Effects to SCUs

-

-- The Balance Team

-
- -
-
    -
  • Mantis: turret turn = 100 (from 120), +10 compared to 3621 and before.
  • -
  • Titan Health and shield HP switch was forgotten.
  • -
  • Adding a blast radius effect (not dealing any damage) after a SCU teleport.
  • -
  • Adding a 10 seconds stun after a SCU teleport.
  • -
-
-
-
- - - diff --git a/pages/balance/2013/3626.html b/pages/balance/2013/3626.html deleted file mode 100644 index 4a5820e4..00000000 --- a/pages/balance/2013/3626.html +++ /dev/null @@ -1,324 +0,0 @@ - - - - - - - - Patch 3626 - FAF Balance Changes | July 2013 - - - - -
-
-
-
-

Patch 3626

-

Date: July 25th 2013

-
-

-- The Balance Team

-
-
- -
-
-

Aurora

-
    -
  • Aurora is missing a bit less and better handling. Muzzle charge delay reduced to 0.1
  • -
-
- -
-

Medusa

-
    -
  • Medusa Firing Randomness increased to 1.35 (from 1.2)
  • -
-
- -
- -
- -
-

Target priorities changed : Rhino, Ilshavoh, Riptides, Blazes : target Tech 3, tech 2 then Tech 1 instead of Tech 1 then tech 2 then tech 3.

-
- -
-

Aeon Tech 2

- -

Blaze

-
    -
  • Speed to 4.3 (from 3.7)
  • -
  • Muzzle velocity up to 45 (from 40)
  • -
  • Firing tolerance reduced to 0 (from 2) to increase hit rate.
  • -
- -

Mobile Shield

-
    -
  • energy consumption decreased to 75 (from 125)
  • -
  • size reduced to 15 (from 16).
  • -
- -

Obsidian

-
    -
  • health = 1250 hp (from 1000)
  • -
  • shield = 1500 (from 1750)
  • -
  • shield recharge start time = 3 seconds from 1 second
  • -
  • muzzle charge delay reduced to 0.1
  • -
  • speed reverted to 2.6 (from 2.9)
  • -
  • turret yaw speed reduced to 75 (from 90).
  • -
- -

Exodus

-
    -
  • muzzle charge delay = 0.1 (from 0.5);
  • -
  • turret yaw speed = readjusted to 100 (from 160)
  • -
- -
- -
- -

Cybran Tech 2

- -

Rhino

-
    -
  • Health = 1900 hp (from 1150)
  • -
  • MaxSpeed/max acceleration/maxBrake = 2.7 (from 3.2)
  • -
  • Damage = 25 (from 16), rate of fire = 1.8 (from 2) = 90 DPS (from 64)
  • -
  • BuildCostEnergy = 1500 (from 990); BuildCostMass = 297 (from 198)
  • -
  • BuildTime = 1320 (from 880) ; surface threat level = 5 (from 3)
  • -
  • veterancy = 8/16/24/32/40 (from 7/14/21/28/35)
  • -
- -

Cerberus

-
    -
  • Damage reduced to 10 from 11 = DPS reduced to 100 DPS (from 110)
  • -
- -
- -
-

Seraphim Tech 2

- -

Yenzyne

-
    -
  • speed up to 4.3 (from 3.7)
  • -
  • 200 damages (from 175) for 50 DPS (from 43)
  • -
  • range increased to 20 (from 18)
  • -
  • firing tolerance = 1 (from 2),
  • -
  • turret yaw speed = 110 (from 90)
  • -
- -

Ilshavoh

-
    -
  • speed reverted to 2.5 (from 2.7)
  • -
- -
- -
-

UEF Tech 2

- -

Mobile Shield

-
    -
  • size slightly increased to 17 (from 16)
  • -
- -

Pillar

-
    -
  • rate of fire = 0.8 (from 0.75)
  • -
  • DPS = 56 (from 52.5)
  • -
-
-
- -
- -
-
    -
  • Brick/Percival veterancy levels = 20/40/60/80/100 (from 9/18/27/36/45)
  • -
  • Othuum and harbingers veterancy levels = 15/30/45/60/75 (from 9/18/27/36/45)
  • -
  • ASF veterancy levels = 12/24/36/48/60 (from 6/12/18/24/30)
  • -
  • Restorer veterancy adjustment: 18/36/54/72/90 (from 12/24/36/48/60)
  • -
-
- -
-

Nuke Subs

-
    -
  • nuke launcher adjustments : 3.3 speed (from 2.5)
  • -
  • range reduced to 410 (from 1024)
  • -
  • nuke price is similar to static ones:
  • -
  • BuildCostEnergy = 1350000 (from 1764000)
  • -
  • BuildCostMass = 12000 (from 16800)
  • -
  • BuildTime = 324000 (from 453600) = 5 minutes (from 7 minutes)
  • -
-
- -
-

Seraphim Battleship Nuke

-
    -
  • damage reduced to 25000 (from 70000)
  • -
  • BuildCostEnergy = 1764000, (from 1920000)
  • -
  • BuildCostMass = 16800 (from 19200)
  • -
  • BuildTime = 453600 (from 518400) = 7 minutes (from 8 minutes)
  • -
-
- -
-

Aeon Tech 3

- -

Sniper

-
    -
  • mass cost reduced to 640 (from 800).
  • -
  • build time to 3600 (from 4800).
  • -
  • doesn’t need to deploy, inaccurate when moving.
  • -
  • 1350 damages (from 1300) to prevent massive overkill on Percival.
  • -
  • strategic icon is now a straight horizontal line
  • -
- -

