Page 2 of 16

Re: Enhanced Balance Mod for 3.x

Posted: 25 Apr 2016, 18:06
by NoQ
The campaign is completely unbalanced; we only preserve campaign stats because we want to keep the campaign as close to the original as possible, otherwise there's a lot of balance to fix there.

Re: Enhanced Balance Mod for 3.x

Posted: 26 Apr 2016, 05:33
by vexed
NoQ wrote:The campaign is completely unbalanced; we only preserve campaign stats because we want to keep the campaign as close to the original as possible, otherwise there's a lot of balance to fix there.
Yeah, some of the past code changes really screwed things up. :stressed:

Re: Enhanced Balance Mod for 3.x

Posted: 28 Apr 2016, 04:09
by MIH-XTC
vexed wrote:Bad idea. There is a very good reason why they differ. The campaign stats were made to balance the campaign game, so, if you go screwing around with that, it really throws wrenches into things.
heh, the reason I tried importing this mod to campaign is to see how it would impact game play but I'll just take your word for it lol. I used debug mode to play the campaign last week for the first time in like 15 years and that's when you saw my mini-rant in IRC a few days ago about the campaign game play. I thought it was kind of lame but that's because I have a multiplayer bias. After playing the campaign, I'm interested in trying to mod it. I'm going to fiddle around with the idea of trying to make campaign maps and scenario objectives without changing the story line or videos.
NoQ wrote:The campaign is completely unbalanced; we only preserve campaign stats because we want to keep the campaign as close to the original as possible, otherwise there's a lot of balance to fix there.
Gotcha, I'm somewhat torn between retaining the original campaign and attempting to mod it to better prepare players for multiplayer. As you already know, campaign and multiplayer game play vary drastically because multiplayer has evolved considerably since 1999 and the tactics were not foreseeable at that time. I'm thinking each campaign mission should equate to a lesson learned of some sort.

What do you think about multiplayer having a tech tree with multiple independent paths? Creating independent paths equates to eliminating most research module upgrade dependencies and forming multiple research paths. By looking at functions.txt, it becomes easy to categorize the research items. I drew up a proof of concept illustration to visualize it.

Image

The campaign tech tree is oriented around a story line but its structure has a lot of drawbacks in terms of maximizing the potential strategies it has to offer. Namely, the fact that the research upgrades form the backbone or trunk of the tech tree with only minor branches stemming from it. This essentially implies that all players research the same thing to some extent with only minor deviations that branch off from the critical path. The trunk-like structure of the tree emphasizes seamless research transitions as opposed to strategical choice of what to research. The rock-scissor-paper gambit of having to choose is not emphasized as much as it’s perceived.

If there were multiple independent lanes it would force players to commit to a particular research strategy early in the game and make it more costly to attempt switching later on in the game. It would also make it easier for players to understand the research dependencies. The only lane that might not be intuitive is the sensor lane.

However, one of the drawbacks is that it makes strategy more mundane because arrival times of certain items are more easily comparable. That may sound like a good idea but then strategy is nothing more than the task of calculating numbers. Perhaps obscure dependencies in this sense are a good thing.

Setting the dependencies is easy but the arrival time of turrets, structures and other key items need to be readjusted to preserve their original arrival time. It requires taking the difference between new and old arrival time and evenly distributing it across the damage, accuracy, ROF and other repetitive upgrades. This means key item arrival times remain the same but repetitive upgrades take slightly longer.

Re: Enhanced Balance Mod for 3.x

Posted: 18 May 2016, 01:02
by MIH-XTC
I just found this thread yesterday and read the whole thing:

viewtopic.php?f=42&t=10663

I didn't know you guys already had these discussions and were familiar with stats.

I created a spreadsheet tool for modifying all of the stats in 3.1 and 3.2. I basically loaded all of the 3.1 and 3.2 stats files into excel and made 2 copies. One copy for editing and one for comparing. This workbook can instantly detect all of your changes from original stats so that you have 100% accurate documentation when making many modifications. I used it to track my stats changes.

