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Process feedback of Deribus
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Garanas committed Nov 19, 2023
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117 changes: 56 additions & 61 deletions balance/3775.html
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Expand Up @@ -226,12 +226,11 @@ <h3><img src="/images/fatboy.png" alt="fatboy"> Fatboy</h3>
</div>

<div id="gc" class="card">
<h3><img src="/images/galacticcolossus.png" alt="gc"> GC</h3>
<p>GC has been the strongest experimental since its claws were reworked. It's particularly strong vs
large T3 armies which are slower and can't effectively micro against the GC like they can
against the Ythota.
The slower speed will make it harder for the GC to catch armies and retreat if it picks a
loosing fight.
<h3><img src="/images/galacticcolossus.png" alt="gc"> Galactic Colossus</h3>
<p>The Galactic Colossus has been the strongest experimental since its claws were fixed. It's
particularly strong vs large T3 armies which are slower and can't effectively micro against the
GC like they can against the Ythotha. The slower speed will make it harder for the GC to catch
armies and retreat if it picks a losing battle.
</p>
<ul>
<li>MaxAcceleration: <strike>2.5</strike> → 2.4</li>
Expand All @@ -248,12 +247,12 @@ <h2>Navy</h2>

<div id="cruisers" class="card">
<h3><img src="/images/cybrancruiser.png">T2 Cruisers</h3>
<p>We have decided to partially revert the changes to cruisers as they made them too vulnerable to
T3 gunships. The higher hp also meant that sniping cruisers via non-air means became much harder
which wasn't good for the gameplay. To compensate for the addition of AoE the cruisers don't get
their full range back. Since the Sera cruiser already had AoE its hp is not fully reverted and
its secondary (non-flak) cannon is getting a major buff. This should allow the Sera cruiser to
deal with targets that are further away properly.</p>
<p>We have decided to partially revert the changes to cruisers as the changes unintentionally made
them too vulnerable to T3 gunships. The higher hp also meant that sniping cruisers with non-air
units became much harder which wasn't good for gameplay. To compensate for the addition of AoE
the cruisers don't get their full range back. Since the Sera cruiser already had AoE its hp is
not fully reverted and its secondary (non-flak) cannon is getting a major buff. This should
allow the Sera cruiser to deal with targets that are further away properly.</p>

<h3>Aeon</h3>
<ul>
Expand Down Expand Up @@ -283,6 +282,18 @@ <h3>Seraphim</h3>
<li>Flak AA Range: <strike>55</strike> → 60</li>
</ul>


</div>

<div id="atlantis" class="card">
<h3><img src="/images/atlantis.png">Atlantis</h3>
<p>This makes it easier to retreat with the Atlantis without it rotating which should make kiting
easier and less frustrating. No longer will you need to issue tons of movement commands close
together to make sure the Fatboy won't waste time turning around and die because of it.
</p>
<ul>
<li>BackUpDistance: <strike>15</strike> → 30</li>
</ul>
</div>

</div>
Expand All @@ -293,9 +304,9 @@ <h2>Air</h2>

<div id="transports" class="card">
<h3><img src="/images/cybrant2transport.png">T2 Transports</h3>
<p>This nerf is aimed primarily at arty drops which are very hard to counter. The slower change will
allow Inties
to catch up to the transport even if they are not in the perfect position to defend.
<p>This nerf is aimed primarily at arty drops which are very hard to counter. The reduced speed will
allow interceptors to catch up to the transport even if they are not in the perfect position to
defend.
</p>

<ul>
Expand All @@ -306,10 +317,10 @@ <h3><img src="/images/cybrant2transport.png">T2 Transports</h3>

<div id="janus" class="card">
<h3><img src="/images/janus.png"> Janus </h3>
<p> Janus are currently a lot more efficient BT and E wise comapred to Inties which makes it vert
difficult to spam enough inties to keep up with Janus production.
These changes allow for more counterplay vs Janus and makes them a less of an all-in unit.
The reduced mass cost should make the Janus more viable in lower number and non all-in scenario
<p> Janus are currently a lot more efficient BT and E wise comapred to interceptors which makes it
very difficult to spam enough inties to keep up with Janus production. These changes allow for
more counterplay vs Janus and makes them a less of an all-in unit. The reduced mass cost should
make the Janus more viable in lower numbers and not require an all-in scenario
</p>

<ul>
Expand All @@ -324,7 +335,7 @@ <h3><img src="/images/janus.png"> Janus </h3>
<h3><img src="/images/ueft2gunship.png"> Stinger &amp; Vulthoo</h3>

<h3>Stinger</h3>
<p>Supports the intended identity of the stringer, which is to be a fast cheap raider and a hybrid
<p>Supports the intended identity of the Stinger, which is to be a fast, cheap raider and a hybrid
transport.</p>
<ul>
<li>Mass Cost: <strike>240</strike> → 192</li>
Expand Down Expand Up @@ -352,6 +363,11 @@ <h3>Vulthoo</h3>
<div id="torps" class="card">
<h3><img src="/images/torps.png"> Torp Bombers</h3>

<p> Increases the number of torpedo's dropped while reducing the damage of individual torpedo's. The
damage output of a salvo remains unchanged. This change reduces the impact of anti torpedo
weaponry against torpedo bombers.
</p>

<h3>Aeon</h3>
<ul>
<li>Damage: <strike>250</strike> → 150</li>
Expand Down Expand Up @@ -383,14 +399,16 @@ <h3>Seraphim</h3>