Nuke Sub

-
    -
  • tac missile range increased to 175 (from 128),
  • -
  • missile hp
  • -
  • OE increased to 3 (from 2)
  • -
- -
- -
-
    -
  • Othuum Thau canon (the slow and weak weapon with 100 DPS) range = 32 (from 25) with indirect fire (yellow) ring.
  • -
  • Sera t3 shield : mass cost slightly reduced to 540 (from 640)
  • -
- -

Sniper

-
    -
  • mass cost reduced to 640 (from 800)
  • -
  • build time to 3600 (from 4800)
  • -
  • has a turret now
  • -
  • inaccurate when moving (0.8)
  • -
  • 775 damages (from 750) to prevent overkill on Percival
  • -
  • strategic icon is now a straight horizontal line
  • -
- -
- -
-

UEF Tech 3

- -

Percival

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

Continental

-
    -
  • shield energy consumption = 400 (from 250)
  • -
  • veteran adjusted to : 12/24/36/48/60 (from 3/6/9/12/15)
  • -
  • energy price normalized with other t3 air units (cf.3603 patch) : 52500 energy (same as Broadsword, less than Restorer) (from 29531 energy). Reason: GPG forgot the Continental when they made all t3 air units much more energy demanding in 3603.
  • -
- -

Nuke Sub

-
    -
  • tac missile range increased to 175 (from 128)
  • -
-
- -
-

Cybran Tech 3

- -

Brick

-
    -
  • Build time increase to 6000 (from 4800)
  • -
  • uses a new strategic icon (x) to distinguish it from Loyalist (+)
  • -
- -
    -
  • - Cybran Strategic sub gets stealth + Tac missile range increased to 200 (from 150) -
  • -
-
-
- -
-
-
    -
  • Ythotah : 70/140/210/280/350 (from 75/150/225/300/375)
  • -
  • Galactic Colossus and Megalith : 90/180/270/360/450 (from 100/200/300/400/500)
  • -
  • Monkeylord : 45/90/135/180/225 (from 75/150/225/300/375)
  • -
  • Fatboy : 40/80/120/160/200 (from 75/150/225/300/375)
  • -
-
- -
-
    -
  • max speed =2.8 (from 2.5)
  • -
  • Atlantis AA gets same AOE as SAM = 1.5 (from 0)
  • -
-
- -
-
    -
  • 19k mass (from 21k)
  • -
  • stealth field (radius = 30, same as laser) instead of personal stealth
  • -
  • stealth energy consumption = -400 (instead of – 250).
  • -
-
- -
- -
- - -
- - - diff --git a/pages/balance/2014/3629.html b/pages/balance/2014/3629.html deleted file mode 100644 index 97a60ba8..00000000 --- a/pages/balance/2014/3629.html +++ /dev/null @@ -1,475 +0,0 @@ - - - - - - - Patch 3629 - - - - -
-
-
-
-

Patch 3629

-

Date: February 2nd 2014

-
-

-- The Balance Team

-
-
- -

Land

-
-
-

Tech 1 land

- -

Aurora

-

It’s a very small randomness and only when the Auroras move. They will still hit most of the time but this gives a chance for other tanks to survive longer. This value can be adjusted to make Auroras not as efficient when retreating, but good when they are still.

-
    -
  • Speed = 3.1 2.9
  • -
  • FiringRandomnessWhileMoving = 0 0.6
  • -
- -

Medusa

-
    -
  • T2StunDuration = 3 2
  • -
  • ReloadTime = 5 6
  • -
  • Damage = 195 230
  • -
  • DPS = 39 38.33
  • -
- -

Lobo

-
    -
  • Damage = 480 400
  • -
  • ReloadTime = 10 8.33
  • -
- -

All T1 Mobile AA

-
    -
  • VisionRadius = 18 20
  • -
- - -
- -
-

Tech 2 Land

- -

Mongoose

-

The unit tracks and targets enemy units better.

-
    -
  • TurnSpeed = 150 90
  • -
  • FiringTolerance = 0.1 1
  • -
  • Grenade Weapon: -
      -
    • Damage = 65 50
    • -
    • RateOfFire = 0.1 0.15
    • -
    • DPS = 26 30
    • -
    • FiringRandomness = 2 2.5
    • -
    • PitchRange = 0 55
    • -
    -
  • -
- -

Ilshavoh

-
    -
  • VetThreshold = 9 10
  • -
- -
- -
-

Tech 3 Land

- -

Aeon Sniper

-
    -
  • Damage = 1350 950
  • -
  • Reload = 10 7
  • -
  • FiringRandomnessWhileMoving = 0.8 0.75
  • -
  • FiringTolerance = 2 0
  • -
- -

Seraphim Sniper

-
    -
  • Damage = 775 580
  • -
  • Reload = 6.7 5
  • -
  • FiringRandomnessWhileMoving = 0.8 0.75
  • -
  • FiringTolerance = 2 0
  • -
  • Sniper Mode: -
      -
    • Damage = 2800 2000
    • -
    • Reload = 20 14.5
    • -
    • FiringRandomnessWhileMoving = 0.8 0.6
    • -
    -
  • -
- - -
- -
- -