I need to add functionality for one click .CSV export, clean up some of my own stats changes and transfer my stats to 3.2 but I just wanted to share for right now.

Screenshots (compare them side by side)

Image

Image

Re: Enhanced Balance Mod for 3.x

Posted: 18 May 2016, 05:40
by KlassKill
spreadsheet no really help if it can not compute actual formulas used

Re: Enhanced Balance Mod for 3.x

Posted: 19 May 2016, 03:11
by MIH-XTC
KlassKill wrote:spreadsheet no really help if it can not compute actual formulas used
One of the purposes of putting the data into a spreadsheet is to give other people a better way of visualizing what the stats actually entail so that they can more easily study the formulas for themselves :lol2:

But one does not really need to know the "formulas" to make reasonable modifications because they're all linear functions. In other words, most of it is self-explanatory.

For example, if you want to improve a weapon, it's pretty obvious there is a damage column, hitpoint column, weight, range, price etc... for each weapon in the file named "weapons". The damage of groundshaker is 350 so if you'd like to reduce it by 10% then make it 315...

The only complex formulas are unit speed, accuracy and incendiary damage. By complex, I mean arithmetic on more than 3 terms.

Accuracy is defined by the two columns "short hit" and "long hit" in weapons file

Crab explains unit speed here:
viewtopic.php?f=5&t=9300&p=101745&hilit ... ht#p101745

Cyp explains incendiary damage here, although it's also pretty self explanatory by looking at the 3 incendiary columns in the weapons file.
Cyp wrote:
crab_ wrote: Ask Cyp. He is author of last change in burn damage calculation.
I didn't intentionally change the burn damage, except for trying to make it synchronised. As far as I remember, there are four types of burn damage:
1) Direct instant damage when hit.
1½) Maybe regular splash damage.
2) Splash area of effect damage which lasts for a certain time, applied to all units remaining within a certain radius.
3) A weird hardcoded 15 (or 5 with armour) dps, applied for 10 hard-coded seconds after units leave the splash area. In retrospect, when fixing synchronisation, perhaps there might have been an opportunity for an "accident" to happen to the related code, maybe noone would have noticed at the time.
4) Burnt up neurons, from trying to comprehend the rationale behind the third type of burn damage.
However, like I said, it's not entirely necessary from a modder's perspective to know how the /src calculates incendiary damage. If you know the damage of incendiary mortar in a real game and compare it's incendiary stats to other incendiary weapons you can use it as a reference point. You don't really need to calculate the quantities.

That's basically how most of the stat modding works, you adjust the numbers relative to comparable items and test them in game.

What is it that we want to change? It seems the problem is that everyone has different preference on ideal game play.

Re: Enhanced Balance Mod for 3.x

Posted: 19 May 2016, 04:13
by Berg
The game Balance should be as the title suggests Balance.
Do not think to balance a game to suit your style is the correct way to do it over the years this has been a hot topic and I believe it will never change.
Balance should be rock paper scissors system where every offence has a defence and so on, this thing where they are saying something is over powered needs a counter.
Having said that I have no solution other than testing every small change that’s made to the highest degree and making sure a BALANCE is attained.

Re: Enhanced Balance Mod for 3.x

Posted: 19 May 2016, 05:18
by MIH-XTC
Berg wrote:The game Balance should be as the title suggests Balance.
Do not think to balance a game to suit your style is the correct way to do it over the years this has been a hot topic and I believe it will never change.
Balance should be rock paper scissors system where every offence has a defence and so on, this thing where they are saying something is over powered needs a counter.
Having said that I have no solution other than testing every small change that’s made to the highest degree and making sure a BALANCE is attained.

Yep. I've learned that there is a lot of ambiguity in defining "balance". I'm still pondering how to make a formalism out of defining balance. What are the properties of ideal balance and how exactly is it objectively defined?

