Patch 3750

Date: January 28th 2023

This patch aims to alleviate the most pressing imbalances that have arouse over the past 2 years.
Notably the dominance of Sniper bots and Titans/Loyalists during the T3 stage, Nukes being extremely oppressive, air T4s and T3 artilleries being rushed without any energy infrastructure and the power distribution in naval warfare being very asymmetric tech wise between factions.
It also includes 2 mini-reworks, Soul Ripper and Bulwark which hopefully will help those units function better at their intended roles.
We hope you enjoy this new patch

-- The Balance Team


Land

T2 Land

T2 land is much slower than T1 and T3 which doesn't allow it to adequately cover the map, raid, and defend against attacks, especially on bigger maps. The meta in team games is to generally either completely skip T2 or go all in. These changes hope to make T2 more viable in team games and 1vs1. Another advantage in increasing the MS of T2 land is how they will interact with Rambo ACUs, especially in 1vs1. Currently, Rambo ACUs are extremely strong and even if you have more army value it's very difficult to press your advantage since if you are the one engaging the enemy gets at least 2-3 OCs for free. With the MS changes it should allow the player with more army to more easily punish the opponent for miss positioning their ACU or being overly aggressive/borderline suicidal.

Increase of 0.1 Movement Speed to all Flacks, MMLs, Range Bots, and Main battle tanks.

Rhino gets a buff of 0.2 (and so does Cybran flak) as it's currently comparatively weak to its T2 counterparts and Cybran needs a buff during its T2 stage.

Hover tanks don't get a movement speed increase as they are already very fast and we don't feel like this change is necessary for them. Perhaps they will get some other small tweaks next patch.

Asylum (Aeon T2 mobile shield)

Aeon t2 land has become arguably the best with a combination of powerful tanks, cheap shields, and the strongest ACU. This minor nerf aims at reducing the strength a little bit.

  • EnergyMaintenanceCost: 45 55

Titan and Loyalist

The Titan and Loyalist build-time buffs from patch 3725 are reverted to make it harder to snowball out of control with a T3 land rush.

Titan

After T3 rebalance Titans with their fast recharging shields became a bit too oppressive and they are currently stronger than loyalists. A small HP nerf should put the unit in the right place while not taking away from its specialty of constantly dashing in and out and letting its shield recharge.

  • Health: 2600 2400
  • BuildTime: 2160 2400

Loyalist

Loyalists' ability has been underwhelming and thus it's getting a well-deserved buff, we hope this will be enough to make mixing in Loyalists in your army in later stages a more viable option instead of being a gimmick that is rarely used.

  • BuildTime: 2160 2400
  • The Loyalist's ability will no longer disable weapons and the charge will kick in 1 second faster

Sniper bots

Sniper bots get an overall nerf to make it harder to snowball out of control. With the energy cost nerf specifically we aim at delaying the first few snipers from hitting the field immediately after a player gets T3 Land.

Seraphim (Usha-Ah)

  • Mass Cost: 880 960
  • Energy Cost: 9700 15,360
  • BuildTime: 4500 5400

The snipe mode icon is changed to make the difference between the snipe mode and normal mode easier to see.

Aeon (Sprite Striker)

  • Mass Cost: 800 880
  • Energy Cost: 8900 14,080
  • BuildTime: 4500 4950

Air

Air Experimentals

Air experimentals were always extremely cheap in energy cost compared to t3 air. This led to the ability to build air t4’s without any power setup like is required for t3 air and thus became a relatively cheesy way to win games. With this change, the e cost is more streamlined with t3 air.

We also reduce the crash damage of air T4s. Their ability to kill heavily shielded targets by simply dying and hitting them provided the defending player with little counter-play. They still deal a considerable amount of damage to not break the immersion of the game but these values will be further reduced if deemed necessary.

Ahwassa

  • Energy Cost: 780,000 1,920,000
  • DamageRadius: 20 19
  • Crash Damage: 10,000 7000

In addition to the energy cost nerf the Ahwassa gets a small nerf to its AoE considering its dominance compared to the other air T4s.