Air

-
- -
-

Tech 1 Air

- -

UEF T1 Bomber

-
    -
  • 4 Bombs with 3 AOE (Instead of 5 with 2.5 AOE)
  • -
  • Bombs are more spread out, and each deals 47.5 Damage instantly + 10*4 = 40 damages over 1.5 seconds = 350 total (It will never deal 350 Damage except on Factories. The maximum amount on Units
  • and small Structures is 267.5) -
  • TurnSpeed = 0.8 (From 0.7)
  • -
  • BreakOffDistance = 26 (From 18)
  • -
- -

Cybran Jester

-
    -
  • Range = 20 (From 16). This fixes the fact that they stop shooting when attacking moving targets or are on Attack-Move orders)
  • -
  • Veterancy nerf: Threshold = 5 (From 3)
  • -
- - -
- -
-

Tech 2 Air

- -

Janus

-
    -
  • Ground weapon Range = 60 (From 45)
  • -
  • LiftFactor = 10 (From 7) to increase the chance of dropping
  • -
  • Deals half its Damage instantly and the rest over time (Instead of all Damage being dealt over time)
  • -
- -

Notha

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

Corsair

-
    -
  • Anti-Ground weapon Range = 40 (From 45) so that it doesn’t completely out-range Mobile Flack (No longer able to kill them without suffering any damage)
  • -
-
- -
-

Tech 3 Air

- -

Heavy Gunships

-
    -
  • Speed + 2
  • -
  • Cost and DPS cut by roughly 25%
  • -
- -

Wailer

-
    -
  • MaxAirSpeed = 10 (From 8)
  • -
  • Mass = 1260
  • -
  • BuildTime = 6400
  • -
  • Energy = 42000 (From 52500)
  • -
  • Damage = 140 (From 150)
  • -
  • RateOfFire = 1.6 (From 2). DPS = 224 (From 300)
  • -
- -

Broadsword

-
    -
  • MaxAirSpeed = 10 (From 8)
  • -
  • Mass = 1260
  • -
  • BuildTime = 6000
  • -
  • Energy = 42000 (From 52500)
  • -
  • Damage = 90 (From 100)
  • -
  • RateOfFire = 2.5 (From 3). DPS = 225 (From 300)
  • -
  • AA Damage = 8 (From 2). DPS = 12 (From 3)
  • -
- -

Restorer

-
    -
  • BuildTime = 6000 (From 4800)
  • -
  • Health = 6000 (From 6500)
  • -
  • Veterancy buff: Threshold = 15 XP (From 18)
  • -
-
- -
-

Tech 4 Air

- -

Soul Ripper

-
    -
  • Veterancy adjusted to 80/160/240/320/400 (From 60/120/180/240/300)
  • -
-
-
- -

Naval

- - -

ACUs

-
-
-

Seraphim Restoration Field

-
    -
  • Add 1000HP
  • -
  • 2% HP Regeneration (From 0.5), but capped at 15 (From 75)
  • -
-
- -
-

Seraphim Advanced Regeneration Field

-
    -
  • Name changed to Advanced Restoration Field
  • -
  • Adds 1500 more HP to ACU
  • -
  • Adds 10% HP to units nearby, as it used to do.
  • -
-
-
- -

SCUs

-
-
-

All SCUS

-
    -
  • Veterancy = 20/50/90/140/200 25/50/75/100/125
  • -
-
- -
-

All SCU T2

-
    -
  • MassCost = 1000 800
  • -
  • BuildTime = 5040 4200
  • -
-
- -
-

UEF Drone Enhancements

-
    -
  • MassCost = 480 380
  • -
  • BuildTime = 20 35
  • -
- -
- -
-

UEF Bubble Shield Enhancements

-
    -
  • UEF SCU Bubble Shields now considered a Mobile Shield (Like Shield Boat) and will suffer from overlapping
  • -
-
- -
- -
- -
- - - diff --git a/pages/balance/2014/3630.html b/pages/balance/2014/3630.html deleted file mode 100644 index b9e0e13a..00000000 --- a/pages/balance/2014/3630.html +++ /dev/null @@ -1,132 +0,0 @@ - - - - - - - Patch 3630 - - - - -
-
-
-
-

Patch 3630

-

Date: March 1st 2014

-
-

-- The Balance Team

-
-
- -

Land

- -
- -
-

Aurora

-
    -
  • FireRandomness: 0.1 0.6
  • -
-
- -
-

Engineer

-

Engineer will reclaim mass extractors wreck instead of getting the “half-built” bonus when building a lower tech mass extractor than the wreckage. Using the half-rebuilt bonus is always a mistake economically-wise and shouldn’t be allowed

-
-
- -
- -
- - - diff --git a/pages/balance/2015/3650.html b/pages/balance/2015/3650.html deleted file mode 100644 index b69a877d..00000000 --- a/pages/balance/2015/3650.html +++ /dev/null @@ -1,467 +0,0 @@ - - - - - - - Patch 3650 - - - - -
-
-
-
-

Patch 3650

-

Date: August 19th 2015

-
-

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

-

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

-

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

-

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

- -

-- The Balance Team

-
-
- -

Land

-
- -
-

Hover tanks

-

The advantage of hoverunits is their great flexibility, enabling them to be used both on water and on land. However if they are so effective that even pure naval units have significant trouble with large amounts of hoverunits, something is wrong. Furthermore their fast speed makes it unreasonably tiresome to defend against them on raiding-vulnerable island maps. Their build time has been increased, and their movement speed while on water has been decreased.

