Patch 3650 (August 19, 2015)

HTML-version of this balance oriented changelog available at: http://patchnotes.faforever.com/

Seraphim and UEF ACU TML

  • Missile hitpoints: 3 hp β†’ 2 hp
  • Flying height: now similar to normal TML
  • Mass cost: 1000 β†’ 1500
  • Minimal range: 5 β†’ 15
  • Muzzle velocity to 7
  • Only for Seraphim:
  • Area of effect: 3 β†’ 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 β†’ 46200, build time: 5040 β†’ 6048
    • Heavy Personal Shield hitpoints: 35000 β†’ 40000, mass cost = 1500 β†’ 1800
  • UEF SCU
    • Personal Shield Generator HP: 32000 β†’ 26000 HP
    • Heavy Plasma Cannon (Gun Upgrade) rate of fire x2.5 β†’ x1.82 (DPS 750 β†’ 546), AOE: 2.5 β†’ 2
    • Radar Jammer mass cost: 600 β†’ 300, energy cost = 18000 β†’ 8000
    • Bubble shield energy cost: 400000 β†’ 360800
  • Cybran SCU
    • Nano-Repair System regeneration rate: 400 hp/s β†’ 375 hp/s, mass cost: 2000 β†’ 2200
    • Focus Converter (Gun upgrade) adds damage: 250 β†’ 200
    • Nanite Missile System (SAM Upgrade) DPS: 272 β†’ 400
    • EMP duration for Tech1/Tech2/Tech3/SCU: 4/4/4/0 β†’ 4/3.5/3/0.3
    • Stealth upgrade mass cost: 600 β†’ 400, energy cost: 18000 β†’ 7400
    • Cloak upgrade energy cost: 500000 β†’ 382200
  • Seraphim SCU
    • Overcharge: now tracks (like ACU overcharge)
    • Overcharge reload time: 5 seconds β†’ 7.5 seconds
    • Overcharge damage: 12000 β†’ 10000
    • Overcharge DPS: 2400 β†’ 1333
    • Shield mass cost: 1500 β†’ 1200, shield hitpoints: 25000 β†’ 20000

Hover Tanks

  • Seraphim (Yenzyne)
    • Build time: 880 β†’ 1050
    • Speed on water: 4.3 β†’ 3
  • Aeon (Blaze)
    • Build time: 880 β†’ 1050
    • Speed on water: 4.3 β†’ 3
  • UEF (Riptide)
    • Build time: 1320 β†’ 1600
    • Speed on water: 3.7 β†’ 3
    • Mass cost: 362 β†’ 360
    • Energy cost: 1980 β†’ 2000

Hover flak (Seraphim and Aeon)

  • Speed: 3.6 β†’ 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: 180Β°/s β†’ 70Β°/s

Othuum

  • Speed: 2.5 β†’ 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 β†’ 18/36/54/72/90
  • Build time: 3600 β†’ 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 β†’ 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 β†’ 110
  • 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 β†’ 10500
    • Energy cost: 54000 β†’ 62000
    • Build time: 28800 β†’ 33000
    • Area of effect: 3 β†’ 2
  • Aeon Frigates
    • Will now be more effective vs hover, but not vs ships.
    • Hit points: 1800 β†’ 1850
    • Damage per shot: 140 β†’ 50
    • Reload time: 5 seconds β†’ 1.7 seconds (DPS: 56 β†’ 58)
    • MuzzleChargeDelay: 0.5 β†’ 0
    • Anti-torpedo weapon reload time: 10 β†’ 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 β†’ 144000
    • Build time: 8400 β†’ 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 β†’ 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 β†’ 10
  • Uosioz (Seraphim Torpedo Bomber)
    • Torpedoes get now dropped in front of the bomber (like all other bombers)
    • Range: 42 β†’ 35
    • Amount of volleys: 2 β†’ 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 β†’ 35
    • Amount of volleys: 2 β†’ 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 β†’ 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 β†’ 100/200/300/400/500
    • Reload time: 10 β†’ 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% β†’ 0.75%
    • Tech 3 mass fabricator: 15% β†’ 2.25%
    • Tech 3 power generator: 18.75% β†’ 5%
    • Preset names improved
  • T3 Land HQ
    • Build time: 9400 β†’ 11000
  • Sonars

    • T2 sonar

      • Mass cost: 120 β†’ 150 (Seraphim stays 180)
      • Energy drain: 100 β†’ 150
    • UEF/Aeon T3 sonar

      • Mass cost: 400 β†’ 1000
      • Energy drain: 100 β†’ 250
    • Cybran T3 sonar

      • Mass cost: 480 β†’ 1200
      • Energy drain: 250 β†’ 400
  • Energy/Mass overflow
    • 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 β€œbug”.
    • No change required