CZAR

  • Energy Cost: 731,250 1,530,000
  • Crash Damage: 10,000 7000

Soul Ripper

A decrease of roughly 15% across the board. The goal is to make the SR a more viable option and further establish it as the value over time air experimental. With the lower cost, it will be easier for the player to justify investing in the SR and slowly leverage a small-medium advantage he had in the air.

In addition to the stat changes we also increase the movement speed by 1 and give it 75 hp regen per second.

  • Health: 90,000 75,000
  • Regen Rate: 0 75
  • Mass Cost: 34,000 29,000
  • Energy Cost: 480,000 812,000
  • BuildTime: 56,250 48,000
  • DPS: 1535 1368.3
  • Crash Damage: 7000 5000

The decrease in hp is slightly larger than the decrease in DPS meaning the Soul Ripper will be a bit less tanky but will pack a bigger punch relative to its cost.

Strategic Bombers

All strategic bombers have their elevation reduced. This will make them easier to hit by non-homing AA which should greatly increase the effectiveness of T1 AA and T2 Flak (although that will now hit rarely instead of never) which should make the early strategic bomber a lot less oppressive since now every play will be able to build a unit that will at least partially counter the strategic bomber.

  • Elevation: 20 14

T3 UEF Air

These changes should allow UEF air players to trick their opponents by including Air scouts in their mix and artificially inflating the size of their ASF cloud. It will also make the Air scouts harder to shoot down by static AA/ASF and buff un-scouted strategic bomber runs.

Spy Plane:
  • Added Jamming for Spy Plane
  • On by Default with no running cost
Strategic Bomber:
  • Added Jamming
  • Off by Default
  • Energy Maintenance Cost: 0 25

T2 Air Crash Damage

Notha

  • Crash Damage: 25 200

For some reason Notha had different crash damage than other T2 Fighter bombers

T2 Transports

  • Crash Damage: 25 250

T2 transports had lower crash damage than T1 (100). These changes will also nerf arty drops since now if the transports die and land on top of them it will kill all of the artilleries.

Navy

Engineers

Engineers

Engineer pathfinding is one of the most frustrating things in FAF. With the changes to their Turn rate, Back up distance, and Acceleration/Deaccelaration we hope to finally alleviate those issues. These changes will also make engineers more micro'able, especially in the early stages of the game eg. vs T1 bombers. If you want to read more take a look at this PR that Jip made.

We are also buffing the efficiency of higher-tech engineers. They will now get more bp while having the same cost.

  • T1 Engineer: 10.4 Mass/bp
  • T2 Engineer: 10 Mass/bp
  • T3 Engineer: 9.6 Mass/bp

Sparky (UEF T2 Field Engineer)

  • Allow Sparkies to build intelligence structures(radars, sonars, stealth generators)
  • Allow Sparkies to build T1 factories

This small buff should make Sparkies easier and nicer to use by not requiring players to find the nearest T1 engineer on the frontline to construct a radar or a factory. We hope these changes will encourage more aggressive usage of the Sparky on the frontline and in drops.

Structures

Hives & Kennels

Hives have been the dominant engineer station forever now, they have many advantages over Kennels and are extremely dominant in the super-late game. These changes are meant to bring the Hives more in line with the Kennels without making them a non-viable option if you quickly want some concentrated, albeit less efficient, bp in your base in the mid to early late-game.

Hives will now get less efficient the higher tech of the Hive you get, this is meant to reduce their strength as an insanely compact, high bp that is easy to shield. You will now have to pay more to have a more concentrated, higher HP, higher range BP.

We are also reducing the HP of engineering stations to make them a bit easier to snipe and to emphasize protecting your BP more.

Hives

Hives have 3 different levels, I will denote them T1, T2, and T3 for clarity's sake.

T1 Hive

  • Build Power: 25 20
  • Energy Cost: 1750 2100

T2 Hive

  • Health: 1250 1000
  • Build Power: 50 37
  • Energy Cost: 4083.33 4200

T3 Hive

  • Health: 2750 2000
  • Build Power: 75 50
  • Energy Cost: 6416.66 6300

Kennels

Kennels have 2 different levels, I will denote them T2 and T3.