- -

Seraphim (Yenzyne)

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

Aeon (Blaze)

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

UEF (Riptide)

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

Hover flak (Seraphim and Aeon)

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

Harbinger

- Harbingers are a complicated unit, while being immensely dominant in the early t3 stages, they already lose in bigger numbers to other t3 tanks. Straight out nerfing them would not only lower their early game advantage (and the very satisfying feeling of the unit) but also cause potential problems in the lategame. Increasing the build time to the same mass/BT ratio of Percivals and Bricks will make it harder to produce many Harbinger too early and will give the opponent more time to bring their own counters in place, but should not hurt Aeon too much later. -

- The problems behind the power of the Harbinger lie deeper than this, but it will require more time to solve them. Until then, this change should make the life of non-aeons a little bit easier. - -
    -
  • 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 factions T3 MAA were hitting much better than the UEF one. This change is improving its accuracy to similar levels. - -
    -
  • Slight tracking added with small turn rate (20)
  • -
  • Muzzle velocity: 100 110
  • -
-
- -
-

SCUs

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

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
  • -
-
- -
-

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
  • -
-
- -
- -

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

Uosioz (Seraphim Torpedo Bomber)

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

Skimmer (Aeon T2 Torpedo Bomber)

-
    -
  • 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
  • -
-
- -
-

Ahwassa

-

Similar to the changes with the CZAR-Beam last patch, ASF can't be so easily destroyed anymore by abusing the splash of an anti-ground weapon with ground fire. Additionally, we are applying some nerfs to veterancy, and the amount of extra-dps you can get get by hoverbombing.

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

Navy

- - - -

Structure

- -
- -
-

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 build time, 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 build time 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 build power 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 resources from getting lost or to inform others about this "bug".

-
    -
  • No change required
  • -
-
- -
-

Cybran TML

- We wanted to keep Cybran's advantage of killing targets next to TMDs with several missiles, which is a compensation for their weak defense. 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

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

ACUs

- -
-

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. -
    -
  • Missile 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
  • -
-
- -
- -
- - - diff --git a/pages/balance/2023/3774.html b/pages/balance/2023/3774.html deleted file mode 100644 index 1ab78a0d..00000000 --- a/pages/balance/2023/3774.html +++ /dev/null @@ -1,297 +0,0 @@ - - - - - - - - Patch 3774 - - - - - -
-
- -
-
-

Patch 3774

-

Date: November 15th 2023

-
-

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!

-

-- Balance Team

-
-
- -

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: 15 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 blind spots.
  • -
  • Added UseFiringSolutionInsteadOfAimBone = true for better AA performance. Credit to EQ for this AA change.
  • -
-
-
- -

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/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 late game 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 nerf's, 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 vulnerable, 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 Fighter bomber) 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
  • -
  • Seraphim HP: 600
  • -
  • Aeon 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
  • -
- -

HydroCarbon PowerPlants:

-
    -
  • 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
  • -
-
-
- -
- - -
- - - - diff --git a/pages/balance/2023/3775.html b/pages/balance/2023/3775.html deleted file mode 100644 index baf792fa..00000000 --- a/pages/balance/2023/3775.html +++ /dev/null @@ -1,727 +0,0 @@ - - - - - - - Patch 3775 - - - - -
-
- -
-
-

Patch 3775

-

Date: November 19th 2023

-
-

This patch aims at tackling the main issues of competitive team games: snipers, Ahwassa, ASAF spam, and T2 Arty. We're also re-balancing the walls to go hand in hand with the changes made to the engine.
- We wish you good luck and much fun playing with the new patch!

-

-- Balance Team

-
-
- -

Land

- -
- -
-

Fire Beetle

-

Beetles are currently underused, with this change they will be easier to quickly pump out.

- -
    -
  • Build Time: 700 550
  • -
- -
- -
-

T2 Mobile Missile Launcher

- -

- MMLs were nerfed quite heavily when TMD behavior was reworked. With these changes they will be - cheaper and easier to build, while the range increase will make it easier to deal with T2 PDs - without accidentally getting into their range. -

- -
    -
  • EnergyCost: 1500 1350
  • -
  • MassCost: 200 180
  • -
  • BuildTime: 1000 800
  • -
  • MaxRange: 60 65
  • -
- -
- -
-

T3 Mobile AA

-

Straight buff to T3 MAA. This allows players to get them out earlier. Cybran T3 MAA hp is - relatively stronger to make up for the lack of mobile shields

- -

Aeon

-
    -
  • Mass Cost: 800 600
  • -
  • Energy Cost: 10000 7500
  • -
  • Build Time: 4000 3000
  • -
  • Health: 2000 1700
  • -
- -

UEF

-
    -
  • Mass Cost: 800 600
  • -
  • Energy Cost: 10000 7500
  • -
  • Build Time: 4000 3000
  • -
  • Health: 2200 1900
  • -
- -

Cybran

-
    -
  • Mass Cost: 800 600
  • -
  • Energy Cost: 10000 7500
  • -
  • Build Time: 4000 3000
  • -
- -

Seraphim

-
    -
  • Mass Cost: 960 720
  • -
  • Energy Cost: 12800 9600
  • -
  • Build Time: 4800 3600
  • -
  • Health: 2100 1800
  • -
- -
- -
-

T3 Shield Disruptor

-

The shield disruptor might not be used frequently by most players but it's an extremely strong - and oppressive unit with very little counterplay at higher levels. By reducing its range and hp - we hope to give players more counterplay possibilities.

