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MrRowey committed Apr 1, 2024
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8 changes: 4 additions & 4 deletions balance/3626.html → balance/2013/3626.html
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Expand Up @@ -168,7 +168,7 @@ <h3>Aeon Tech 3</h3>
<h4><img src="/images/aeonsniper.png">Sniper</h4>
<ul>
<li>mass cost reduced to 640 (from 800).</li>
<li>buildtime to 3600 (from 4800).</li>
<li>build time to 3600 (from 4800).</li>
<li>doesn’t need to deploy, inaccurate when moving.</li>
<li>1350 damages (from 1300) to prevent massive overkill on Percival.</li>
<li>strategic icon is now a straight horizontal line</li>
Expand All @@ -192,7 +192,7 @@ <h4><img src="/images/nukesub.png">Nuke Sub</h4>
<h4><img src="/images/serasniper.png">Sniper</h4>
<ul>
<li>mass cost reduced to 640 (from 800)</li>
<li>buildtime to 3600 (from 4800)</li>
<li>build time to 3600 (from 4800)</li>
<li>has a turret now</li>
<li>inaccurate when moving (0.8)</li>
<li>775 damages (from 750) to prevent overkill on Percival</li>
Expand All @@ -206,7 +206,7 @@ <h3>UEF Tech 3</h3>

<h4><img src="/images/percy.png">Percival</h4>
<ul>
<li>Builtime increase to 6000 (from 4800)</li>
<li>Buil time increase to 6000 (from 4800)</li>
<li>uses a new strategic icon (x) to distinguish it from Titan (+)</li>
</ul>

Expand All @@ -228,7 +228,7 @@ <h3>Cybran Tech 3</h3>

<h4><img src="/images/brick.png">Brick</h4>
<ul>
<li>Builtime increase to 6000 (from 4800)</li>
<li>Build time increase to 6000 (from 4800)</li>
<li>uses a new strategic icon (x) to distinguish it from Loyalist (+)</li>
</ul>

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14 changes: 7 additions & 7 deletions balance/3650.html → balance/2015/3650.html
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Expand Up @@ -27,7 +27,7 @@ <h2>Land</h2>
<div id="hover" class="card">
<h3>Hover tanks</h3>
<p>
The advantage of hoverunits is their great flexibility, enabling them to be used both on water and on land. However if they are so effective that even pure naval units have significant trouble with large amounts of hoverunits, something is wrong. Furthermore their fast speed makes it unreasonably tiresome to defend against them on raiding-vulnerable island maps. Their buildtime has been increased, and their movement speed while on water has been decreased.
The advantage of hoverunits is their great flexibility, enabling them to be used both on water and on land. However if they are so effective that even pure naval units have significant trouble with large amounts of hoverunits, something is wrong. Furthermore their fast speed makes it unreasonably tiresome to defend against them on raiding-vulnerable island maps. Their build time has been increased, and their movement speed while on water has been decreased.
</p>

<h3><img src="/images/serahover.png"> Seraphim (Yenzyne)</h3>
Expand Down Expand Up @@ -58,7 +58,7 @@ <h3><img src="/images/hoverflak.png"> Hover flak (Seraphim and Aeon)</h3>

<div id="harb" class="card">
<h3><img src="/images/harb.png"> Harbinger</h3>
Harbingers are a complicated unit, while being immensely dominant in the early t3 stages, they already lose in bigger numbers to other t3 tanks. Straight out nerfing them would not only lower their early game advantage (and the very satisfying feeling of the unit) but also cause potential problems in the lategame. Increasing the buildtime to the same mass/BT ratio of Percivals and Bricks will make it harder to produce many Harbinger too early and will give the opponent more time to bring their own counters in place, but should not hurt Aeon too much later.
Harbingers are a complicated unit, while being immensely dominant in the early t3 stages, they already lose in bigger numbers to other t3 tanks. Straight out nerfing them would not only lower their early game advantage (and the very satisfying feeling of the unit) but also cause potential problems in the lategame. Increasing the build time to the same mass/BT ratio of Percivals and Bricks will make it harder to produce many Harbinger too early and will give the opponent more time to bring their own counters in place, but should not hurt Aeon too much later.
<br><br>
The problems behind the power of the Harbinger lie deeper than this, but it will require more time to solve them. Until then, this change should make the life of non-aeons a little bit easier.