T2 Kennel

  • Mass Cost: 550 525
  • Energy Cost: 2750 2625
  • Build Power: 1100 1000

T3 Kennel

  • Health: 3000 2500
  • Build Rate: 20 30

Kennel Drone

  • Health: 6 50
  • Mass Cost: 250 100
  • BuildTime: 750 500
  • Elevation: 2 3

With these changes, it will be less punishing to lose the drones as they will rebuild faster and at a much lower cost. The elevation increase should make the drones less prone to random AoE attacks landing on the base.

T2 Point Defense

The economy Stats of a lot of units are all over the place currently with ratios between factions being close but not the same for no apparent reason (Take the Sera and Aeon PD which have the same cost but Sera randomly costs 26 more BT). We normalized the stats and adjusted the values slightly.

UEF

  • BuildTime: 664 675
  • Energy Cost: 3600 3780

Aeon

  • BuiltTime: 701 675
  • Mass Cost: 528 540
  • Energy Cost: 3648 3780

Seraphim

  • BuiltTime: 727 675
  • Mass Cost: 528 540
  • Energy Cost: 3648 3780

Cybran

  • Energy Cost: 3400 3360

T2 Static Artillery

T2 static artilleries shouldn't be able to consistently hit small single targets. That's why we are increasing the firing randomness of all artilleries by 0.25. Aeon artillery gets a small buff as it's currently the most underwhelming one. We also normalized the unit economy stats and made a few small tweaks.

UEF

  • Mass Cost: 1890 1900
  • Energy Cost: 13,500 13,585
  • Firing Randomness: 2 2.25

Aeon

  • Mass Cost: 2079 2080
  • Energy Cost: 14,850 14,872
  • Firing Randomness: 1.5 1.75
  • Damage Radius: 2 2.25

Seraphim

  • Mass Cost: 1995 2000
  • Energy Cost: 14,250 14,300
  • Firing Randomness: 1.5 1.75

Cybran

  • Energy Cost: 12,000 12,012
  • Firing Randomness: 2.5 2.75

Nukes

Nukes are extremely strong and can be very oppressive, especially in team games. In almost every game in an early late-game, it's a good idea to make a nuke. Its relatively low cost combined with having potential for game-ending damage while always being able to find value even if the enemy has adequate defences in place makes it a no-brainer. Not to mention that it will force out SMDs, and not just 1, depending on the map it can be up to 4 which already makes the nuke worth it without even killing anything.

The small mass cost increase and higher energy cost are supposed to make it more expensive and delay the 1st nuke by requiring more E infrastructure to set up. You will no longer be able to get T3, make 2 T3 power generators, and a nuke launcher immediately afterward. Additionally, the E cost of the missile itself is increased (The Launcher will now drain 5k instead of 4.5k E/sec), this will also increase the importance of adjacency while discouraging heavy assisting.

Nuclear warheads

  • Energy Cost: 1,350,000 1,500,000

Nuke Silos

  • Mass Cost: 15,000 16,500
  • Energy Cost: 210,000 412,500

Nuke Subs

Aeon & UEF

  • Mass Cost: 9000 9500
  • Energy Cost: 80,000 152,000

Cybran

  • Mass Cost: 10,000 10,500
  • Energy Cost: 80,000 152,000

T3 Static Artillery

Energy cost nerfs follow in the steps of Air experimentals and nukes. The E cost increase is meant to force players to set up proper energy infrastructure before making artillery instead of being able to dump all of their mass extremely fast. The E maintenance cost increase is meant to create a real operational cost, especially when a player has multiple artilleries.

Increase E cost of all artilleries 1.5 times and double energy required to fire.

UEF

  • Energy Cost: 900,000 1,350,000
  • Energy Cost to Fire: 8000 16,000

Aeon

  • Energy Cost: 915,000 1,372,500
  • Energy Cost to Fire: 8500 17,000

Seraphim

  • Energy Cost: 885,000 1,327,500
  • Energy Cost to Fire: 7500 15,000

Cybran

  • Energy Cost: 870,000 1,305,000
  • Energy Cost to Fire: 7000 14,000