Enhanced Balance Mod for 3.x

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Re: Enhanced Balance Mod for 3.x

Postby andrvaut » 07 Oct 2017, 20:45

Game with this mod:
https://youtu.be/XH-1JGYR4BY

Now machinegun is very strong.
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Re: Enhanced Balance Mod for 3.x

Postby MIH-XTC » 07 Oct 2017, 22:16

andrvaut wrote:Game with this mod:
https://youtu.be/XH-1JGYR4BY

Now machinegun is very strong.



Agreed. MG shouldn't be primary weapon. It's slightly too strong now.

Based on the games we played I would make the following adjustments

MG vs Propulsions
MG dmg vs Half Track -10%
MG dmg vs Cyborg -10%
MG dmg vs Hover +5%

MG vs Structures
MG dmg vs Bunker dmg -5%
MG dmg vs Medium Structure -5%
MG dmg vs Soft Structure -15%

In the editor it looks like

Image

This is line 10 in weaponmodifier.json and line 8 in structuremodifier.json.

But then I would increase the ammo load for VTOL heavy MG to keep it relevant. It's line 2651 in weapons.json. Maybe go 50 -->60 for numAttackRuns.
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Re: Enhanced Balance Mod for 3.x

Postby Forgon » 08 Oct 2017, 14:47

A major problem in current multiplayer games is that VTOL swarms are very hard to defend against. What are your thoughts on improving anti-VTOL weapons, MIH-XTC ?
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Re: Enhanced Balance Mod for 3.x

Postby MIH-XTC » 11 Oct 2017, 01:50

Forgon wrote:A major problem in current multiplayer games is that VTOL swarms are very hard to defend against. What are your thoughts on improving anti-VTOL weapons, MIH-XTC ?



Sort of. I think it’s better to say that there is a long period of time where many VTOL’s is a dominant strategy but eventually enough whirlwind hardpoints will work. The idea of a good balance is to constantly be changing what the best strategy is at any given time.

I do think AA needs to be improved, particularly flak cannon AA, sunburst emplacement, avenger SAM and vindicator SAM for each to be viable choices against whirlwind. I also think each VTOL body/weapon combination should be a viable choice instead of just panther/scorpion HEAP bomb.

The only way non-bomb VTOL’s can compete with bomb VTOL’s is if they have a speed advantage. I re-scaled the body/turret weights and propulsion speeds so that each VTOL weapon/body combination has a unique speed. I also raised the max speed from 5.45 to 10.00. I just did this a few days ago, I previously had it at 7.00.

That means VTOL’s can potentially fly almost twice as fast before but I’ve got it balanced. The only VTOL to achieve 10.00 is bug mini-pod or single mg. Each VTOL design is progressively heavier than that and flies slower. However as engine upgrades are obtained more VTOL’s start to top out at 10.00. All light and medium bodies are viable VTOL choices. Bombs still fly around the same speed 4 – 5 tiles per second but light bombs fly faster around 5 – 6.

All non-bomb VTOL weapons have been rebalanced. It’s mostly giving them more range, ammo and speed.
Phosphor and thermite bombs are more effective vs units than they are structures. Heap and cluster are more effective vs structures than units.

Helicopters have more HP, produce slightly faster and are much cheaper. They’re also available before VTOL. However they accelerate very slow and fly much slower.

This of course means completely redoing the AA too:
Sunburst gets more accuracy and more range.
Flak cannon gets little more damage, slightly bigger splash, slightly faster rate of fire but shorter range.
Vindicator and Avenger each get 25% more dmg and more range.

All AA emplacements have 50% more HP.
All hardpoints have 100% more HP and 2 tiles extra range but can take 2 - 3 times longer to build

I made VTOL’s 25 – 50% more expensive. This is key to balancing VTOL’s and giving them unique features. For example, if we make a VTOL that destroys everything on the map in one hit can we consider it to be unbalanced? Not necessarily because we can make it cost 1,000,000 power. I did make VTOL’s faster and better because it was necessary to make the different droid designs useful but they also cost a lot more too. A good way of measuring VTOL balance is to evaluate how much AA costs compared to VTOL’s. A 150 power hurricane turret can take out 1,500 power worth of VTOL so in that sense AA is very powerful. To counter balance, we just make it take longer to build the AA structure.


It’s hard to explain and be brief at the same time. Use the attached mod to see for yourself. Do cheat on, alt+a, deity, ctrl+o make some VTOL’s and evaluate their speed with engine upgrades. Alt+x to instantly finish the research. Select a unit and clone wars! to make 25 copies of that droid.
Attachments
EB.wz
New VTOL speeds and rebalance heavy MG
(124.68 KiB) Downloaded 7 times
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Re: Enhanced Balance Mod for 3.x

Postby Forgon » 11 Oct 2017, 18:17

The file you attached is incompatible with Github's current master branch. Could you fix that?
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Re: Enhanced Balance Mod for 3.x

Postby MIH-XTC » 14 Oct 2017, 01:13

Forgon wrote:The file you attached is incompatible with Github's current master branch. Could you fix that?



That's a bummer. No honestly I don't have time. I forgot that there was some HP calculation change in master. What's attached above is compatible with 3.2.3.

EDIT: and disregard the strength of whirlwind in the rare chance that someone tests that. Changing ROF upgrades from -10 to -15 is visually appealing but too strong. Still working on that.
Last edited by MIH-XTC on 14 Oct 2017, 06:23, edited 1 time in total.
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Re: Enhanced Balance Mod for 3.x

Postby Berserk Cyborg » 14 Oct 2017, 05:05

e760917fef73e172f0149a632a7505303b25080b
b1cb129247bca05fb35e50b15e8bedee2d6f4a8a
490b91d4420ba0985289955520229a1b8b022096

I think those are the commits that have changes you would need to adjust to when you have time.
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