Expand Down Expand Up @@ -209,7 +209,7 @@ <h3><img src="/images/solace.png"> Solace (Aeon T3 Torpedo Bomber)</h3>
</div>

<div id="awhassa" class="card">
<h3><img src="/images/awhassa.png"> Awhassa</h3>
<h3><img src="/images/awhassa.png"> Ahwassa</h3>
Similar to the changes with the CZAR-Beam last patch, ASF can't be so easily destroyed anymore by abusing the splash of an anti-ground weapon with ground fire. Additionally, we are applying some nerfs to veterancy, and the amount of extra-dps you can get get by hoverbombing.

<ul>
Expand Down Expand Up @@ -270,12 +270,12 @@ <h3><img src="/images/quantumgate.png"> Quantum Gateway</h3>

<div id="hqs" class="card">
<h3><img src="/images/t3hq.png"> T3 Land HQ</h3>
<p>By increasing the T3 HQ buildtime, we hope to address the problem of early T3 units cutting the T2 stage short. An early T3 upgrade was rendering the opponents T2 units obsolete before they were given the opportunity to do any significant damage to punish the early upgrade. </p>
<p>By increasing the T3 HQ build time, we hope to address the problem of early T3 units cutting the T2 stage short. An early T3 upgrade was rendering the opponents T2 units obsolete before they were given the opportunity to do any significant damage to punish the early upgrade. </p>

<p>An increase in buildtime should delay the presence of T3 units on the battlefield slightly to allow a T2 army a better chance to properly mount an effective attack.
<p>An increase in build time should delay the presence of T3 units on the battlefield slightly to allow a T2 army a better chance to properly mount an effective attack.
More specifically in conjunction with Harbinger changes, this should address the related problem of the overly dominant Harbinger rush.</p>

<p>The change should not significantly affect the T2-T3 transition at a later stage when bottleneck created by buildpower is less pronounced.</p>
<p>The change should not significantly affect the T2-T3 transition at a later stage when bottleneck created by build power is less pronounced.</p>

<ul>
<li>Build time: <s>9400</s> <i class="fa-solid fa-arrow-right"></i> 11000</li>
Expand Down Expand Up @@ -326,7 +326,7 @@ <h3><img src="/images/cybrantml.png"> Cybran TML</h3>
<div id="tml" class="card">

<h3><img src="/images/cybrantml.png"> TML friendly fire</h3>
Teamkilling or intentionally inflicting damage to teammates is not only rude towards the target, but often ruins the game for all other teammates and opponents too. That's why it is, among with offensive language, a bannable offense in FAF and should be reported to the moderators. We are going to make it harder to get banned by removing the most popular and easiest tool for teamkilling, giving you the opportunity to calm down and think about if punishing this guy for his behavior or skill is really worth risking a ban and ruining a game for everyone.
Team killing or intentionally inflicting damage to teammates is not only rude towards the target, but often ruins the game for all other teammates and opponents too. That's why it is, among with offensive language, a bannable offense in FAF and should be reported to the moderators. We are going to make it harder to get banned by removing the most popular and easiest tool for team killing, giving you the opportunity to calm down and think about if punishing this guy for his behavior or skill is really worth risking a ban and ruining a game for everyone.
<ul>
<li>TML missiles no longer deal friendly fire</li>
</ul>
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12 changes: 6 additions & 6 deletions balance/3655.html → balance/2016/3655.html
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Expand Up @@ -15,7 +15,7 @@
<h1>Patch 3655</h1>
<h2>Date:<i> August 29, 2016</i></h2>
<p>Welcome to the patchnotes for the 3655 patch.</p>
<p>We all had to wait very long for this patch, but the technical and organisational structure to deliver it is finally ready.</p>
<p>We all had to wait very long for this patch, but the technical and organizational structure to deliver it is finally ready.</p>
<p>The changes have been in testing since May, first by the tester team and later in the public beta, and a lot of feedback was given and considered during this time. New changes got suggested and added, while others got removed or adjusted. </p>
<p>Based on feedback from the community we also decided to split the patch into two parts rather than releasing everything at once. The first part is planned to be released on the 29th August and will contain most small changes and the new bombers. The second part will mostly be about the HP changes to structures and a few things that couldn't make it into this patch.</p>