I originally interpreted balance to mean that bodies, turrets and propulsions were equal within reason but I found that there exists conditions where this is true and balance is awful. This is the case when we minimize the contrasting differences of items to make them the same. In this case they are equal with different visual effects but this defeats the purpose of their existence. Thus, balance should strive to exaggerate the contrasting differences between items as much as possible while preserving their usefulness.

Balance can also refer to the distribution of strategies across map and game settings. Vengeance, dragon and wyvern are balanced in the sense that they are comparable to each other but red bodies are never used because the tech tree is too long. In this context, they are not balanced.

All defensive structures are balanced relative to one another but because mobile turrets (droids) have better value than non mobile turrets (defensive structures) defense in general is unbalanced. Most maps do not have a single narrow choke point.

These are the possible weapon combinations assuming a 2 weapon combination. Should we ensure all of these are "balanced"

Rocket/MG
Cannon/MG
Flamer/MG

Cannon/Flamer
Cannon/Rocket

Flamer/Mortar
Flamer/Rocket

Rocket/Wall
Rocket/Mortar

Mortar/Wall
Mortar/Cannon
Mortar/MG

Wall/MG
Wall/Flamer
Wall/Cannon

On a side note, I saw there was much previous discussion about flashlight and laser relationship. I was curious to know what everyone else thought on that and what the suggested change is.

I think the problem is the sensor - flashlight relationship. I removed flashlight sensor dependency and made it an extension of the MG line requiring assault gun + inferno.The arrival time is approximately the same.

I think it's more intuitive to think of lasers as being partially related to flamer. I like the idea of using the flamer line as a dependency for lasers in addition to incendiary items. I also gave heavy laser and pulse laser VTOL the flamer damage profile so that they act as an enhanced all-rounder except they are very weak against hardcrete.

Re: Enhanced Balance Mod for 3.x

Posted: 19 May 2016, 07:56
by Berg
MIH-XTC wrote:I originally interpreted balance to mean that bodies, turrets and propulsions were equal within reason
The idea of body balance is void the players have the ability to use any body type so trying to balance bodies with each model is Wrong.

Think in terms of balance as research path one researches cannons what can counter them.
All research paths must have a counter like vtol and AA emplacement.

So same goes for every path.

what bodies can handle flamers better or what body handles rocks.

Re: Enhanced Balance Mod for 3.x

Posted: 19 May 2016, 19:40
by KlassKill
you have bodies with start armor match to weapons at level 1 some better than other
the more you research the better armor and weapons get
it is cat and mouse game on balance not simply numbers
this mean that some weapons are made to destroy armor level 1 easily so you must research better armor
then since level 1 weapons are no match you need to research level 2 weapons
this go on until game over

Re: Enhanced Balance Mod for 3.x

Posted: 19 May 2016, 20:22
by MIH-XTC
KlassKill wrote:you have bodies with start armor match to weapons at level 1 some better than other
the more you research the better armor and weapons get
it is cat and mouse game on balance not simply numbers
this mean that some weapons are made to destroy armor level 1 easily so you must research better armor
then since level 1 weapons are no match you need to research level 2 weapons
this go on until game over
Do you think that dragon and wyvern arrive too late in the game, produce too slow, move too slow and are inferior to vengeance? I think so. I made Wyvern fast body and Dragon HP body to make each useful. I don't want dragon to simply be better version than wyvern.

What about light bodies retaliation and leopard? They have no use. Should we make heavy bodies move slow on hover and make light bodies move faster on hover as a way to make light bodies useful? Otherwise, most light bodies have no use except for bug sensor/truck.

Please list all things you would like to see changed in the stats. What about heavy laser? Do you think it useful? I think not.

