Patch 3696
There are four main portions to this balance patch. First is the nerf to direct fire T3 Land units.
Second is the rebalance of ACU combat upgrades. Third is the increase in Experimental Unit build times and fourth is an
overcharge rework. A T3 land rebalance has been promised for a very long time so we are very happy to finally be at the beta stage
for this important development in Forged Alliance. The aim is to allow a larger window on a large number of maps
for the T2 land stage. It is potentially one of the most interesting stages of the game, with many different unit
compositions and matchups coming into play, but for a long time it has been a very short stage of gameplay
because of the effectiveness of T3 land and the effectiveness of commanders.
The balance team found it necessary to introduce combat ACU upgrade changes, an overcharge rework and Experimental build time increases
with the T3 land rebalance. Combat ACU upgrades have been shown to be very strong recently, becoming a staple of teamgames. Some of these
upgrades are too dominant and with the T3 land changes, some nerfs are required to prevent the ACU from being too powerful.
With the delays this patch has faced, other smaller issues have been admitted into this patch as they were deemed important. The most
notable of these are the addition of a delay to teleport, a nerf of shieldboats and several other changes listed below.
- The Balance Team
ACUs
Aeon
UEF
Nano-Repair System:
- NewHealth:
2000 → 1500
Shield Generator Field:
- BuildCostMass:
3000 → 3600
- BuildTime:
2800 → 3400
Seraphim
Nano-Repair System:
- BuildCostEnergy:
42000 → 56000
- BuildCostMass:
1200 → 1800
- BuildTime:
1200 → 1800
- NewHealth:
3000 → 2000
T3 Land Combat
Harbinger:
The Harbinger rebalance puts more focus on the shield. The shield accounts for more of the total hp
and will regen and recharge much more quickly than before. This emphasises the micro capabilities of the
Harb, allowing for more hit and run combat tactics.
- Health:
4600 → 3050
- Shield Health:
1300 → 1000
- Shield Regen Rate:
9 → 30
- Shield Recharge Time:
63 → 40
- ShieldRegenStartTime:
3 → 2
- Power Drain:
25 → 30
- BuildTime:
4500 → 3600
- Speed:
3 → 2.85
- Acceleration:
3 → 3.2
- Turn Rate:
120 → 130
- Damage:
300 → 320
- Rate of Fire:
1.25 → 1
- Range:
28 → 26
- DPS:
375 → 320
- Muzzle Velocity:
30 → 40
Othuum:
More emphasis is put on the longer range high alpha damage weapon of the Othuum and its target priorities
have been fixed to be in line with other T3 tanks.
- Health:
6700 → 5000
- Acceleration:
2.6 → 3.5
- SizeY:
0.45 → 0.65
- SizeZ:
2.0 → 2.3
First 2 Guns:
- Damage:
75 → 39
- Muzzle Velocity:
35 → 40
- Turret Yaw Speed:
90 → 120
- Combined DPS:
300 → 156
3rd Gun:
- Damage:
400 → 525
- Range:
32 → 28
- Muzzle Velocity:
30 → 40
- DPS:
100 → 131
Torpedo Weapon:
- Range:
32 → 28
Target Priorities:
- Othuum now prioritises T3 over T2 over T1 instead of the reverse.
Percival:
The Percival now has the longest range of the T3 tanks and bots so kiting is now very important, even against
Bricks. A turret yaw speed increase and slight muzzle velocity increase enables better micro capabilities.
- Health:
9300 → 7200
- BuildTime:
6000 → 4800
- Speed:
2 2.1
- Acceleration:
→ 2.1
- TurnRate:
60 → 70
- Damage:
1600 → 1670
- Rate of Fire:
0.25 → 0.2
- Range:
35 → 34
- Muzzle Velocity:
35 → 38
- Turret Yaw Speed:
60 → 90
- DPS:
400 → 334
Titan:
The titan has a smaller health shield but this regens very quickly, sometimes even during the course of a battle
if you can keep them alive. It's target priorities are also fixed as with the Othuum.
- Health:
2200 → 2550
- Shield:
1200 → 600
- Recharge Time:
60 → 15
- Regen Rate:
9 → 20
- Speed:
4 → 3.8
- Acceleration:
4 → 4.2
- Range:
20 → 22
- Muzzle Velocity:
30 → 35
- Turn rate:
150 → 120
Target Priorities:
- Titan now prioritises T3 over T2 over T1 instead of the reverse.
Brick:
The brick now has slightly less range than a Percy but gains speed, turn rate and muzzle velocity to allow for
better micro.
- Health:
9000 → 7500
- BuildTime:
6000 → 4800
- Speed:
2 → 2.3
- Acceleration:
2 → 2.3
- TurnRate:
60 → 65
Main Weapon:
- Damage:
150 → 125
- Range:
35 → 32
- MuzzleVelocity:
35 → 42
- Turret Yaw Speed:
60 → 90
- DPS:
375 → 312.5
Loyalist:
The Loyalist gets a small nerf to many stats, and its stun will no longer affect Experimentals and ACUs.