- -
    -
  • Range: 75 65
  • -
  • Health: 1200 800
  • -
- -
- -
- -

T3 Direct Fire Heavy units

- -

To make T3 stage more dynamic we're increasing the movement speed of all T3 direct fire heavy units.

- -

Brick

- -

- Bricks also gets a small buff to its range which brings it in line with the Percy. With its - current range the Brick wasn't able - to properly kite enemy gun ACUs and it made the Brick extremely vulnerable to OC. -

- -
    -
  • Main Gun Range: 32 34
  • -
  • Torpedo Range: 32 34
  • -
  • Anit-Torpedo Range: 32 34
  • -
  • MaxAcceleration: 2.3 2.4
  • -
  • MaxBrake: 2.3 2.4
  • -
  • MaxSpeed: 2.3 2.4
  • -
  • MaxSpeedReverse: 2.3 2.4
  • -
- -

Harbinger

- -
    -
  • MaxAcceleration: 3.2 3.3
  • -
  • MaxBrake: 2.85 2.95
  • -
  • MaxSpeed: 2.85 2.95
  • -
- -

Othuum

- -
    -
  • MaxAcceleration: 3.5 3.55
  • -
  • MaxBrake: 2.75 2.85
  • -
  • MaxSpeed: 2.75 2.85
  • -
- -

Percival

- -
    -
  • MaxAcceleration: 2.1 2.2
  • -
  • MaxBrake: 2.1 2.2
  • -
  • MaxSpeed: 2.1 2.2
  • -
  • MaxSpeedReverse: 2.1 2.2
  • -
- -
- -
-

T3 Sniper Bots

- -

- The reduction in speed and range will allow for more counterplay as the snipers will both need - to be closer to the enemy and won't be able to retreat as quickly. This should allow other units - to catch them if they are out of position. The cost changes shift the snipers to a later stage - of T3 as it will be impossible to spam them out effectively without bigger investment into - energy infrastructure. This should also make it much harder to quickly rush snipers and - completely nullify an aggressive ACU. -

- -

Aeon

- -
    -
  • MassCost: 880 700
  • -
  • EnergyCost: 14080 25000
  • -
  • MaxRadius: 70 60
  • -
  • MaxAcceleration: 2.6 2.4
  • -
  • MaxBrake: 2.6 2.4
  • -
  • MaxSpeed: 2.6 2.4
  • -
- -

Sera

- -
    -
  • MassCost: 960 780
  • -
  • EnergyCost: 15360 27000
  • -
  • MainMaxRadius: 65 55
  • -
  • SecondMaxRadius: 75 65
  • -
  • MaxAcceleration: 2.4 2.2
  • -
  • MaxBrake: 2.4 2.2
  • -
  • MaxSpeed: 2.4 2.2
  • -
- -
- -
-

T3 Mobile Artillery

-

Affects all non-Aeon T3 Mobile Arties. This halves the time it takes for T3 Arties to unpack, - buffing them vs armies by making hit and run tactics more effective. -

- -
    -
  • UEF Unpack: 0.5 1
  • -
  • Cybran Unpack: 0.4 0.8
  • -
  • Seraphim Unpack: 0.22 0.44
  • -
- -
- -
-

Fatboy

-

This makes it easier to retreat with the Fatboy without it rotating which should make kiting - easier and less frustrating. No longer will you need to issue tons of movement commands close - together to make sure the Fatboy won't waste time turning around and die because of it. -

-
    -
  • BackUpDistance: 15 30
  • -
-
- -
-

Galactic Colossus

-

The Galactic Colossus has been the strongest experimental since its claws were fixed. It's - particularly strong vs large T3 armies which are slower and can't effectively micro against the - GC like they can against the Ythotha. The slower speed will make it harder for the GC to catch - armies and retreat if it picks a losing battle. -

-
    -
  • MaxAcceleration: 2.5 2.4
  • -
  • MaxBrake: 2.5 2.4
  • -
  • MaxSpeed: 2.5 2.4
  • -
-
- -
- -

Navy

- - - -

Air

- -
- -
-

Ahwassa

-

Ahwassa's damage is now split in two phases. The initial impact of the bomb deals 10% of the damage, the rest of the damage - is dealt after 2.5 seconds of the bomb's explosion "gathering" energy and then exploding creating a shockwave. - The damage from this explosion is split into 3 waves each dealing 30% of the damage every 1 tick (0.1 seconds). - This change is meant as a nerf of Ahwassa vs mobile units as the experimental bomber was extremely oppressive vs T3 mobile armies and offered little counterplay. - With these changes the armies have a small window to get out of the explosion's radius and dodge the bomb. -

-
- -
-

T2 Transports

-

This nerf is aimed primarily at arty drops which are very hard to counter. The reduced speed will - allow interceptors to catch up to the transport even if they are not in the perfect position to - defend. -

- -
    -
  • Movement Speed: 14.3 13.5
  • -
- -
- -
-

Janus

-

Janus are currently a lot more efficient BT and E wise compared to interceptors which makes it - very difficult to spam enough inties to keep up with Janus production. These changes allow for - more counterplay vs Janus and makes them a less of an all-in unit. The reduced mass cost should - make the Janus more viable in lower numbers and not require an all-in scenario -

- -
    -
  • Mass Cost: 420 360
  • -
  • Energy Cost: 8400 12600
  • -
  • Build Time: 2400 2800
  • -
- -
- -
-

Stinger & Vulthoo

- -

Stinger

-

Supports the intended identity of the Stinger, which is to be a fast, cheap raider and a hybrid - transport.