Re: Enhanced Balance Mod for 3.x

Posted: 20 May 2016, 02:49
by railgen
MIH-XTC wrote:
KlassKill wrote:you have bodies with start armor match to weapons at level 1 some better than other
the more you research the better armor and weapons get
it is cat and mouse game on balance not simply numbers
this mean that some weapons are made to destroy armor level 1 easily so you must research better armor
then since level 1 weapons are no match you need to research level 2 weapons
this go on until game over
Do you think that dragon and wyvern arrive too late in the game, produce too slow, move too slow and are inferior to vengeance? I think so. I made Wyvern fast body and Dragon HP body to make each useful. I don't want dragon to simply be better version than wyvern.

What about light bodies retaliation and leopard? They have no use. Should we make heavy bodies move slow on hover and make light bodies move faster on hover as a way to make light bodies useful? Otherwise, most light bodies have no use except for bug sensor/truck.

Please list all things you would like to see changed in the stats. What about heavy laser? Do you think it useful? I think not.
Don't think..
Already seen and tested, it's silly to make Wyvern in all perspectives, especially when there are a lot of dirty textures.

Re: Enhanced Balance Mod for 3.x

Posted: 22 May 2016, 05:59
by KlassKill
dirty textures?

Re: Enhanced Balance Mod for 3.x

Posted: 24 Jul 2016, 02:55
by MIH-XTC
Okay, I’m finally finished with this mod and would like to propose these stat changes to be the next generation of balance in 3.2 multiplayer. Please disregard all previous posts in this thread, it's basically a journal of my learning experience. After 7 months of studying, editing and testing changes to the stat files, I'm sure I understand them very well now. The thought process and logic behind these changes are based on several years worth of empirical evidence. However, I’m still not sure of the most concise way of explaining the changes other than a lengthy walk through guide of an entire game starting from T1 no base. I’ll use screenshots from the stats editor that I created to help articulate. Sorry again for the long read.

1. New Droid speeds
The main component of this mod is the New Engine Upgrade and Propulsion Schema. Each design combination has a unique speed signature that becomes progressively faster and this is how WZ was originally meant to be. Every possible droid design is considerably more competitive and the engine upgrades progress all of the units at just the right speed. For example, the speed vs HP tradeoff in a bug/wheel combination is now much more competitive vs half/track cobra than it was before. I made sure that only certain body/turret/propulsion combinations receive the 1.5x speed bonus. Please try and play around with the unit designs and engine upgrades and I think you’ll find the units progress very nicely.

A specific unit design will become roughly 10 - 25% progressively faster over the course of when it is technologically relevant. I slightly lifted the max speeds to allow for engine upgrade progressions.

old --> new max speed.

Wheel = 1.34 --> 1.76 tiles per second
Half-Track = 1.14 --> 1.45 tiles per second
Track = .98 --> 1.09 tiles per second
Hover = 2.46 --> 3.05 tiles per second
VTOL = 5.4 --> 7.03 tiles per second

The HP modifier for tracks, wheel and hover have been slightly increased relative to half-track. The propulsions should be more balanced now.
Track = 300 --> 310
Hover = 100 --> 120
Wheeled = 100 --> 135
Half-Track = 200 --> 200 (Untouched)

I made the heavy cyborgs slightly faster reducing their weight from 250 --> 230 and made each of the cyborgs have a different speed based on their weapon. Previously all light and heavy cyborgs had the same weapon weight (120) meaning they all moved at the same speed relative to their body type.

Weapon speeds relative to one another are supposed to be:

Flamer = Fastest
Rockets/Missiles = Fast
MG/Laser = Medium
Cannon/Rail = Slow
Artillery = Slowest


Black and red body armor and build times have been improved.

Retaliation should now be able to comparable with Mantis, retribution with Tiger and Vengeance beats tiger as it should. Wyvern and Dragon are nice increases in HP and thermal armor but their critical research path is dependent upon thermal armor, not vengeance. This means a team can get vengeance before their opponent but not necessarily the red bodies if they didn’t start thermal research early.