- Health:
3100 → 3000
- Speed:
4 → 3.8
- Acceleration:
4 → 4.2
EMP explosion on death:
- Duration:
2s → 1.4s
- Affected by Stun:
Mobile Units → Mobile Units - except for T4 and ACUs
1st Weapon (Disintegrator Pulse Laser):
- Damage:
175 → 150
- Range:
25 → 20
- DPS:
175 → 150
2nd Weapon (Heavy Electron Bolter):
- Damage:
12 → 14
- Range:
25 → 20
- Muzzle Velocity:
40 → 35
- TurretYawSpeed:
90 → 120
- DPS:
30 → 35
T3 Ranged Units
Sprite Striker:
The aeon sniper is better able to shoot while moving and has a higher rate of fire
in exchange for less speed and a higher cost.
- Mass Cost:
640 → 720
- Build Time:
3600 → 4000
- Health:
450 → 500
- Speed:
3 → 2.85
- Sizex:
0.8 → 0.95
- SizeY:
1.15 → 1.35
- SizeZ:
0.6 → 0.8
- Firing Randomness while moving:
0.5 → 0.3
- Rate of Fire:
0.142 → 0.15
- MuzzleVelocity:
120 → 90
- TurretYawSpeed:
90 → 110
Usha-Ah:
The sera sniper shoots more accurately while moving to avoid it wasting shots and
it gets a cost increase and speed decrease.
- Mass Cost:
640 → 800
- Energy Cost:
8000 → 8800
- Build Time:
3600 → 4300
- Health:
500 → 700
- Speed:
3 → 2.5
- Acceleration:
3 → 2.5
- UniformScale:
0.08 → 0.095
- SizeX:
0.35 → 0.45
- SizeY:
1.2 → 1.55
- SizeZ:
0.7 → 0.9
Default Fire Mode:
- Firing Randomness while moving:
0.25 → 0.4
- Rate of Fire:
0.2 → 0.25
- Firing Tolerance:
0.5 → 3
- Muzzle Velocity:
120 → 80
- TurretYawSpeed:
90 → 70
Ranged Fire Mode:
- Firing Randomness while moving:
0.5 → 0.2
- Rate of Fire:
0.07 → 0.066
- TurretYawSpeed:
90 → 50
T3 Mobile Artillery:
Experimental Units
Navy
Structures
T3 Land HQs:
- Mass Cost:
4 920 → 5 220
- Power Cost:
43 900 → 47 400
- Build Time:
11 000 → 12 100
Ravager:
- Health:
7500 → 6500
- Mass Cost:
1 800 → 2 000
- Power Cost:
16 000 → 17 600
- Build Time:
1 500 → 2000
T3 Static Artillery:
T3 static arty now have the same range. Cybran gets an increased rate of fire
in exchange for lower damage.
- UEF/Cybran/Seraphim/Aeon Range:
750/700/825/900 → 825
Cybran:
- Damage:
4600 → 3700
- Rate of Fire:
0.1 → 0.13
T3 Mass Fabricator:
Adjacency for T3 mass fabs was improved slightly too much in patch 3688 so we are reducing it now.
- Adjacency from storage:
4.1667% → 3%
- Adjacency for SML:
20% → 12.5%
Civilian Structures
Adjusted Civilian Building Mass values to make them more consistent. Civilian buildings will give 50-150 mass.
Cybran Shield
Added the ED4 Shield to the list of buildable structures and to the hotbuild keygroup for shields.
Mechanics
Overcharge
This is the first rebalance of Overcharge since patch 3605 and it builds upon the premise of requiring energy storage to OC.
We have implemented a variable system of Overcharge so to do greater damage you will need more energy in storage. You will still
need to buld an energy storage before you can Overcharge and one storage will suffice for killing T2 units. To kill the heaviest
T3 units you will need three storages. When you Overcharge the amount of energy required to kill the unit you hit will be drained
from your storage. If you do not have enough to kill the target, most of your energy will be drained but not all so that your
shields and radar are not effected.
- The damage dealt by overcharge now scales with the amount of energy drained from storage.
- Overcharge will drain as much energy as is required to kill any unit within the area of effect of the OC, or 90% of your stored energy.
- One energy storage is required to unlock Overcharge.
- One storage is required to kill T1 and T2 land units.
- Up to three storages will be required to kill T3 land units.
- The range of the Area of Effect is now displayed when using Overcharge.
- The OC indicator will turn orange if you do not have enough energy in storage to kill the unit under the cursor.
- The OC indicator will turn green if you have enough energy in storage to kill the unit under the cursor.
- The maximum damage is 15k at a cost of ~45k energy
Damage vs buildings and vs commanders is unchanged from the previous system. We have added new icons to indicate whether you
have enough energy to kill the unit under your cursor. Gray is for idle, Orange means you don't have enough energy to kill and
green means you will kill the unit if you OC it.
Veterancy
The vet gained from buildings was too high, leading to problems especially with ACU TML.
- Veterancy gained from damaging non-combat buildings is reduced by 50%
- Only a single vet level can be gained for any one kill.
Teleport
Teleporting takes 5 seconds longer. The animation at the teleport destination is unchanged.
Miscellaneous
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