-
    -
  • Mass Cost: 240 192
  • -
  • Energy Cost: 4800 3840
  • -
  • Build Time: 1600 1280
  • -
  • Health: 880 700
  • -
  • DPS: 66.6 53
  • -
  • MovementSpeed: 12 13.5
  • -
- -

Vulthoo

-

Reinforces a more unique identity for the Vulthoo as a tech 2.5 gunship. Makes up for Sera lack - of t3 gunship.

-
    -
  • MaxAirspeed: 12 11
  • -
  • Health: 1080 1800
  • -
  • UniformScale: 0.06 0.066
  • -
  • Energy Cost: 6000 10000
  • -
  • Mass Cost: 300 500
  • -
  • Build Time: 2000 3300
  • -
  • Damage(DPS): 16(80) 19.2(100)
  • -
-
- -
-

Torpedo Bombers

- -

Increases the number of torpedo's dropped while reducing the damage of individual torpedo's. The - damage output of a salvo remains unchanged. This change reduces the impact of anti torpedo - weaponry against torpedo bombers. -

- -

Aeon

-
    -
  • Damage: 250 150
  • -
  • MuzzleSalvoDelay: 0.6 0.2
  • -
  • MuzzleSalvoSize: 3 5
  • -
- -

UEF

-
    -
  • Damage: 250 150
  • -
  • MuzzleSalvoDelay: 0.6 0.2
  • -
  • MuzzleSalvoSize: 3 5
  • -
- -

Cybran

-
    -
  • Damage: 50 30
  • -
  • MuzzleSalvoDelay: 0.6 0.2
  • -
  • MuzzleSalvoSize: 3 5
  • -
- -

Seraphim

-
    -
  • Damage: 250 150
  • -
  • MuzzleSalvoDelay: 0.6 0.1
  • -
  • MuzzleSalvoSize: 3 5
  • -
-
- -
-

Mercy

-

Increases the damage of the mercy and introduces a new, alternative effect. The new effect is - better at communicating the radius that receives damage over time.

-
    -
  • Damage: 30 50 damage per tick
  • -
  • Total Damage: 600 1000
  • -
-
- -
-

T3 Air Superiority Fighters

-

Reduce the size of ASF blobs in the late game. Reduce ASF effectiveness vs interceptors (due to - larger overkill). Bring ASF mass cost more in line with other T3 units.

- -

Aeon

-
    -
  • Mass Cost: 350 450
  • -
  • Energy Cost: 40000 51200
  • -
  • Build Time: 3000 3840
  • -
  • Damage: 405 505
  • -
  • Health: 1750 2250
  • -
- -

UEF

-
    -
  • Mass Cost: 350 450
  • -
  • Energy Cost: 40000 51200
  • -
  • Build Time: 3000 3840
  • -
  • Damage: 200 250
  • -
  • Health: 1800 2300
  • -
- -

Cybran

-
    -
  • Mass Cost: 350 450
  • -
  • Energy Cost: 40000 51200
  • -
  • Build Time: 3000 3840
  • -
  • Damage: 200 250
  • -
  • Health: 1725 2225
  • -
- -

Seraphim

-
    -
  • Mass Cost: 350 450
  • -
  • Energy Cost: 40000 51200
  • -
  • Build Time: 3000 3840
  • -
  • Damage: 405 505
  • -
  • Health: 1775 2275
  • -
-
- -
- -

Structures

- -
- -
-

Walls

-

After patching the game's engines walls are now properly blocking projectiles. Because of this their hp is being reduced and their cost increased. - To reduce the impact of these changes on walls that are built with impeding enemy movement in mind the Build Time of walls is reduced. -

-

Note: These changes have been merged alongside the development patch that brought the engine fix so they've been apart of FAF for around a month now.

-

Note: X is the current hp of each faction's wall.

-
    -
  • Health: X 500
  • -
  • Energy Cost: 10 20
  • -
  • Mass Cost: 2 3
  • -
  • Build Time: 20 15
  • -
-
- -
-

Land Factories

- - HQs -
    -
  • T3 Build Time: 12100 12000
  • -
- - Support -
    -
  • T2 Build Time: 1600 1200
  • -
  • T3 Build Time: 4000 3200
  • -
- -
- -
-

Air Factories

-

Brings the T2 and T3 air factory build time in line with their land counterparts. -

- - HQs -
    -
  • T3 Build Time: 12100 12000
  • -
- - Support -
    -
  • T2 Build Time: 1300 1200
  • -
  • T3 Build Time: 4000 3200
  • -
- -
- - - -
-

T2 Artillery

- -

Aeon

-
    -
  • FiringRandomness: 1.75 2
  • -
  • MaxRadius: 128 115
  • -
- -

UEF

-
    -
  • FiringRandomness: 2.25 2.5
  • -
  • MaxRadius: 128 115
  • -
- -

Cybran

-
    -
  • FiringRandomness: 2.75 3
  • -
  • MaxRadius: 128 115
  • -
- -

Seraphim

-
    -
  • FiringRandomness: 1.75 2
  • -
  • MaxRadius: 128 115
  • -
-
- -
-

Tech 3 Power Generators Adjacency

-

This change effects only buildings the size of a factory and the ones that have active - consumption (as opposed to maintenance, for example radar is unaffected).