Here are screenshots of the actual changes from the stats editor (attached), green indicates a change for the better, red for the worse.

Image

Image


2. Power/Oil schema
The amount of power per generator has been changed to:
  • Power Generator, Power Points 55 --> 80
    Power Module; Power Points 28 --> 28 (unchanged)

    The new "Medium Power" setting is now equivalent to the old "High Power" setting.

    The purpose of this is to make the low, medium, high power option settings more useful. Currently, most players typically play the "high power" setting and rarely the "low power" setting. The new high power setting should make maps with only a few derricks much more interesting.

    I suggest "Medium Power" be the default setting to retain 3.1.5 feel.

    The cost of derrick went from 0 --> 25

    The 25 power per derrick throws a slight complication into the base build for NTW players since 40 oils now costs 1,000 power. NTW base build will briefly run out of power but then quickly generate extra power.

    3. Structures and Base building
    Unit speed and construction rates start off noticeably nerfed in T1 no base but return to normal 2 minutes into the game after the first truck and engine upgrades. The very first engine and truck upgrades give a significant boost allowing for a new strategical dynamic in T1 no base.
    • 1st engine upgrade increases truck speed from 1 tile per second --> 1.37 tile per second

      1st truck upgrade increases truck construction from 6 points per second --> 9 points per second (was 8 --> 8.8 before)
    Construction rates later in the game are much improved but not too fast IMO.

    Truck Upgrade #1: 10% --> 50%
    Truck Upgrade #2: 20% --> 30%
    Truck Upgrade #3: 20% --> 40%

    A research center is the best option in any no base game with the exception of rush games (you start close to your opponent) then a factory is better. Generally speaking, res, fac, fac, res is currently the gold standard start for arbitrary maps. There aren’t many parameters to tweak to make the base build more interesting but at the same time, changing some items just wouldn’t make sense. For example, it wouldn’t make sense to reduce the build time for res center since it’s already the best option for the first building and conversely it wouldn’t make sense to increase the build time for power generators for just the opposite reason. (only newbs build a power gen before a factory or research center). With this in mind, I slightly adjusted the build times for base structures so that the best build sequence for a given map considers much more thought.
    • Factory Build Time 500 --> 450

      Power Generator Build Time 500 --> 400
      Power Module Build Time 250 --> 400

      Research Facility Build Time 500 --> 600
      Research Module Build Time 250 --> 500

      Laser Satellite Build Time 2500 --> 3000

      Satellite Uplink Build Time 1000 --> 4000
    Research Center; Research Points 14 --> 14 (no change)
    Research Module; Research Points 12 --> 18 (make res mod more valuable in low oil)




    The build times and HP’s for defensive structures have been re-scaled with the construction upgrade modifiers to further distinguish the contrasting advantages of each defense type while make each slightly more effective but avoiding turtle-like behavior.

    Hard Point build times are doubled 400 --> 800 (early game are 700) and all Hard Point HP’s are increased from 800 --> 1100.

    Bunker build times are increased 400 --> 600 and HP’s are increased from 700 --> 800 and armor 20 --> 28.

    Emplacement build times are slightly reduced by ~20% and cost slightly less. (does not apply to artillery and AA emplacements)

    I wanted to re-scale only the armor instead of HP’s for the bunkers but several tests indicate that structure armor seems to have little to no effect all. I tested armors 10 – 50 which had no effect on several weapons. I didn’t have time to investigate further.

    Image


    4. Research
    Since the 450 max price for research items has been removed in 3.2, I set all research prices that were previously capped at 450 to equal the amount of research points/32. (some of these came out as decimals but I've never had any problems with them, I can fix if they need to be int's). This is how the price of all other research items were originally calculated. This means the tech tree now costs 100,670 --> 119,931


    The 1st engine upgrade now appears on the research menu in T1 no base (this is the only thing I changed in rules.js) meaning there are now 4 research options in the beginning of the game. By widening the tech tree earlier, it allows for more possible combinations, more strategical thinking, and more deviation in research strategy between teams.

