Patch 3761

Date: July 15th 2023

The main objective of this patch is to enhance the viability of a diverse range of strategies by boosting raiding capabilities, balancing overpowered units, and introducing novel ways to utilize existing units.

-- The Balance Team


Land

Spirit

Brings the Spirit's speed in line with the other t1 scouts. This plays a small role in reducing the effectiveness of tree breaking as well.

  • Max Speed: 5 4.6
  • Max Acceleration: 5 4.6

Mongoose and Hoplite

The following changes make these units better at staying on target while moving.

Mongoose
  • Turn Rate: 90 80
  • Rack Salvo Charge Time: 2 1
  • Rack Salvo Reload Time: 1 2
  • Turret Yaw Speed: 80 90
Hoplite
  • Turn Rate: 90 80
  • Muzzle Velocity: 15 20
  • Turret Yaw Speed: 60 130

Deceiver

This buff is to counter the vision change to ensure that the Deceiver is not obsolete.

  • Stealth Range: 20 23

Tech 2 Amphibious Tanks

This change is to go along with the vision change to ensure their base vision range is at the same range as their weapon before the +15% is added.

Also Wagner Torpedoes get a buff.

Riptide
  • Vision Radius: 15 18
Wagner
  • Vision Radius: 15 22
  • Water Vision Radius: 20 22
  • Torpedo Damage: 15 30
Yenzyne
  • Vision Radius: 15 20
Blaze
  • Vision Radius: 15 24

Tech 3 Amphibious Tanks

Based on a Pull Request by Basilisk3 we have decided to buff the torpedoes and anti-torpedoes of T3 amphibious units. This will make them a bit more viable when they're underwater

Brick
  • Damage: 8 15
  • Anti Torp Flare RoF: 0.065 0.05
Othuum
  • Damage: 30 60

Mobile Missile Launchers and Spearhead

MML and Spearhead missiles are much faster now. This should help them against recent TMD buffs and help hit mobile units

  • increased Missile Speed by 1.75x

Land Experimentals

Scathis

This unit was far more inaccurate than desired or indicated by the reticle. Some shots still go outside the reticle but with this change this is greatly reduced. Increasing its accuracy any further buffed its performance against shielded bases too much.

  • Fixed Spread Radius: 80 70

Galactic Colossus

Removal of Omni as this only served as a hard counter to Cybran Cloak.

  • Omni removed

Navy

Air

Air Elevations

Generally, lower flying targets are easier to hit with ground-to-air weapons. However, if they are brought too low, they can fire at shields in the case of interceptors or inside shields in the case of bombers. Therefore T2 planes are brought to an elevation just above T2 shields and T3 planes are brought to an elevation just above T3 shields.

  • T1 Scout: 20 16
  • T1 Interceptor: 18 14
  • T1 Bomber: 18 14
  • T2 Combat Fighter: 20 18
  • T3 Scout: 25 22
  • T3 Air Superiority: 20 18
  • T3 Strategic Bomber: 14 18
  • T3 Torpedo Bomber: 25 18
  • T4 CZAR: 25 20

Transports

Adjust the movement of air transports to increase consistency and responsiveness. This means that placing unload orders on the fly will not cause a huge delay in unloading. It also makes transports quite easy to micro, so we are giving interceptors similar changes to help them against the new transports.

Tech 1 Transports

  • Elevation: 8
  • AutoLandTime: 1 2
  • BankFactor: 0.1 0.2
  • BankForward: False True
  • KMove: 0.95 2
  • KTurn: 1 2
  • KTurnDamping: 4 2
  • LiftFactor: 8 2
  • TransportHoverHeight: 6 4
  • CollisionOffsetY: 0 -0.25

Tech 2 Transports

  • Elevation: 9
  • AutoLandTime: 1 2
  • BankFactor: 0.1 0.2
  • BankForward: False True
  • KMove: 0.95 2
  • KTurn: 1 2
  • KTurnDamping: 4 2
  • LiftFactor: 8 2
  • TransportHoverHeight: 6 4
  • CollisionOffsetY: 0.1 -0.25

Tech 3 Transports

  • T3 Elevation: 10
  • AutoLandTime: 1 2
  • BankFactor: 0.1 0.2
  • BankForward: False True
  • KLift: 1 2
  • KLiftDamping: 1.25 2
  • KMove: 0.8 2
  • KTurn: 1 2
  • KTurnDamping: 4 2
  • LiftFactor: 7 4
  • CollisionOffsetY: -0.1 -0.25

Interceptors and SwiftWind

This change helps balance out the transport changes. This also makes Interceptors feel more responsive and better to micro.