-

T3 pgen adjacency is extremely efficient and scaling your air grid by adding extra T3 power generators and - support air factories is the only viable choice. With this change, we hope to force players to - make a conscious decision if they wish to quickly scale their production by increasing the - assistance on their HQ or reap the long-term benefits of expanding their air grid. This change - also makes spamming high amounts of ASFs harder.

-
    -
  • Active Energy Adjacency Buff: -18.75% -15.62%
  • -
-
- -
- -

ACUs

- -
- -
-

UEF ACU Bubble Shield Upgrade

-

Currently, the bubble shield isn't used as it's too expensive and arrives too late to be useful. - We hope that by shifting the upgrade to the mid-game stage it will allow UEF players to better - take advantage of the upgrade with a Mongoose push or by protecting their first few T3 units - from Overcharge.

- -
    -
  • Energy Cost: 112500 70000
  • -
  • Mass Cost: 2300 2000
  • -
  • Build Time: 2100 1700
  • -
  • Shield Health: 9000 7000
  • -
  • Shield Recharge Time: 90 60
  • -
  • Shield Regen Rate: 60 67
  • -
- -
-
- -
- - -
- - - diff --git a/pages/balance/2023/3776.html b/pages/balance/2023/3776.html deleted file mode 100644 index 2b561f84..00000000 --- a/pages/balance/2023/3776.html +++ /dev/null @@ -1,251 +0,0 @@ - - - - - - - Patch 3776 - - - - -
-
- -
-
-

Patch 3776

-

Date: December 1st 2023

-
-

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!

-

-- Balance Team

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- -

Air

- -
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Bombers

-

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

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    -
  • InitialDamage: 15 20
  • -
  • TotalInitialDamage: 300 400
  • -
  • DamageOverTime: 1500 1600
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Structures

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- - - - - -
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Mass Storage

-

Mass storage hp has been given some hp back, so that it is more in line with their cost.

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    -
  • UEF HP: 760 1200
  • -
  • Seraphim HP: 600 1100
  • -
  • Aeon HP: 600 1000
  • -
  • Cybran HP: 500 800
  • -
  • Cybran HP Regeneration: 1 4
  • -
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- -
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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 strongest factions so some buffs are warranted and this also increases faction diversity.

- -

T1 Buildings

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

T2 Buildings

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

T3 Buildings

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  • Air/Land Factory HQ HP: 12400 14000
  • -
  • Naval Factory HQ HP: 20000 22000
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  • Air/Land Support Factory HP: 6200 7000
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  • Naval Support Factory HP: 10000 15000
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  • Power Generator/Mass Extractor HP: 6200 7000
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- -
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Cybran Structure Regeneration

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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.

- -

T1 Buildings

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

T2 Buildings

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    -
  • 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
  • -
- -

T3 Buildings

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  • 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
  • -
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- -
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T2 Radar

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We have reduced the maintenance cost of T2 radars to encourage this intel option in the mid-game.

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    -
  • Maintenance Cost: 250 200
  • -
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- -
- -
- - -
- - - diff --git a/pages/balance/2023/3777.html b/pages/balance/2023/3777.html deleted file mode 100644 index 5cef0b32..00000000 --- a/pages/balance/2023/3777.html +++ /dev/null @@ -1,211 +0,0 @@ - - - - - - - Patch 3777 - - - - -
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Patch 3777

-

Date: December 24th 2023

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-

This is a Small patch that aims at fixes a few minor units and added the new Torrent Change as well as the ability to use billy nuke & teleport.
- We wish you good luck and much fun playing with the new patch!

-

-- Balance Team

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-
- -

Land

- -
- -
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Deceiver

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Unlike what the game makes you believe, intel works in a grid-like fashion. The cell size of stealth field intel is 4. Therefore, the previous increase of the radius from 20 to 23 has effectively no impact. The Deceiver now receives the buff it was intended to receive after increasing the vision range of a wide range of units.

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  • Stealth Range: 23 24
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- -
- -
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Othuum

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  • MaxSpeedReverse: 0 2.85
  • -
  • BackUpDistance: 0 15
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  • RotateOnSpot: true false
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Scathis

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The Scathis now has the same selection priority as other experimental artillery.

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- -
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Navy

- - - -

Air

- -
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Bombers

-

Fix bombers with multiple unpropelled ordinances from being able to track the target while dropping the ordinance

- This primarily impacts the Zeus, Scorcher, and the Janus. The behavior is only different when the target is trying to evade the bomber. The overall behavior should be more consistent now with that of other bombers. -

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- -

ACUs

- -
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UEF ACU Teleport

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    -
  • Upgrade Slot: Back Left
  • -
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-
- -
- - -
- - - diff --git a/pages/balance/2023/3778.html b/pages/balance/2023/3778.html deleted file mode 100644 index 3fc76349..00000000 --- a/pages/balance/2023/3778.html +++ /dev/null @@ -1,138 +0,0 @@ - - - - - - - - Patch 3778 - - - - - -
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-
-
-

Patch 3778

-

Date: December 31st 2023

-
-

Minor Changes with the revert of the UEF Teleport and Cybran TML Interaction with Aeon TMD.

-

-- Balance Team

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-
- -

ACUs

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-
-

UEF ACU Teleport

-

There was an unforeseen strategy that one can apply when teleporting a UEF ACU with a Billy. The Billy enhancement now occupies the same slot as the teleport enhancement again.

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    -
  • Upgrade Slot: Left Back
  • -
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- -

Structure

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Cybran TML

-

Cybran tactical missiles now split when they are intercepted by the Aeon TMD

-

In moderate quantities it can create a fascinating show to watch.

