Fire Beetle
Beetles are currently underused, with this change they will be easier to quickly pump out.
Economy
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Build Time:
700550
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.
Beetles are currently underused, with this change they will be easier to quickly pump out.
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.
Straight buff to T3 MAA. This allows players to get them out earlier.
Straight buff to T3 MAA. This allows players to get them out earlier.
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.
Straight buff to T3 MAA. This allows players to get them out earlier.
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.
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.
To make T3 stage more dynamic we're increasing the movement speed of all T3 direct fire heavy units.
To make T3 stage more dynamic we're increasing the movement speed of all T3 direct fire heavy units.
To make T3 stage more dynamic we're increasing the movement speed of all T3 direct fire heavy units.
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.
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.
This halves the time it takes for T3 Arties to unpack, buffing them vs armies by making hit and run tactics more effective.
This halves the time it takes for T3 Arties to unpack, buffing them vs armies by making hit and run tactics more effective.
This halves the time it takes for T3 Arties to unpack, buffing them vs armies by making hit and run tactics more effective.
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.
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.
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.
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.
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.
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.
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.
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.
Supports the intended identity of the Stinger, which is to be a fast, cheap raider and a hybrid transport.
Reinforces a more unique identity for the Vulthoo as a tech 2.5 gunship. Makes up for Sera lack of t3 gunship.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Build time improvements to standardize factory upgrade timings across all factory types.
Brings the T2 and T3 air factory build time in line with their land counterparts.
Standardizes build time across all factories to make more sense and be more balanced. No longer will the T2 → T3 Support factory upgrade be ~4 times faster than the T1 → T2 upgrade.
Range and accuracy adjustments to balance T2 static artillery effectiveness across all factions.
Range and accuracy adjustments to balance T2 static artillery effectiveness across all factions.
Range and accuracy adjustments to balance T2 static artillery effectiveness across all factions.
Range and accuracy adjustments to balance T2 static artillery effectiveness across all factions.
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.
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.