    Since the 1st engine upgrade (1200 research points) no longer requires the 1st truck upgrade (1200 research points) I redistributed the extra 1200 points by adding 600 to the engine 1200 --> 1800 and added 600 to the power module and minipod so that all downstream arrival times after that are not affected.

    I also made mortar branch off from the sensor path and arrive after the sensor tower. I think it’s more befitting than having it arrive after the factory module given mortar’s range and its relation to the sensor. The overall arrival time for mortar has been improved from 8400 --> 5200 but the 1st mortar shell upgrade was increased from 1800 --> 4000 and 2nd shell upgrade 3600 --> 4800 to maintain the ~same arrival times for the rest of the mortar path after the 2nd shell upgrade.

    I hope it makes T1 no base research strategy more interesting.

    I tried not to change many research prerequisites but I did change:
    • *Restructured Howitzer dependencies to make Hellstorm/ROF upgrades and GroundShaker/Damage upgrades diverge (widen) rather than sequential
      *Restructured black body dependencies to make retalliation arrive slightly earlier and give a pause for retribution
      *Changed Laser/Flashlight dependencies to derive from flamer items and make heavy laser + stormbringer arrive slightly earlier.
      *Laser Satellite requires heavy laser (should be intuitive)
      *Missile SAM's arrive one upgrade earlier.
      *Uplink doesn't require truck upgrade MK3 (although you'll want it)
      *Made pepperpot arrive 1 ROF upgrade earlier
      *Thermite bomb requires HEAP bomb
      *EMP arrives after needle gun
      *AA Chainfeed Loader MK1 requires twin assault gun
      *Nexus requires just research 8 and resistance circuits at research 9
    The highlighted cells in the images below are the complete list of prerequisite changes.
    Image

    Image

    Image

    Image



    5. New Laser Identity
    Laser is supposed to be a late game alternative to rocket and cannon but right now it’s supplementary to both since it’s anti-personnel. I gave pulse laser and heavy laser the flamer damage profile (still upgraded by energy/laser upgrades) which means laser is now effective vs everything besides hard points. This way laser can compete vs rocket and cannon as a separate branch. The pre-req’s for flashlight are now assault gun + flamer-damage-06 (superhot flamer gel mk3) and pulse laser is flashlight + Plasmite flamer + energy accuracy 01.

    A distinguishing characteristic of pulse and heavy laser is that they now do very high concentrations of incendiary damage but only for a small time in a 1 and .5 tile radius’. The resulting effect was unintended but turned out nice, the incendiary damage only effects units moving forward or coming close, not standing still or retreating. Therefore lasers are much more effective vs advancing armies but not as effective vs retreating armies.

    Image

    6. VTOL’s + Artillery

    Both VTOL propulsion and VTOL Factory arrive 2000 points earlier (6000 --> 4000) but cluster bomb was pushed back 5500 --> 7500. This creates a bigger window for non-bomb and light bomb VTOL’s. Right now players just wait for HEAP.
    • All non-bomb VTOL’s have been improved

      Rocket VTOL's have improved range
      Cannon VTOL's can now rotate 360 (HPV and Assault cannon, not light cannon)
      MG VTOL's can now rotate 360 and increased ROF and amount of ammo.
      Laser VTOL's can now rotate 360 and increased ammo
    Cluster and Phosphor bombs get +25 dmg and extra speed.