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- -
- - - diff --git a/pages/balance/2023/3779.html b/pages/balance/2023/3779.html deleted file mode 100644 index 47985997..00000000 --- a/pages/balance/2023/3779.html +++ /dev/null @@ -1,210 +0,0 @@ - - - - - - - Patch 3779 - - - - -
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Patch 3779

-

Date: January 22nd 2024

-
-

This Patch The Loyalists can now redirect missiles and the ownership is switched to TMD can Intercept it as well as a handful of Mechanic changes.
- Seraphim SCU also gets a Slight Eco Bonus

-

-- Balance Team

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-
- -

Land

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Percival

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    -
  • The Percival now prioritizes firing at structures over tech 1 units. Its targeting priorities are now similar to Snipers.
  • -
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- -
-

Loyalist

-

The deflector weapon of the Loyalist allows it to take ownership of incoming tactical missiles and return them to the unit that fired it. With the new implementation the missiles that are send back have switched army and can therefore be intercepted by Tactical Missile Defenses (TMDs) and shields.

-

The deflector weapon can now deflect the Billy again.

-

The deflector weapon is unable to deflect tactical missiles that are incoming from directly above the Loyalist.

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- -
-

Sera Sniper

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Adjust the movement behavior of the Seraphim sniper. The movement reduction of the sniper mode is now only applied when the main weapon is on cooldown. This reduces the amount of micro that is required to use the sniper.

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-
- -

Navy

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Cruiser

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The Cybran Cruiser is now equipped with a Deflector instead of a Zapper. The deflector weapon is unable to deflect tactical missiles that are incoming from directly above the Cybran Cruiser.

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- -
-

Sub-Hunter

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    -
  • MuzzleSalvoDelay: 1 0.7
  • -
-
- -
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Aircraft Carrier

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The Cybran Aircraft Carrier is now equipped with a Deflector instead of a Zapper. The deflector weapon is unable to deflect tactical missiles that are incoming from directly above the Cybran Aircraft Carrier.

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- -

ACU/SCUs

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UEF ACU Teleport

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There was an unforeseen strategy that one can apply when teleporting a UEF ACU with a Billy. The Billy enhancement now occupies the same slot as the teleport enhancement again.

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    -
  • Upgrade Slot: Left Back
  • -
-
- -
-

Adjust the behavior of the Billy.

-

The Billy no longer explodes in the first 2.5 seconds of its lifespan. The damage of the Billy no longer pierces shields, reversing an accidental change.

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-
- -
-

Seraphim SCU

-

Buff standard resource allocation of Seraphim SACUs

-

Increased standard resource production to 3 mass/second and 200 energy/second for Seraphim SACUs.

-

The Seraphim faction lacks a Resource Allocation Subsystem (RAS) for the SACU. We understand that players may feel disadvantaged when playing Seraphim in the very-late game phase where RAS SACUs can play an important role. With these changes, we preserve the faction diversity while providing the Seraphim faction with an alternative approach to generate mobile resources.

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-
- -

Structure

-
-
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Eye of Rhianne

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Modify the economy behavior of the Scry ability of the Eye of Rhianne. Now behaves similarly to other economy-consuming abilities.

-
- -
-

Ravager

-

Remove the friendly fire of the Ravager.

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-
- -
- -
- - - diff --git a/pages/balance/2024/3809.html b/pages/balance/2024/3809.html deleted file mode 100644 index 73fac658..00000000 --- a/pages/balance/2024/3809.html +++ /dev/null @@ -1,227 +0,0 @@ - - - - - - - FAForever Patch 3809 - Balance Update - - - - - - -
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- -
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-
-

Patch 3809

- Balance Update -
-
- - Released -
-
-

Small Balance Change to Cybran TML.

-
-
- ⚖️ - The Balance Team -
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- -
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- -
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Structure

- - -
- -
-
- Cybran TML -
-
-

Cybran TML

- URB2108 -
- Cybran -
-
-
Buff
-
- -
-

Improve the Cybran TML's firing rate to enhance tactical missile capabilities and provide better battlefield responsiveness.

-
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-

Weapon

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    -
  • - Rate of Fire: - - 3s - - 1.5s - -
  • -
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- - -
- - - diff --git a/style/components/patch_card.css b/style/components/patch_card.css index 2cb01661..3215de8a 100644 --- a/style/components/patch_card.css +++ b/style/components/patch_card.css @@ -17,10 +17,14 @@ 0 2px 8px rgba(0, 0, 0, 0.06); position: relative; padding: 16px 24px; + /* 15% size reduction to optimize space usage */ + transform: scale(0.85); + transform-origin: center; + margin: 4px 0; } .PatchCard:hover { - transform: translateY(-8px); + transform: scale(0.85) translateY(-8px); box-shadow: 0 24px 48px rgba(0, 0, 0, 0.2), 0 12px 24px rgba(0, 0, 0, 0.12); diff --git a/sw.js b/sw.js index 4820ac30..f2a578dd 100644 --- a/sw.js +++ b/sw.js @@ -104,7 +104,7 @@ self.addEventListener('fetch', event => { const responseToCache = response.clone(); // Cache patch pages and assets dynamically - if (event.request.url.includes('/pages/balance/') || + if (event.request.url.includes('/pages/') || event.request.url.includes('/assets/')) { caches.open(DYNAMIC_CACHE) .then(cache => {