Expand Down Expand Up @@ -196,7 +196,7 @@ <h3><img src="/images/hoverflak.png">Iashavoh</h3>
<div id="engie" class="card">
<h3>Engineers</h3>

<p> The engy values from engymod were very careful designed to avoid a couple of potential issues. This issues didn't became true so far. As result we can make t2 and t3 engy efficiency as good as t1 engies. This means you dont need to invest more resources if you want to assist with higher tech engies for the same buildpower anymore. They still have some downsides by needing a higher tier factory, having less speed, and less ability to finetune how much BP you get over time. <br><br>It is worth observing if that leads to one of the biggest potential problems i tried to avoid when making engymod: too easy base defending with the ability to spam the required defense in no time. (Similar to the vanilla anti-nuke problem - you wouldn't need an anti-nuke, because you can still start one when you hear the nuke being launched and it'd finish in time with massive assist) </p>
<p> The engy values from engymod were very careful designed to avoid a couple of potential issues. This issues didn't became true so far. As result we can make t2 and t3 engy efficiency as good as t1 engies. This means you dont need to invest more resources if you want to assist with higher tech engies for the same build power anymore. They still have some downsides by needing a higher tier factory, having less speed, and less ability to fine tune how much BP you get over time. <br><br>It is worth observing if that leads to one of the biggest potential problems i tried to avoid when making engymod: too easy base defending with the ability to spam the required defense in no time. (Similar to the vanilla anti-nuke problem - you wouldn't need an anti-nuke, because you can still start one when you hear the nuke being launched and it'd finish in time with massive assist) </p>

<h3><img src="/images/t2engie.png"> T2 Engineer </h3>
<ul>
Expand Down Expand Up @@ -227,7 +227,7 @@ <h2>Air</h2>
<h3><img src="/images/t1bomber.png">T1 bombers</h3>
The t1 bomber has a couple of different issues we're trying to solve here:<br><br>
a) First bomber in combination with hoverbombing is not necessarily OP, but can be very frustrating for new players, and is OP on lower levels in a sense that you need to learn more (have more "skill") to counter it than you need to use it. The solution we are using after long discussions and tests is to remove hoverbombing and replace it with increased possibility to micro for experienced players. This will also solve the "logic" issue of hoverbombing that many people have, without removing possibilities of the game. Hoverbombing possibility is removed, but new micro possibility takes its place. However, it is harder to do, and has less impact, so much less people will be able to use it to their advantage<br><br>
b) First bomber is extremely swingy, either giving the player who does it a huge advantage or sets him back a lot. The goal is to bring it closer to normal raiding units like labs. They will still be very swingy, due to the high investment for the air factory and the bomber, their potential power need to be accordingly strong, but a combination of cost, higher buildtime, the anti air buffs and other things like radar removal, should make it easier, especially for inexperienced players, to deal with first bombers. Due to this and the hoverbombing changes there will probably (did anyone say hopefully?) be less first bombers, but the changes are trying to make them less frustrating without having to remove the option completely.<br><br>
b) First bomber is extremely swingy, either giving the player who does it a huge advantage or sets him back a lot. The goal is to bring it closer to normal raiding units like labs. They will still be very swingy, due to the high investment for the air factory and the bomber, their potential power need to be accordingly strong, but a combination of cost, higher build time, the anti air buffs and other things like radar removal, should make it easier, especially for inexperienced players, to deal with first bombers. Due to this and the hoverbombing changes there will probably (did anyone say hopefully?) be less first bombers, but the changes are trying to make them less frustrating without having to remove the option completely.<br><br>
c) Unmicroed bombers were rather weak, often flying over enemy AA far away from targets, having low dps due to big circles and generally doing a lot of undesired things...microed bombers on the other hand could be extremely strong. The goal of this part of changes is to make microed bombers a bit worse (in this case more expensive) and unmicroed bombers better (they turn much faster and thus have higher dps, drop much more reliably and do less stupid things).<br>
This set of changes needs to be tested with special focus, as it is rather big and complex it is hard to find a good balance between the different problems and solutions. The current bombers could be a bit too strong, and it might also make the ability to micro them pointless, as you wouldn't get much additional value out of it. Please remember that this is just the beta and not the final patch, and you can help fine tuning this numbers if they are not good yet!