    Early AA (sunburst + flak cannon) are more useful in distinguishing ways. Flak cannon double fires now but has smaller range. Sunburst has improved range. Flak cannon is now very good vs large crowds of VTOL's.
    • *HEAP was pushed back 7200 --> 12200 or overall arrives 3000 points later but so does whirlwind.
      *Incendiary bomb VTOL’s have improved incendiary damage.
      *Vindicator and Avenger now do HEAT damage to improve them and also emphasize the theme of late game thermal armor importance.
      *Plasmite gets two bombs @ 600 instead of 1 @ 1000 but is slightly slower because retribution is slightly better now (need retribution to fly plasmite because it’s heavy).
    The VTOL body/turret weights allow for very strategic combinations of speed. Only certain bodies are designed for certain weapons. VTOL transport are now slower with more HP’s.
    • *All artillery upgrades take slightly longer (most increased by 2000 - 3000 research points).
      *Groundshaker research points increased from 10000 --> 18000


      *Howitzer direct hit and splash damage increased from 150 --> 175 and has increased window of relevancy with GS arriving later.
    Build time for Groundshaker droids has been increased from 1250 --> 1500. Combine this with the fact that units move slightly faster, black bodies are stronger and artillery upgrades take slightly longer, artillery tanks should no longer be a dominating strategy.

    Build time for Groundshaker emplacement has been slightly decreased from 600 --> 500 and under the new construction modifiers should build faster now.


    Artillery is meant to be effective as a structure, not as a droid.



    Image

    Image

    7. Summary of weapon balance

    Rockets/Missile
    Cannons/Rail
    MG/Laser
    Mortar/Howitzer
    Flamer/Incendiary weapons


    These changes are minor tweaks and mostly readjustments as a result of the new droid speeds. There's no need to adjust much here because it's the foundation of the stat system.
    • Rockets get:
      *General speed advantage in new engine system
      *Bunker buster build time 750 --> 500
      *Ripple Rocket dmg 45 --> 75 but fire pause increased from 600 --> 800. Overall slightly improved
      *Small body scourge cyborg build time reduced from 1000 --> 700. (big scourge cyborg is 1000)

      Cannons get:
      *Medium Cannon now unlocks medium cannon cyborg with the Cyborg Armor Upgrade MK3. In 3.1.5 it was Armor Upgrade MK4, in 3.2 there's no armor requirement at all and comes directly after medium cannon. I made it require armor upgrade MK3. Medium cannon is also slightly faster on half track now making it competitive, (I think that's why it wasn't good before).
      *Both needle and rail cyborgs now penetrate, they didn't before.
      *EMP cannon is now a feature of the rail/needle weapon line and arrives after needle gun. It has penetrate capability and should hopefully be relevant.

      MG gets:
      *Nothing has changed with MG. However, assault gun is now required for the much improved laser path and twin assault gun is now required for the last 3 AA flak Rate Of Fire upgrades.

      Flamer gets:
      *Flamer cyborgs are slightly faster than all other cyborgs and flamers might be more useful on wheels under the new engine system.
      *Inferno does not get speed bonus on hover but it unlocks thermite cyborg which is the fastest combat cyborg in the game.
      *Plasmite flamer gets hover speed bonus so watch out and is now required for laser.

      Mortar gets:
      *Arrives in game earlier
      *The HEAP mortar shell damage upgrades give 35% more damage instead of the original 25%.
      *Auto assignment to sensors under other changes in 3.2
      *Bombard range increased from 18 --> 20 (Regular mortar is 18)
      *Pepperpot arrives slightly earlier

      Laser gets:
      *Discussed earlier in this post.


Well… I hope you consider using these stats as the next generation of balance. I think most players will like it and you won’t find anything that is egregiously unbalanced so I propose you should give it a try. I spent a lot of time making this and it's carefully thought out and tested. If there are any questions then please ask. Is there anything else you need from me for consideration in the next release? This concludes my attempt at modding the balance.

EDIT: Updated the attachments on 7/30 for the last time Sorry, I have a bad habit of posting and editing afterwards but I'm continuously improving things. Some of the values in the screenshots are now outdated as a result :( but the concepts still remain the same.

Re: Enhanced Balance Mod for 3.x

Posted: 26 Jul 2016, 00:55
by Per
I'd be interested in hearing feedback from people testing out these changes.