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Add Basic Dark and Light mode
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MrRowey committed Jul 24, 2024
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3 changes: 2 additions & 1 deletion pages/balance/2013/3624.html
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Expand Up @@ -29,9 +29,10 @@ <h4>-- The Balance Team</h4>
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3 changes: 2 additions & 1 deletion pages/balance/2013/3626.html
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Expand Up @@ -310,9 +310,10 @@ <h3 class="IconSidebarSubtitle">Tech 4</h3><br>
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5 changes: 3 additions & 2 deletions pages/balance/2014/3629.html
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Expand Up @@ -395,9 +395,10 @@ <h3 class="IconSidebarSubtitle">SCUs</h3><br>
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5 changes: 3 additions & 2 deletions pages/balance/2014/3630.html
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Expand Up @@ -52,9 +52,10 @@ <h3 class="IconSidebarSubtitle">Land</h3><br>
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3 changes: 2 additions & 1 deletion pages/balance/2015/3650.html
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Expand Up @@ -387,9 +387,10 @@ <h3 class="IconSidebarSubtitle">ACUs</h3><br>
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19 changes: 10 additions & 9 deletions pages/balance/2016/3655.html
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Expand Up @@ -49,7 +49,7 @@ <h2>Land</h2>
<div id="lab" class="Card">
<h3><img src="/assets/images/units/aeon/land/T1LightAssultBot.png">Light Assault Bots:</h3>

<p>A suggestion taking from the balance forum, while it would be desireable to give labs a more persisting role in the game, this is extremely hard to do. What we can do however, is to give them a very small buff to make it a bit less punishing to build them early.</p>
<p>A suggestion taking from the balance forum, while it would be desirable to give labs a more persisting role in the game, this is extremely hard to do. What we can do however, is to give them a very small buff to make it a bit less punishing to build them early.</p>
<ul>
<li>Build Time: <s>140</s> <i class="fa-solid fa-arrow-right"></i> 120</li>
</ul>
Expand Down Expand Up @@ -88,7 +88,7 @@ <h3><img src="/assets/images/units/uef/land/T1MobileArty.png">Lobo:</h3>
<h3><img src="/assets/images/units/cybran/land/T4MobileArty.png">Scathis:</h3>

<p>
The scathis has always been in an awkward spot between comparatively cheap and mobile artillery and a powerful game ender, that is useless on bigger maps but devastating on smaller ones. While we are not solving this underlying issue, we can at least make it less devastating and remove the possibility for Cybran players to end teamgames much easier than other factions. </p>
The scathis has always been in an awkward spot between comparatively cheap and mobile artillery and a powerful game ender, that is useless on bigger maps but devastating on smaller ones. While we are not solving this underlying issue, we can at least make it less devastating and remove the possibility for Cybran players to end team games much easier than other factions. </p>
<ul>
<li>Mass cost: <s>85.000</s> <i class="fa-solid fa-arrow-right"></i> 110.000</li>
<li>Energy cost: <s>1.500.000</s> <i class="fa-solid fa-arrow-right"></i> 2.000.000 </li>
Expand All @@ -109,7 +109,7 @@ <h3><img src="/assets/images/units/sera/land/T1Scout.png"> Selen:</h3>
<div id="mobileAA" class="Card">
<h3>Mobile T1 Anti-Air</h3>

<p> Mostly a convenience change, but with some balance impact: The stats of mobile t1 AA get doubled (with slight adjustments). Where you needed 2 units before, you need only 1 now, but it costs twice as much. The stats doubling is to reduce rolloff, make it cause less pathfinding issues in larger armies, require less apm to move your AA around and to generally improve that the unit felt rather weak and useless before. If you used it before, you'll probably know this feeling, and this change is improving it surprisingly much. The unit feels actually useful now and you can see it killing air units! The biggest buff is however, that they won't die to a single bomb anymore. The speed change is adapted to tanks, so AA will not lag behind your army anymore and desperately try to catch up. This resulted in a rather big speed increase for Seraphim and UEF, which is also very useful against early bombers and another indirect buff to this factions. </p>
<p> Mostly a convenience change, but with some balance impact: The stats of mobile t1 AA get doubled (with slight adjustments). Where you needed 2 units before, you need only 1 now, but it costs twice as much. The stats doubling is to reduce rolloff, make it cause less pathfinding issues in larger armies, require less apm to move your AA around and to generally improve that the unit felt rather weak and useless before. If you used it before, you'll probably know this feeling, and this change is improving it surprisingly much. The unit feels actually useful now and you can see it killing air units! The biggest buff is however, that they won't die to a single bomb any more. The speed change is adapted to tanks, so AA will not lag behind your army any more and desperately try to catch up. This resulted in a rather big speed increase for Seraphim and UEF, which is also very useful against early bombers and another indirect buff to this factions. </p>

All mobile T1 Anti-Air:
<ul>
Expand Down Expand Up @@ -199,7 +199,7 @@ <h3><img src="/assets/images/units/sera/land/T2HoverFlack.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 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>
<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 any more. 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="/assets/images/units/aeon/land/T2Engie.png"> T2 Engineer </h3>
<ul>
Expand Down Expand Up @@ -258,7 +258,7 @@ <h3><img src="/assets/images/units/uef/air/T1Bommber.png">T1 bombers</h3>

