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update patchnotes (#30)
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* update patchnotes

* update patchnotes

* update patchnotes and index

* update patchnotes and index
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JaggedAppliance authored Jan 27, 2018
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65 changes: 43 additions & 22 deletions 3696.html
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<td id="main">
<div id="intro">
<h1>Patch 3696 beta</h1>
<p>Essay</p>
<p>There are four main portions to this balance patch beta. First is the nerf to direct fire T3 Land units.
Second is the rebalance of ACU combat upgrades. Third is the increase in Experimental 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. </p>
</div>

<h2>ACUs</h2>
Expand Down Expand Up @@ -72,7 +81,7 @@ <h3><img src="images/seracom.png"> Seraphim</h3>
<h2>T3 Land Combat</h2>
<div id="T3" class="card">
<h3><img src="images/harb.png"> Harbinger:</h3>
<p>The Harbinger rebalance puts more focus on the shield. It is has proportionally more of the total hp
<p>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.</p>
<ul>
Expand All @@ -96,7 +105,8 @@ <h3><img src="images/harb.png"> Harbinger:</h3>
<li>Muzzle Velocity: <strike>30</strike> → 40</li>
</ul>
<h3><img src="images/othuum.png"> Othuum:</h3>
<p>nice words for desperate sera main players (all 3 of them)</p>
<p>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.</p>
<ul>
<li>Health: <strike>6700</strike> → 5000</li>
<br>
Expand All @@ -123,7 +133,8 @@ <h3><img src="images/othuum.png"> Othuum:</h3>
</ul>
<h3><img src="images/UEF_T3_Armored_Assault_Bot.png"> Percival:</h3>
<ul>
<p>fancy words and stuff</p>
<p>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.</p>
<li>Health: <strike>9300</strike> → 7200</li>
<li>BuildTime: <strike>6000</strike> → 4800</li>
<br>
Expand All @@ -140,7 +151,8 @@ <h3><img src="images/UEF_T3_Armored_Assault_Bot.png"> Percival:</h3>
</ul>
<h3><img src="images/UEF_T3_Heavy_Assault_Bot.png"> Titan:</h3>
<ul>
<p>fancy words and stuff</p>
<p>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.</p>
<li>Health: <strike>2200</strike> → 2650</li>
<li>Shield: <strike>1200</strike> → 600</li>
<li>Recharge Time: <strike>60</strike> → 15</li>
Expand All @@ -156,7 +168,8 @@ <h3><img src="images/UEF_T3_Heavy_Assault_Bot.png"> Titan:</h3>
</ul>
<h3><img src="images/Cybran_T3_Armored_Assault_Bot.png"> Brick:</h3>
<ul>
<p>fancy words and stuff</p>
<p>The brick now has slightly less range than a Percy but gains speed, turn rate and muzzle velocity to allow for
better micro. </p>
<li>Health: <strike>9000</strike> → 7500</li>
<li>BuildTime: <strike>6000</strike> → 4800</li>
<br>
Expand All @@ -173,7 +186,7 @@ <h3><img src="images/Cybran_T3_Armored_Assault_Bot.png"> Brick:</h3>
</ul>
<h3><img src="images/loya.png"> Loyalist:</h3>
<ul>
<p>fancy words and stuff</p>
<p>The Loyalist gets a small nerf to many stats, and its stun will no longer effect Experimentals and ACUs.</p>
<li>Health: <strike>3100</strike> → 2800</li>
<br>
<li>Speed: <strike>4</strike> → 3.8</li>
Expand All @@ -186,22 +199,23 @@ <h3><img src="images/loya.png"> Loyalist:</h3>
1st Weapon (Disintegrator Pulse Laser):
<li>Damage: <strike>175</strike> → 150</li>
<li>Range: <strike>25</strike> → 20</li>
<li>DPS: <strike></strike></li>
<li>DPS: <strike>175</strike>150</li>
<br>
2nd Weapon (Heavy Electron Bolter):
<li>Damage: <strike>12</strike> → 14</li>
<li>Range: <strike>25</strike> → 22</li>
<li>Muzzle Velocity: <strike>40</strike> → 35</li>
<li>TurretYawSpeed: <strike>90</strike> → 120</li>
<li>DPS: <strike></strike></li>
<li>DPS: <strike>30</strike>35</li>
</ul>
</div>