Expand Down Expand Up @@ -275,7 +275,7 @@ <h3>Cybran Navy AA</h3>
<h3><img src="/images/cybranfrigate.png">Trident:</h3>
<ul>
<li>MuzzleVelocity (projectile speed): <s>60</s> <i class="fa-solid fa-arrow-right"></i> 45</li>
<li>Projectile turnrate removed</li>
<li>Projectile turn rate removed</li>
<li>Soft tracking on the projectile removed</li>
</ul>
</div>
Expand All @@ -297,7 +297,7 @@ <h2>Structures</h2>
<h3><img src="/images/cybrant1aa.png">Cybran T1 Anti-Air Turret:</h3>
This bug got introduced with the frigate AA changes, because both use the same projectile. Reverting the above changes also fixed this bug with the Cybran T1 AA tower.
<ul>
<li> is now able to shoot down airscouts flying from certain angles like other T1 static aa</li>
<li> is now able to shoot down air scouts flying from certain angles like other T1 static aa</li>
</ul>
</div>

Expand Down Expand Up @@ -393,7 +393,7 @@ <h2>ACUs</h2>

<div id="all" class="card">
<h3><img src="/images/seracom.png"> All ACUs </h3>
The regen on t2 and t3 made nano, regen field and shield upgrades often redundant and made t2 too strong in combination with gun and in teamgames (or both). The T3 BP reduction is a small nerf to t3 comdrops. <br><br>The hp gets reduced from t2 to prevent it making it significantly harder to snipe or attack ACUs, and together with the removal of regen, it can make it more possible ot attack a low health ACU again after a failed attack. In general, this change should promote more aggressive play in teamgames and reduce the drawn out ACU-Standoffs a little.
The regen on t2 and t3 made nano, regen field and shield upgrades often redundant and made t2 too strong in combination with gun and in teamgames (or both). The T3 BP reduction is a small nerf to t3 com drops. <br><br>The hp gets reduced from t2 to prevent it making it significantly harder to snipe or attack ACUs, and together with the removal of regen, it can make it more possible ot attack a low health ACU again after a failed attack. In general, this change should promote more aggressive play in teamgames and reduce the drawn out ACU-Standoffs a little.
<ul>
<li>The T2 and T3 upgrade don't increase ACU health regeneration anymore.</li>
<li>T2 extra Health : <s>3000 (3500 for Cybran)</s> <i class="fa-solid fa-arrow-right"></i> 1500</li>
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2 changes: 1 addition & 1 deletion balance/3658.html → balance/2016/3658.html
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Expand Up @@ -412,7 +412,7 @@ <h3><img src="/images/Enhancements/sera/t3.png"> Tech 3 Upgrade</h3>
<ul>
<li>Removed health regen bonus</li>
<li>Decreased health increase to respect the T2 adjustment</li>
<li>Decreased buildpower 126 <i class="fa-solid fa-arrow-right"></i> 100</li>
<li>Decreased build power 126 <i class="fa-solid fa-arrow-right"></i> 100</li>
</ul>
</div>

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