<div id="mercy" class="card">
<h3><img src="/images/mercy.png"> Mercy</h3>
<p>Will now deal 1k damage over 10s</p>
<p>Increases the damage of the mercy and introduces a new, alternative effect. The new effect is
better at communicating the radius that receives damage over time. </p>
<ul>
<li>Damage: <strike>30</strike> → 50</li>
<li>Damage: <strike>30</strike> → 50 damage per tick</li>
<li>Total Damage: <strike>600</strike> → 1000</li>
</ul>
</div>

<div id="asf" class="card">
<h3><img src="/images/wasp.png"> ASF </h3>
<h3><img src="/images/wasp.png"> T3 Air Superiority Fighters </h3>
<p>Reduce the size of ASF blobs in the lategame. Reduce ASF effectiveness vs interceptors (due to
larger overkill). Bring ASF mass cost more in line with other T3 units.</p>

Expand Down Expand Up @@ -437,19 +455,6 @@ <h2>Structures</h2>

<div id="structure">

<div id="wall" class="card">
<h3><img src="/images/wall.png" alt="wall">Walls</h3>
<p>After patching to the game walls are better at blocking projectiles so this balances them out
more.</p>
<p>note X = current faction Stat</p>
<ul>
<li>Health: <strike>X</strike> → 500 </li>
<li>Energy Cost: <strike>10</strike> → 20 </li>
<li>Mass Cost: <strike>2</strike> → 3 </li>
<li>Build Time: <strike>20</strike> → 15 </li>
</ul>
</div>

<div id="landfac" class="card">
<h3><img src="/images/Cybran_T2_Land_Factory_HQ.png">Land Factories</h3>

Expand All @@ -468,8 +473,8 @@ <h3><img src="/images/Cybran_T2_Land_Factory_HQ.png">Land Factories</h3>

<div id="airfac" class="card">
<h3><img src="/images/airhq.png">Air Factories</h3>
<p>Brings the t2 and t3 air in line with land and slows down the tech progression for air, which
often outpaces land in teamgames.</p>
<p> Brings the T2 and T3 air factory build time in line with their land counterparts.
</p>

HQs
<ul>
Expand Down Expand Up @@ -505,7 +510,7 @@ <h3><img src="/images/UEF_T2_Naval_Factory.png">Naval Factories</h3>
</div>

<div id="t2arty" class="card">
<h3><img src="/images/uefT2StaticArty.png">T2 Static Arty</h3>
<h3><img src="/images/uefT2StaticArty.png">T2 Artillery</h3>

Aeon
<ul>
Expand Down Expand Up @@ -534,15 +539,15 @@ <h3><img src="/images/uefT2StaticArty.png">T2 Static Arty</h3>

<div id="pgen" class="card">
<h3><img src="/images/t3pgen.png"> Tech 3 Power Generators Adjacency</h3>
<p>This change effects only buildings the size of a factory and the ones that have active (non
maintenance so eg. radar isn't effected) consumption</p>
<p>T3 pgens adjacency is extremely efficient and scaling your grid by adding extra T3 pgens and
<p>This change effects only buildings the size of a factory and the ones that have active
consumption (as opposed to maintenance, for example radar is unaffected).</p>
<p>T3 pgen adjacency is extremely efficient and scaling your air grid by adding extra T3 pgens and
support air factories is the only viable choice. With this change, we hope to force players to
make a conscious decision if they wish to quickly scale their production by increasing the
assistance on their HQ or rip the long-term benefits of expanding their air grid. This change
also simply makes spamming higher amounts of ASFs harder.</p>
assistance on their HQ or reap the long-term benefits of expanding their air grid. This change
also makes spamming high amounts of ASFs harder.</p>
<ul>
<li>Active Energy Adjacency Buff: <strike>-0.1875</strike> → -0.1562 </li>
<li>Active Energy Adjacency Buff: <strike>-18.75%</strike> → -15.62% </li>
</ul>
</div>

Expand All @@ -553,10 +558,11 @@ <h2>ACUs</h2>
<div id="uef">

<div id="uefbubble" class="card">
<h3><img src="/images/Enhancements/uef/bubblesheild.png">UEF Bubble Shield</h3>
<p>Currently, the bubble shield isn't used as it's too expensive and arrives too late. We hope that
by shifting the upgrade to the mid-game stage it will allow UEF players to better take advantage
of the upgrade with a Mongoose push or by protecting their first T3 units from OCs.</p>
<h3><img src="/images/Enhancements/uef/bubblesheild.png">UEF ACU Bubble Shield Upgrade</h3>
<p>Currently, the bubble shield isn't used as it's too expensive and arrives too late to be useful.
We hope that by shifting the upgrade to the mid-game stage it will allow UEF players to better
take advantage of the upgrade with a Mongoose push or by protecting their first few T3 units
from Overcharge.</p>

<ul>
<li>Energy Cost: <strike>112500</strike> → 70000</li>
Expand All @@ -568,18 +574,6 @@ <h3><img src="/images/Enhancements/uef/bubblesheild.png">UEF Bubble Shield</h3>
</ul>

</div>

<!--
<div id="ueftelly" class="card">
<h3><img src="/images/Enhancements/uef/teleport.png"> UEF Teleport</h3>
<p>Allows for teleport to be used with billy nuke, while not allowing for the ACU to also have a T3 upgrade.</p>
<ul>
<li>UpgradePosition: <strike>Back</strike> → Left</li>
</ul>
</div>
-->

</div>

<div class="backtotop">
Expand Down Expand Up @@ -616,6 +610,7 @@ <h2>Contents</h2>
Navy
<br />
<a href="#cruisers"><img src="/images/cybrancruiser.png" /></a>
<a href="#atlantis"><img src="/images/atlantis.png" /></a>
<br /><br />

Air
Expand Down

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