<div id="ahwassa" class="Card">
<h3><img src="/assets/images/units/sera/air/T4Bomber.png"> Ahwassa</h3>
The Ahwassa gets the same treatment regarding hoverbombing as the t1 bomber, without the other dimensions of the t1 bomber changes. This means removing hoverbombing and increasing normal microability in return. This is done especially to prevent hovering outside of SAM range, you can probably still drop a bomb outside of sam range (we tried many solutions to solve it for good, but so far none worked. We will keep searching in the future), but it should be much harder to do now to avoid taking fire. <br>But also the general dps increase that could be achieved by hovering is now harder to do, while the need to do it is reduced as well, as unmicroed Ahwassas are turning faster and drop more reliable too.
The Ahwassa gets the same treatment regarding hoverbombing as the t1 bomber, without the other dimensions of the t1 bomber changes. This means removing hoverbombing and increasing normal microability in return. This is done especially to prevent hovering outside of SAM range, you can probably still drop a bomb outside of sam range (we tried many solutions to solve it for good, but so far none worked. We will keep searching in the future), but it should be much harder to do now to avoid taking fire. <br>But also the general dps increase that could be achieved by hovering is now harder to do, while the need to do it is reduced as well, as unmicroed Ahwassa are turning faster and drop more reliable too.
<ul>
<li>Start turn distance: <s>15</s> <i class="fa-solid fa-arrow-right"></i> 1</li>
<li>Turn speed: <s>0.65</s> <i class="fa-solid fa-arrow-right"></i> 0.9</li>
Expand All @@ -272,7 +272,7 @@ <h2>Navy</h2>
<div id="navy">
<div id="Cybran Navy" class="Card">
<h3>Cybran Navy AA</h3>
The AA of Cybran frigates and destroyers was buffed a couple of patches ago. This was done to help Cybran navy in lategame against air because they have the worst cruiser and no shields, this could especially be observed on setons. However, this made them very dominant in the early game too, what was not a problem as long as Cybran was a weak faction, but is a problem now, so we are reverting the buffs back to the original stats. At some point, there might need to be another solution to help Cybran lategame navy, but as of now, we can consider it a weakness Cybran needs to deal with.
The AA of Cybran frigates and destroyers was buffed a couple of patches ago. This was done to help Cybran navy in lategame against air because they have the worst cruiser and no shields, this could especially be observed on seton's. However, this made them very dominant in the early game too, what was not a problem as long as Cybran was a weak faction, but is a problem now, so we are reverting the buffs back to the original stats. At some point, there might need to be another solution to help Cybran lategame navy, but as of now, we can consider it a weakness Cybran needs to deal with.

<div id="frig">
<h3><img src="/assets/images/units/cybran/naval/T1Frigate.png">Trident:</h3>
Expand Down Expand Up @@ -497,9 +497,10 @@ <h3 class="IconSidebarSubtitle">ACUs</h3><br>
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3 changes: 2 additions & 1 deletion pages/balance/2016/3658.html
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Expand Up @@ -494,9 +494,10 @@ <h3 class="IconSidebarSubtitle">ACUs</h3><br>
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7 changes: 4 additions & 3 deletions pages/balance/2016/3662.html
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Expand Up @@ -262,10 +262,11 @@ <h3 class="IconSidebarSubtitle">ACUs</h3><br>
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11 changes: 6 additions & 5 deletions pages/balance/2017/3674.html
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Expand Up @@ -207,9 +207,10 @@ <h3 class="IconSidebarSubtitle">Structures</h3><br>
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11 changes: 6 additions & 5 deletions pages/balance/2017/3676.html
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Expand Up @@ -197,9 +197,10 @@ <h3 class="IconSidebarSubtitle">Structures</h3><br>
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11 changes: 6 additions & 5 deletions pages/balance/2017/3684.html
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Expand Up @@ -308,9 +308,10 @@ <h3 class="IconSidebarSubtitle">Miscellaneous</h3><br>
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Expand Up @@ -156,9 +156,10 @@ <h3 class="IconSidebarSubtitle">Structures</h3><br>
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9 changes: 5 additions & 4 deletions pages/balance/2018/3696.html
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Expand Up @@ -671,9 +671,10 @@ <h3 class="IconSidebarSubtitle">ACU</h3><br>
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11 changes: 6 additions & 5 deletions pages/balance/2019/3704.html
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Expand Up @@ -615,9 +615,10 @@ <h3 class="IconSidebarSubtitle">Projectiles</h3><br>
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11 changes: 6 additions & 5 deletions pages/balance/2020/3714.html
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Expand Up @@ -669,9 +669,10 @@ <h3 class="IconSidebarSubtitle">ACUs</h3><br>
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11 changes: 6 additions & 5 deletions pages/balance/2021/3720.html
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Expand Up @@ -512,9 +512,10 @@ <h3 class="IconSidebarSubtitle">Mechanics</h3><br>
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Expand Up @@ -86,9 +86,10 @@ <h3 class="IconSidebarSubtitle">ACU</h3><br>
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