T2, T3 and adv.bases balance

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NoQ
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T2, T3 and adv.bases balance

Post by NoQ » 08 Aug 2012, 16:36

I wonder if i could encourage some good players to play more games with bases and advanced bases and see what sort of balance can be set up here by adjusting starting research.

It seems that nobody has been doing anything like that since quite a long time.

For instance, mg viper ht and hmg cobra ht seem to be dominating heavily in T1-bases and T1-adv.bases games.

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Re: T2, T3 and adv.bases balance

Post by tmp500 » 08 Aug 2012, 18:54

the reason i never play with bases is not because of the base itself, more because i like to start researching from scrap...

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Re: T2, T3 and adv.bases balance

Post by Reg312 » 08 Aug 2012, 20:05

NoQ wrote: For instance, mg viper ht and hmg cobra ht seem to be dominating heavily in T1-bases and T1-adv.bases games.
flamer cobra ht can beat hmg cobra ht

i think problem with another weapons is long build time

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Re: T2, T3 and adv.bases balance

Post by Giani » 08 Aug 2012, 22:59

I think that the research of advanced bases isn't good. You can research research module without researching sensor tower...
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Re: T2, T3 and adv.bases balance

Post by zydonk » 09 Aug 2012, 11:40

I assume the reason the later stages have not been "balanced" is because most games don't last that long nowadays. Almost all balance mods (including the rebalance of the vanilla) are designed for mp.

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Re: T2, T3 and adv.bases balance

Post by NoQ » 09 Aug 2012, 11:42

zydonk: you're completely missing the point. The thread is not about balancing late-game weapons, we're balancing weapons at the very start of the game, where the start can happen at T2 or T3. This can be achieved not by changing weapon stats, but by changing initially researched technologies.

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Re: T2, T3 and adv.bases balance

Post by Iluvalar » 09 Aug 2012, 17:01

The number of choices in the tech tree just grow and grow and grow without any control. The game right now is balanced on 3 choices at start. It's sad to say but there is nothing very useful we could do about it.

Well... you could at least use the list of ordered tech I gave you so T2 and T3 could start with the good tech ^^ .
Last edited by Iluvalar on 10 Aug 2012, 01:39, edited 1 time in total.
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Re: T2, T3 and adv.bases balance

Post by Giani » 10 Aug 2012, 01:17

Iluvalar wrote:It's sad to say but the is nothing very useful we could do about it.
At least removing the heavy cannon of T2? It is unbalanced if a player that wants to use rockets only starts with lancer and MRA and and the other player starts with heavy cannon...
Last edited by Giani on 10 Aug 2012, 13:34, edited 1 time in total.
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Re: T2, T3 and adv.bases balance

Post by zydonk » 10 Aug 2012, 11:41

NoQ wrote:zydonk: you're completely missing the point. The thread is not about balancing late-game weapons, we're balancing weapons at the very start of the game, where the start can happen at T2 or T3. This can be achieved not by changing weapon stats, but by changing initially researched technologies.
Ah. Like tmp500 above, I usually start from scratch. But, considering what rebalancing the start game has produced, I dread to think what these rebalances will produce. Notice how everyone starts off by listing the assets that are too powerful.

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Re: T2, T3 and adv.bases balance

Post by Iluvalar » 10 Aug 2012, 18:17

Giani wrote:
Iluvalar wrote:It's sad to say but the is nothing very useful we could do about it.
At least removing the heavy cannon of T2? It is unbalanced if a player that wants to use rockets only starts with lancer and MRA and and the other player starts with heavy cannon...
Oh yeah right !

We could at least use the list of ordered tech !!
Attachments
Tmod.wz
2,3 compatible Tmod ! now play T2 and T3 as it should !
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Re: T2, T3 and adv.bases balance

Post by Giani » 11 Aug 2012, 00:31

Iluvalar wrote: We could at least use the list of ordered tech !!
If I get some time I might play it(lot of tests this month :( ). But the mod has to be installed like all others?
And what does it do?
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Re: T2, T3 and adv.bases balance

Post by Andrie » 15 Aug 2012, 16:46

Stop asking silly questions Giani :!:
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Re: T2, T3 and adv.bases balance

Post by Giani » 16 Aug 2012, 01:18

Andrie wrote:Stop asking silly questions Giani :!:
A bit ironic...
And the only thing Iluvalar said was that it was a mod of ordered tech, when it already is ordered(or it wouldn't be a tech tree). So I don't see why it is a silly question.
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Re: T2, T3 and adv.bases balance

Post by Iluvalar » 16 Aug 2012, 08:01

Still silly...
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Re: T2, T3 and adv.bases balance

Post by zydonk » 16 Aug 2012, 11:25

Iluvalar wrote:Still silly...
Well, to quote from your readme: "This mod use a list of research in the exact order found in 2.3.8 to produce a T2 and T3 that is coherent with the real game." I'm not sure what this means. If the "exact order" of the research list is OK, why then must it be made "coherent with the real game"?

As for using it - how do you include it in WZ with other mods?

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