Tech 1 Interceptors

  • AutoLandTime: 1 2
  • BankFactor: 2 3
  • BreakOffDistance: 5 10
  • CombatTurnSpeed: 1.5 1.7
  • KLift: 3 2
  • KLiftDamping: 2.5 2.0
  • KMove: 1 1.5
  • LiftFactor: 7 5
  • StartTurnDistance: 5 10
  • TurnSpeed: 1.5 1.7

Swift Wind

  • BankFactor: 2 3
  • CombatTurnSpeed: 1.5 1.8
  • KLift: 3 2
  • KLiftDamping: 2.5 2.0
  • KMove: 1 1.5
  • LiftFactor: 7 5
  • StartTurnDistance: 5 10
  • TurnSpeed: 1.5 1.8

ACU and SCU Drones

Updated the ACU and SCU Drone HP to 50, the same as Kennel drones

  • Health: 6 50

Drones

Gives all drones the ability to reclaim on a patrol move. This Dose Not Include ACU or SCU Drones

Mercy

Based on Deribus's suggestion from a while ago, this changes the Mercy's role from a sniping unit to a damage over time AOE unit.

We have tweaked the setting a bit more and added a reticule so you're able to see the area of effect when Mercy is fired

  • Max Speed: 10 13
  • Min Speed: 10 3
  • Turning Speed: 1.5 1
  • Health: 10 90
  • VisionRadius: 15 10
  • Elevation: 18 12
  • Damage: 2400 79
  • DamageRadius: 3 7.5
  • Damage Ticks: 0 20
  • Damage Time: 0 10
  • Fuel Duration: 110 400
  • Added Vision Projectile on impact

Torpedo Bombers

All of the Tech 2 Torpedo Bombers now have the same number of projectiles. This is important as they are vulnerable to anti-torpedoes now.

UEF

  • Projectile Count: 2 3

Cybran

  • Projectile Count: 2 3

Strategic Bombers

A slight decrease in cost and build time but a large increase in reload time. This should prevent early bombers from 1-passing so many targets in quick succession.

  • Mass Cost: 2100 1750
  • Energy Cost: 144k 180k
  • Build Time: 9.6k 12k
  • Rate of Fire: 5s 8s

Structures

Torpedo Defenses

Decreases the volatility of T1 navy and makes getting locked out of the water at T1 harder.

Tech 1 Torpedo Defense

UEF
  • Damage: 150 180
Aeon
  • Damage: 150 180
Cybran
  • Damage: 25 30
Seraphim
  • Damage: 100 120

Tech 2 Torpedo Defense

UEF
  • Damage: 150 180
Aeon
  • Damage: 150 180
Cybran
  • Damage: 50 60
Seraphim
  • Damage: 201 242

HARMS

We are decreasing the harm caused by HARMS by removing the stealth and reducing both their HP and Range.

  • Removed Personal Stealth
  • HP: 11000 9000
  • Build Time: 4097 4100
  • Max Radius: 80 70

Sonar

The current range of T1/T2 sonar is lacking compared to T1/T2 radar considering the speed difference between land and navy units. T1 and T2 sonar will be getting a range buff to make them more useful while giving them more expensive to build and run to balance them out.

The Cybran Tech 3 Sonar has also gotten a nerf to its stealth field and received a small E drain cost reduction.

Tech 1 Sonar

Aeon
  • Health: 500 400
  • Energy Cost: 544 1275
  • Mass Cost: 64 150
  • Build Time: 80 127.5
  • Maintenance Cost: 10 20
  • Sonar Radius: 115 160
UEF
  • Health: 600 400
  • Energy Cost: 544 1275
  • Mass Cost: 64 150
  • Build Time: 80 127.5
  • Maintenance Cost: 10 20
  • Sonar Radius: 115 160
Cybran
  • Energy Cost: 544 1275
  • Mass Cost: 64 150
  • Build Time: 80 127.5
  • Maintenance Cost: 10 20
  • Sonar Radius: 115 160
Seraphim
  • Energy Cost: 544 1275
  • Mass Cost: 64 150
  • Build Rate: 13.01 14.08
  • Build Time: 80 127.5
  • Maintenance Cost: 10 20
  • Sonar Radius: 115 180

