my two cents for beta balance

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my two cents for beta balance

Postby tmp500 » 13 Apr 2012, 01:22

i know this is a hot topic but i'll just write down my thoughts on beta balance :...:

pods - reduce reach
canons - reduce weight
flamers....................... please, please, please reduce the power or and move the heat shield down the res tree, i will never understand how flamers can bring down a concrete building... let alone a bunch of units - any kind - in no time.

with best regards, tmp
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Re: my two cents for beta balance

Postby Giani » 13 Apr 2012, 01:30

tmp500 wrote:i know this is a hot topic but i'll just write down my thoughts on beta balance :...:

pods - reduce reach
canons - reduce weight
flamers....................... please, please, please reduce the power or and move the heat shield down the res tree, i will never understand how flamers can bring down a concrete building... let alone a bunch of units - any kind - in no time.

with best regards, tmp

Pods arent slow to research. And cannons are heavy because they have more hp than flamers, mgs and rockets.
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
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Re: my two cents for beta balance

Postby Iluvalar » 13 Apr 2012, 01:54

He ask to reduce the reach. the range.

But it's the MRA that is too strong now that it shoot right, i'd suggest to fix that and the pods will be fixed as well.
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Re: my two cents for beta balance

Postby Reg312 » 13 Apr 2012, 08:13

many weapon became strong in 3.1
cannons was not changed and now cannons are weak
also i think cyborgs became weaker (strong machinegun, strong flamers, strong MRA - all against cyborgs)
ah, defenses also became weaker
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Re: my two cents for beta balance

Postby NoQ » 13 Apr 2012, 09:02

Probably reduce the price (and build time) of cannons. They shouldn't be as expensive as high-tech rockets (?), and this will allow to spam up more of them.

P.S. Do not change cannon cyborgs, do not change light cannons, do not change minipods, do not change standard flamers, do not change mg/tmg, pls.
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Re: my two cents for beta balance

Postby Reg312 » 13 Apr 2012, 09:07

@NoQ: you should not betbeg "dont change <something>" because at current moment it seems impossible to change anything
(even bug-like incediary damage to structures and bug-like accuracy)

agreed, medium, hpv, assault cannon - too expensive and should be cheaper
but i believe it can be better to fix accuracy first (MRA and MG is very unaccurame weapos in stats)
Last edited by Reg312 on 13 Apr 2012, 09:09, edited 1 time in total.
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Re: my two cents for beta balance

Postby NoQ » 13 Apr 2012, 09:08

you should not bet
okay :oops:
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Re: my two cents for beta balance

Postby Reg312 » 13 Apr 2012, 09:10

NoQ wrote:
you should not bet
okay :oops:


i meant "beg"
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Re: my two cents for beta balance

Postby Giani » 13 Apr 2012, 14:50

Reg312 wrote:@NoQ: you should not betbeg "dont change <something>" because at current moment it seems impossible to change anything
(even bug-like incediary damage to structures and bug-like accuracy)

agreed, medium, hpv, assault cannon - too expensive and should be cheaper

And assault cannon takes 2.5-3 minutes to finish the research...
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Re: my two cents for beta balance

Postby tmp500 » 13 Apr 2012, 15:06

NoQ wrote:Probably reduce the price (and build time) of cannons. They shouldn't be as expensive as high-tech rockets (?), and this will allow to spam up more of them.

P.S. Do not change cannon cyborgs, do not change light cannons, do not change minipods, do not change standard flamers, do not change mg/tmg, pls.


canon price reduction could also work. but i wonder if you are satisfied with the current state of flamers...
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Re: my two cents for beta balance

Postby aubergine » 13 Apr 2012, 15:35

As I've recently learnt, making machine gun hovercraft is a good way to deal with flamer spam. (thanks to NoQ for the tip!)
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Re: my two cents for beta balance

Postby Reg312 » 13 Apr 2012, 15:39

aubergine wrote:As I've recently learnt, making machine gun hovercraft is a good way to deal with flamer spam. (thanks to NoQ for the tip!)


flamers strong in most cases, and they have ability to kill large armies and they strong anti-cyborgs

player with flamers aslo gets some advantages
- overpowered thermite and plasmite bombs (high price for these bombs is not woking on many maps)
- overpowered incendiary mortar
etc.. was discussed in "flamers" thread http://forums.wz2100.net/viewtopic.php?f=42&t=8804
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Re: my two cents for beta balance

Postby Reg312 » 13 Apr 2012, 16:46

here is my fix for cannons :)
https://github.com/crabster/warzone2100/commit/87d269f97fc1b67155068727aada41aed4b4f941

[Medium Cannon]
Build Power 150 -> 120
[Hyper Velocity Cannon]
Build Power 175 -> 160
[Assault Cannon]
Build Power 150 -> 110
..................................


not sure if i should add this as ticket,

testing map with cannon patch included:
6c-Arid_cannonfix01.wz
(68.6 KiB) Downloaded 189 times
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Re: my two cents for beta balance

Postby Iluvalar » 13 Apr 2012, 17:13

That gonna break even more the playability of structures and morever the feel of the whole game.

PLEASE. Ask the dev to first comeback to what it was in 2.3. There is YEARS of balance change to reach that. The only pb in 2.3 was flamers, not rockets, not cannons, not mg.
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Re: my two cents for beta balance

Postby NoQ » 13 Apr 2012, 17:26

tmp500 wrote:but i wonder if you are satisfied with the current state of flamers...

I don't find flamers to be overpowered in T1; never had a problem with countering flamer spam with machineguns. But infernos and plasmites certainly are.
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