This reduced the overpoweredness of the tech one engineerĮngineer assist is evened out across all builder units. : building more factories, is also the one that lags the game less. Now all options are viable and the one that demands less micro/encourages a more macro focus, E.G. The reasoning behind this change is that it makes the game run much smoother (no more t1 engineer spam) as well as validating the option of building more than one factory which before was a "noob alert!".
You must upgrade another t1 factory through the HQ line back up to that tech level for the other factories to be able to produce anything other than tech 1 again (yes, in the meantime you will be tech-locked meaning "normal" factories, upgraded even to tech 3 can only produce t1 units until there is a T3 HQ again).
You must posses at least one HQ for the "normal" upgrade choice of that tree to unlock and you are allowed to possess as little as one (for savings and speed) but if it gets destroyed. The HQ cost more takes longer to upgrade to and possesses the tech for that tree (land, air, sea). The Normal changes nothing except that it is (much!) cheaper and faster to get this mechanic means that starting from a t1 factory of any type, you have two upgrade routes : Let's go over some of the biggest changes off the top of my head : Balance Changesįactory HQs. The bottom line is no single unit can any longer completely stand out as overpowered. This is the impersonal and clinical approach.īut realistically these stats won't mean much to you (best to use the FAF multiplayer client unitDB tab as it will be more up to date.) ORIGINAL (I think! I hope they haven't used FAF as a reference) : The summary could be found in many forms but I guess what you're looking for is here : UNIT DB So this is actually two seperate questions :Īnd I think the focus of your question is mostly balance (it's a big answer then!) Ideally with discussion, so that I can start playing FA Forever Note: I know that FAF is already very popular, but some people like me simply missed it for long and we don't have a thread about it on TAU (I believe).Is there a single summary where I can see the changes for each unit, That means that you can continue to use GPGNet and FAF concurrently – they do not “overwrite” each other. It patches the game separately from your current installation. Logging in and getting a game going takes seconds, not minutes! FAF is designed from the ground up to be lightweight, responsive, and efficient. Chat is fast, unlimited, and can be joined with any IRC client, even on your smartphone. TrueSkill is a vastly superior rating system which can accurately take into consideration 2v2s, 3v3s, 4v4s, FFAs, and any other game type. ■ TrueSkill rankings for both ranked 1v1 and all custom games.
(it’s patch is based off of the 3603 beta patch which GPG had put into beta testing, but THQ would not provide final QA for and thus was never officially released)
This means you will have the latest balancing, closest to what the developers originally intended. All are integrated directly into the client so it’s easy to setup a game with others, and even come with their own Leaderboards. ■ Exciting new game modes such as the Nomads (an entirely new playable faction), Experimental Wars (adds many new units to the game), Murder Party, LAB WARS, Phantom X, and many more featured mods. ■ Live replays are always on and always working, with a 1-minute delay to remove the possibility of cheating during tournaments or ranked games. FAF is a community-supported project, and already has funding to support its server for several years. FAF is under active development to continually add new and exciting features, and ensure that any bugs discovered will be quickly dealt with. It is a complete lobby client system, similar to that of GPGNet was, the default client provided with Forged Alliance, but with many improvements: Forged Alliance Forever (commonly abbreviated to FAF) is a community-driven project designed to ensure that Forged Alliance will live on… forever.