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
Personal Shield Generator:
Heavy Personal Shield Generator:
Personal Shield Generator:
Shield Generator Field:
Refracting Chronotron Amplifier:
Enhanced Nano-Repair System:
T3 Land Combat
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.
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.
First 2 Guns:
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.
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.
The brick now has slightly less range than a Percy but gains speed, turn rate and muzzle velocity to allow for better micro.
The Loyalist gets a small nerf to many stats, and its stun will no longer affect Experimentals and ACUs.
EMP explosion on death:
1st Weapon (Disintegrator Pulse Laser):
2nd Weapon (Heavy Electron Bolter):
T3 Ranged Units
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.
The sera sniper shoots more accurately while moving to avoid it wasting shots and it gets a cost increase and speed decrease.
Default Fire Mode:
Ranged Fire Mode:
T3 Mobile Artillery:
Build time is reduced for T3 mobile artillery.
Build Time and misc.:
Experimentals have had very low buildtimes which often made thoughtless mass sinks. With the T3 land nerf Experimentals will be a stronger force on the battlefield so buildtime is increased to compensate for this and to make XPs less of a cheese weapon thrown up in very short periods of time with little build power.
T3 Land HQs:
T3 Static Artillery:
T3 static arty now have the same range. Cybran gets an increased rate of fire in exchange for lower damage.
T3 Mass Fabricator:
Adjacency for T3 mass fabs was improved slightly too much in patch 3688 so we are reducing it now.
Adjusted Civilian Building Mass values to make them more consistent. Civilian buildings will give 50-150 mass.
Added the ED4 Shield to the list of buildable structures and to the hotbuild keygroup for shields.
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.
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.
The vet gained from buildings was too high, leading to problems especially with ACU TML.
Teleporting takes 5 seconds longer. The animation at the teleport destination is unchanged.
T1 Mobile Anti Air
T1 MAA gets a small damage reduction and mass cost reduction so it doesn't cost more than tanks anymore. Sera MAA is fixed so that is does its intended damage.
Fire beetles are getting a much needed rebalance to encourage their use within armies.
Removed the Power drain from the stealth/cloak ability while not moving.