<h2>T3 Ranged Units</h2>
<div id="Sniper" class="card">
<h3><img src="images/serasniper.png.png"> Aeon Sniper Bot:</h3>
<h3><img src="images/serasniper.png.png"> Sprite Striker:</h3>
<ul>
<p>fancy words and stuff</p>
<p>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.</p>
<li>Mass Cost: <strike>640</strike> → 720</li>
<li>Build Time: <strike>3600</strike> → 4000</li>
<li>Health: <strike>450</strike> → 500</li>
Expand All @@ -216,9 +230,10 @@ <h3><img src="images/serasniper.png.png"> Aeon Sniper Bot:</h3>
<li>MuzzleVelocity: <strike>120</strike> → 90</li>
<li>TurretYawSpeed: <strike>90</strike> → 110</li>
</ul>
<h3><img src="images/serasniper.png"> Seraphim Sniper Bot:</h3>
<h3><img src="images/serasniper.png"> Usha-Ah:</h3>
<ul>
<p>fancy words and stuff</p>
<p>The sera sniper shoots more accurately while moving to avoid it wasting shots and
it gets a cost increase and speed decrease.</p>
<li>Mass Cost: <strike>640</strike> → 800</li>
<li>Energy Cost: <strike>8000</strike> → 8800</li>
<li>Build Time: <strike>3600</strike> → 4300</li>
Expand All @@ -245,14 +260,16 @@ <h3><img src="images/serasniper.png"> Seraphim Sniper Bot:</h3>

<h3><img src="images/UEF_T3_Mobile_Arty.png"> T3 Mobile Artillery:</h3>
<ul>
<p>fancy words and stuff</p>
<p>Build time is reduced for T3 mobile artillery.</p>
<li>Build Time: <strike>4800</strike> → 4300</li>
</ul>
</div>
<h2>Experimental Units</h2>
<div id="T4" class="card">
<h3>Build Time and misc.:</h3>
<p>explanation why more build time is a good idea</p>
<p>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.</p>
<h4><img src="images/monkeylord.png">Cybran:</h4>
<ul>
<p>Monkeylord:</p>
Expand Down Expand Up @@ -307,7 +324,8 @@ <h4><img src="images/ythotha.png">Seraphim:</h4>
<h2>Miscellaneous</h2>
<div id="maa" class="card">
<h3><img src="images/ueft1maa.png"> T1 Mobile Anti Air</h3>
<p>op right now -> won't kill t1 bomber when 0 micro anymore</p>
<p>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.</p>
<ul>
Aeon:
<li>Mass Cost: <strike>55</strike> → 50</li>
Expand Down Expand Up @@ -347,7 +365,8 @@ <h3><img src="images/UEF_T3_PD.png"> T3 Point Defense:</h3>
<li>Build Time: <strike>1 500</strike> → 1 800</li>
</ul>
<h3><img src="images/duke.png"> T3 Static Artillery:</h3>
<p>Massive range difference is cancer and here is the chemo</p>
<p>T3 static arty is rebalanced into two range tiers. Cybran gets an increased rate of fire
in exchange for lower damage.</p>
<ul>
<li>UEF/Cybran Range: <strike>750/700</strike> → 775</li>
<li>Aeon/Seraphim Range: <strike>900/825</strike> → 825</li>
Expand All @@ -356,7 +375,7 @@ <h3><img src="images/duke.png"> T3 Static Artillery:</h3>
<li>Rate of Fire: <strike>0.1</strike> → 0.13</li>
</ul>
<h3><img src="images/UEF_T3_Mass_Fabricator.png"> T3 Mass Fabricator:</h3>
<p>The adjacency bonus was too good so we nerfed it.</p>
<p>Adjacency for T3 mass fabs was improved slightly too much in patch 3688. </p>
<ul>
<li>adjacency from storage: <strike>4.1667%</strike> → 3%</li>
<li>adjacency for SML: <strike>20%</strike> → 12.5%</li>
Expand All @@ -366,10 +385,12 @@ <h3><img src="images/UEF_T3_Mass_Fabricator.png"> T3 Mass Fabricator:</h3>
<h2>Mechanics</h2>
<div id="mechanics" class="card">
<h3><img src="images/overcharge.png"> Overcharge</h3>
<p>explanation why oc is different</p>
<ul>
<li>something something you won't get it but you will like it</li>
</ul>
<p>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. </p>

<h3><img src="images/Upgrade_Icon.png"> Veterancy</h3>
<p>The vet gained from buildings was too high, leading to problems especially with ACU TML.</p>
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<h1>FAF Patchnotes</h1>
<p>This is a list of past balance patchnotes</p>
<ul>
<li><a href="3696.html">3696 Beta</a> - released 23/1/2018</li>
<li><a href="3696.html">3696 Beta</a> - released 27/1/2018</li>
<li><a href="3688.html">3688</a> - released September 24, 2017</li>
<li><a href="3684.html">3684</a> - released May 27, 2017</li>
<li><a href="3676.html">3676</a> - released March 4, 2017</li>
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