Tech 2 Sonar

Aeon
  • Health: 1000 800
  • Energy Cost: 3600 7200
  • Mass Cost: 150 300
  • Build Time: 845 1680
  • Sonar Radius: 230 290
UEF
  • Health: 1400 800
  • Energy Cost: 3600 7200
  • Mass Cost: 150 300
  • Build Time: 845 1680
  • Sonar Radius: 230 290
Cybran
  • Health: 625 800
  • Energy Cost: 3600 7200
  • Mass Cost: 150 300
  • Build Time: 845 1680
  • Sonar Radius: 230 290
Seraphim
  • Health: 1000 1400
  • Energy Cost: 6000 9600
  • Build Time: 600 2120

Tech 3 Sonar

Cybran
  • HP: 850 1200
  • Maintenance Cost: 700 600
  • Radar Stealth Field Radius: 70 40
  • Sonar Stealth Field Radius: 70 40

SAMS

SAMs have always had a disproportionate amount of hp for their cost, making them nearly invulnerable to raids. If you built a SAM it would stay there until you got pushed off the area entirely. This change will allow them to be raided, including by air-to-ground units and TML.

  • HP: 7000 5000

Economy Structures

In the early game, the primary focus is on raiding expanding engineers. One engineer's death may have potentially devastating consequences. On the other hand, after the expansion phase is over it can be very difficult to find value with light raids. We'd like to encourage more interaction between players by increasing the damage potential of small raids after the expansion phase.

Reducing Mex HP across the board should encourage raiding across most of the game. In particular, the T1 Mex HP reduction allows for T1 bombers to destroy them in just two passes, which should help them find utility outside of their regular engineer-slaying duties.

Mass Extractors

Tech 1
  • Cybran: 500 360
  • UEF: 760 400
  • Aeon: 600 370
  • Sera: 650 380
Tech 2
  • UEF: 2500 2000
  • Sera: 2000 1950
Tech 3

T3 Mex hp is brought closer together and Cybran T3 Mex no longer die to a single TML

  • Cybran: 6000 6250
  • UEF: 9000 7000
  • Aeon: 6200 6500
  • Sera: 7000 6750

Power Generators

Tech 1
  • UEF: 760 600
  • Aeon: 600 525
  • Sera: 650 550
Tech 2
  • Cybran: 1800 2200
  • Aeon: 1900 2300
  • Sera: 2000 2400
Seraphim Tech 1 Power Generator

Make it so that the Seraphim tech 1 Power generator has the same consistency as all the others.

  • Removed Death Animation

Mass Storage

  • Cybran: 800 600
  • UEF: 1200 800
  • Aeon: 1000 650
  • Sera: 1100 700

Energy Storage

  • Capacity: 5000 10000
  • Storage Adjacency: Increased by x2

ACU

Aeon ACU

The Aeon gun range upgrade is quite powerful with the current cost. We have split it to allow it to still be strong later but not oppressive in the game's t1/early t2 phase. This along with the OC nerf should make the Aeon gun com far less oppressive while still being viable.

Range

  • Energy Cost: 15000 6000
  • Mass Cost: 500 300
  • Build Time: 500 350
  • New Range: 35 30

Advanced Range

  • Requires First Range upgrade
  • Energy Cost: 31000
  • Mass Cost: 900
  • Build Time: 1100
  • New Range: 35

Chrono Dampener

The Chrono Dampener upgrade now adapts to your ACU gun range so depending on the ACU current range chrono will increase along with it.

UEF ACU

Bubble Shield

This splits the shield upgrades so you decide whether to have the personal shield or the bubble shield

Changes
  • Split from Personal Shield
  • Mass Cost: 3600 2300
  • Energy Cost: 450000 112500
  • Build Time: 3400 2100
  • Maintenance Cost: 500 250
  • Shield HP: 36000 9000
  • Shield Regen Rate: 42 60
  • Shield Recharge Time: 175 90
  • Shield Size: 16 20

Cybran ACU

Cybran is especially reliant on Stealth for their combat ACU, so it gets some buffs as well as a much needed self-repair upgrade to lessen the impact of vision changes.

Maser gets a nerf to lessen the potential of maser + self-repair.

  • Base Regen: 15 18

Self-Repair

  • Upgrade Path: Stealth Self-Repair Cloak
  • Mass Cost: 1500
  • Energy Cost: 45000
  • Build Time: 1500
  • Regen: 60
  • HP: 1500

Cloak

  • HP: 15000 12000

Torp

  • Damage: 250 500
  • Projectile Count: 4 2

Laser

  • DPS: 4000 3000

Seraphim ACU

Advanced Regen Aura

A long time ago the Base Regen Aura was updated from the base fa version of RegenPerSeconds and since then getting advanced regen aura was a downgrade so this is a small fix to make it so Advanced Regen Aura works as intended.

  • RegenPerSecond 0.01111111111 0.035