3650

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Relase Date: August 19, 2015

Balance

Seraphim and UEF ACU TML

  • Missile hitpoints: 3 hp → 2 hp
  • Flying height: now similar to normal TML
  • Mass cost: 1000 → 1500
  • Minimal range: 5 → 15
  • Muzzle velocity to 7
  • Only for Seraphim:
  • Area of effect: 3 → 2
  • The flying arc at close range will now be similar to the UEF ACU TML

Cybran TML

  • TMDs (except Aeon) will now survive a single cybran tactical missile if they have full HP

TML friendly Fire

  • TML missiles no longer deal friendly fire

sACU changes

  • Hitbox: lasers can now hit SCUs more reliably
  • SCUs now leave a normal wreckage with 81% of their mass value when destroyed
  • A RAS preset for UEF, Cybran and Aeon is now available for production from the Quantum Gateways.

Aeon SCU

  • Reacton Cannon (Gun upgrade) energy cost: 36000 → 46200, build time: 5040 → 6048
  • Heavy Personal Shield hitpoints: 35000 → 40000, mass cost = 1500 → 1800

UEF SCU

  • Personal Shield Generator HP: 32000 → 26000 HP
  • Heavy Plasma Cannon (Gun Upgrade) rate of fire x2.5 → x1.82 (DPS 750 → 546), AOE: 2.5 → 2
  • Radar Jammer mass cost: 600 → 300, energy cost = 18000 → 8000
  • Bubble shield energy cost: 400000 → 360800

Cybran SCU

  • Nano-Repair System regeneration rate: 400 hp/s → 375 hp/s, mass cost: 2000 → 2200
  • Focus Convertor (Gun upgrade) adds damage: 250 → 200
  • Nanite Missile System (SAM Upgrade) DPS: 272 → 400
  • EMP duration for Tech1/Tech2/Tech3/SCU: 4/4/4/0 → 4/3.5/3/0.3
  • Stealth upgrade mass cost: 600 → 400, energy cost: 18000 → 7400
  • Cloak upgrade energy cost: 500000 → 382200

Seraphim SCU

  • Overcharge: now tracks (like ACU overcharge)
  • Overcharge reload time: 5 seconds → 7.5 seconds
  • Overcharge damage: 12000 → 10000
  • Overcharge DPS: 2400 → 1333
  • Shield mass cost: 1500 → 1200, shield hitpoints: 25000 → 20000

Seraphim (Yenzyne)

  • Build time: 880 → 1050
  • Speed on water: 4.3 → 3

Aeon (Blaze)

  • Build time: 880 → 1050
  • Speed on water: 4.3 → 3

UEF (Riptide)

  • Build time: 1320 → 1600
  • Speed on water: 3.7 → 3
  • Mass cost: 362 → 360
  • Energy cost: 1980 → 2000

Hover flak (Seraphim and Aeon)

  • Speed: 3.6 → 3

Seraphim Tech 2 bot and Tech 3 Tank Changes

  • We are carefully toning down both areas while keeping the idea behind it intact. Ilshavoh becomes weaker, and Othuum becomes stronger.

Ilshavoh

  • Turret turn rate: 180°/s → 70°/s

Othuum

  • Speed: 2.5 → 2.6

Harbinger

  • Will now take longer to make, making it harder to spam them so fast and allowing opponents slightly more time to bring counters into play.
  • Veterancy: 15/30/45/60/75 → 18/36/54/72/90
  • Build time: 3600 → 4500
  • Can no longer fire while reclaiming

Sniper bots (Seraphim and Aeon)

  • It is annoying when sniper bots lose all their damage while moving and trying to shoot. They will hit more often now, even - though using them stationary will still lead to the best results.
  • Firing randomness when moving: 0.8 → 0.5

UEF T3MAA

  • Other faction’s T3 MAA were hitting much better than the UEF one. This change is improving its accuracy to similar levels.
  • Slight tracking added with small turn rate (20)
  • Muzzle velocity: 100 → 110

Navy

Summit

  • Is now more expensive, giving other factions more time to beat them before they are able to gather a critical mass.
  • Mass cost: 9000 → 10500
  • Energy cost: 54000 → 62000
  • Build time: 28800 → 33000
  • Area of effect: 3 → 2

Aeon Frigates

  • Will now be more effective vs hover, but not vs ships.
  • Hit points: 1800 → 1850
  • Damage per shot: 140 → 50
  • Reload time: 5 seconds → 1.7 seconds (DPS: 56 → 58)
  • MuzzleChargeDelay: 0.5 → 0
  • Anti-torpedo weapon reload time: 10 → 12.5

Air

Strategic bombers (all factions)

  • Increasing the energy cost of strategic bombers to avoid the ability to rush them so easily.
  • Energy cost: 105000 → 144000
  • Build time: 8400 → 9600

Corsair

  • Reducing the speed of their projectiles to make them as easy (or hard) to dodge as they were before the range decrease.
  • muzzle velocity: 35 → 30

Torpedo bombers

  • We made several adjustments to allow torpedo bombers to actually deliver their torpedoes more often.
  • Reload time for all torpedo bombers: 12.5 → 10
Uosioz (Seraphim Torpedo Bomber)
  • Torpedoes get now dropped in front of the bomber (like all other bombers)
  • Range: 42 → 35
  • Amount of volleys: 2 → 3
  • Now ignores torpedo defense (like all other torpedo bombers)
  • Multiple adjustments to torpedoes make them less likely to crash on the ground in shallow water
Skimmer (Aeon T2 Torpedo Bomber)
  • Depth charges get now dropped in front of the bomber (like all other bombers)
  • Range: 42 → 35
  • Amount of volleys: 2 → 3
  • Multiple adjustments to depth charges make them less likely to crash on the ground in shallow water
Solace (Aeon T3 Torpedo Bomber)
  • Range: 42 → 32
  • Projectile turn rate increased

Awhassa

  • Added armour to ASF to guard them from the bomb, reducing their damage taken to 10%
  • Veterancy: 50/100/150/200/250 → 100/200/300/400/500
  • Reload time: 10 → 12

Other

Quantum Gateway

  • We are reducing the adjacency bonus for mass fabricators next to Quantum Gates to a more normal level.
  • Tech 2 mass fabricator: 2.5% → 0.75%
  • Tech 3 mass fabricator: 15% → 2.25%
  • Tech 3 power generator: 18.75% → 5%
  • Preset names improved

T3 Land HQ

  • Build time: 9400 → 11000

Sonars

T2 sonar
  • Mass cost: 120 → 150 (sera stays 180)
  • Energy drain: 100 → 150
UEF/Aeon T3 sonar
  • Mass cost: 400 → 1000
  • Energy drain: 100 → 250
Cybran T3 sonar
  • Mass cost: 480 → 1200
  • Energy drain: 250 → 400
  • Energy/Mass overflow

Bug Fixes

The bug, that caused resources to disappear when they got shared to several teammates and one of them had full storage does not exist and is a FAF urban legend. If a teammate has full storage, the resources get properly shared to a different teammate instead. It is not needed to use any mods to prevent resources from getting lost or to inform others about this "bug".

  • No change required