Yet another balance proposal.
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tmp500
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Re: Yet another balance proposal.
i seriously appreciate your work here noq!
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Reg312
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Re: Yet another balance proposal.
@NoQ: another hint about MG:
HMG looked a bit stronger in 3.1, at current moment its become more stronger in your mod (with ROF upgrades)
high-oil balance suggection: reduce price and range (damage? splash?) of cannon fortress (and rockets fortress may be)
fortresses are making artillery-turtle tactics very easy
bunker busters dont help with it
HMG looked a bit stronger in 3.1, at current moment its become more stronger in your mod (with ROF upgrades)
high-oil balance suggection: reduce price and range (damage? splash?) of cannon fortress (and rockets fortress may be)
fortresses are making artillery-turtle tactics very easy
bunker busters dont help with it
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tmp500
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Re: Yet another balance proposal.
u got my vote for merging that into beta!
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crass
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Re: Yet another balance proposal.
I don't agree.tmp500 wrote:u got my vote for merging that into beta!
you guys seem to always play high oil maps and that is the worst way to balance anything.
this is better for normal maps
Flamer research points 600->750
Inferno price 80->95 incend.radius 64->52 incend.damage 40->38
Thermite Cyborg incend.damage 38->35
Plasmite price 80->95 incend.radius 96->86 incend.damage 63->55
Incendiary Mortar price 150->170 incend.damage 30->28
Incendiary Howitzer price 250->270 incend.damage 60->50
Minipod range 1152->1088
MRA damage 34->28 reload time 145->150
AG fire pause 3->3
TAG price 100->110 fire pause 3->4
AG Cyborg fire pause 4->5 damage 20->18
MG ROF upgrades 15%/30%/45% -> 16%/32%/47%.
MC research points 4800->4200
HPV research points 7200->6500
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NoQ
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Re: Yet another balance proposal.
Oh booooy you're srsly wrong. Today was my first high-oil game in half a year. I'm sure tmp and Ilu doesn't play much high-oil either (Ilu tests NRS on NTW a lot, but that's different). Reg likes high oil, but he's not bad at all at low, as far as i remember.crass wrote: you guys seem to always play high oil maps and that is the worst way to balance anything.
Come to IRC now, most of us are there right now to show off our skills if you don't trust us (:
Also, you seem to misunderstand the incend.radius change. It is absolutely necessary to set it below 64, see the flamers thread.
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Reg312
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Re: Yet another balance proposal.
i can say high oil games could be balanced by build time parameter
i mean 'balanced' as 'extended list of good weapons/bodies/structures' and ways to win game
i mean 'balanced' as 'extended list of good weapons/bodies/structures' and ways to win game
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Iluvalar
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Re: Yet another balance proposal.
There is no maximum factory in 3.1 (i think) so why changing build time have any impact ?
Heretic 2.3 improver and proud of it.
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Reg312
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Re: Yet another balance proposal.
5 factories.Iluvalar wrote:There is no maximum factory in 3.1 (i think) so why changing build time have any impact ?
build time good parameter because it can be adjusted without breaking low oil 'balance'
some plaeyrs cannot play high oil in 3.1 due lags, unlimited factories = lag
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tmp500
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Re: Yet another balance proposal.
very funnycrass wrote:you guys seem to always play high oil maps and that is the worst way to balance anything.
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Iluvalar
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Re: Yet another balance proposal.
+1tmp500 wrote:u got my vote for merging that into beta!
Heretic 2.3 improver and proud of it.
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NoQ
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Re: Yet another balance proposal.
Emm another attempt ...
Removed the standard flamer research delay (doesn't make much difference, why increase changelog?), decreased machinegun damage (to compensate ROF upgrade improvements; pure MGs shouldn't work!).
Thermite Cyborg incend.damage 38->32
Plasmite price 80->130 incend.radius 96->60 incend.damage 63->50
Incendiary Mortar price 150->200 incend.damage 30->22
Incendiary Howitzer price 250->300 incend.damage 60->32
Minipod range 1152->1088
MRA damage 34->28 reload time 145->165
HMG damage 18->17
AG fire pause 3->4 damage 20->19
TAG price 100->120 fire pause 3->4 damage 30->28
AG Cyborg fire pause 4->5 damage 20->18
MG ROF upgrades 15%/30%/45% -> 17%/34%/50%.
MC research points 4800->3600
HPV research points 7200->4800
Removed the standard flamer research delay (doesn't make much difference, why increase changelog?), decreased machinegun damage (to compensate ROF upgrade improvements; pure MGs shouldn't work!).
Thermite Cyborg incend.damage 38->32
Plasmite price 80->130 incend.radius 96->60 incend.damage 63->50
Incendiary Mortar price 150->200 incend.damage 30->22
Incendiary Howitzer price 250->300 incend.damage 60->32
Minipod range 1152->1088
MRA damage 34->28 reload time 145->165
HMG damage 18->17
AG fire pause 3->4 damage 20->19
TAG price 100->120 fire pause 3->4 damage 30->28
AG Cyborg fire pause 4->5 damage 20->18
MG ROF upgrades 15%/30%/45% -> 17%/34%/50%.
MC research points 4800->3600
HPV research points 7200->4800
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Last edited by NoQ on 10 May 2012, 16:20, edited 1 time in total.
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Reg312
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Re: Yet another balance proposal.
i'm agreed with 2 options in your poll 
and i think poll is not good way
better if some workgroup (3-4 players\developers) will decide balance things and provide result
anyway, i'm agreed with NoQ's suggestion! must include it in next beta10!
and i think poll is not good way
better if some workgroup (3-4 players\developers) will decide balance things and provide result
anyway, i'm agreed with NoQ's suggestion! must include it in next beta10!
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NoQ
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Re: Yet another balance proposal.
Ok, removed itand i think poll is not good way
(:
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Reg312
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Re: Yet another balance proposal.
mmm, sorryNoQ wrote:Ok, removed it :oopsand i think poll is not good way
(:
i suggest to form workgroup of experienced players
candidates are: NoQ, tmp, Iluvalar (but he does not play 3.1!)
anyone else?
i dont know what with support from project administrators, "they" is they
so if project administrators will give word and will be agreed with workgroup organization, then work on balance can be more effective, some rules can be written for this... thinking
also, balance changes should be proven by tests
so i think better if we plan and perform test games and write down results here
test tasks:
- pure flamers vs anti-flame tactics (when player know about flamers)
- pure MG vs anti-mg tactics
- cannons in any combination
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Dororo
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Re: Yet another balance proposal.
1) Fire dmg:
If you fix that please don't forget the VTOL's, as I remember they are listed in the weapons.txt and not completely calculated. What I am going to say is when you play a long game, a typically wz-game you come to a point
when you have researched thermit-bombs or higher. When I build just 10 VTOLS every base is THAT devestated, there
doesn't survive anything! Hm I am actually a fan of this so called "napalm"-bomber but they are too strong. But it gives
the game a sense of criticism (I mean if you don't watch its over, very quickly) so what I would suggest to fix that:
-) improve the targetting of the anti aircraft weapons (automated, robot, intelligent, etc... target selection, hmm maybe some-
thing for 3.2??)
For explanation: I send about 30 cheap VTOLS with nothing but a mg or so to lure the AA-fire and within them are
hidden the 10 termit-bomber or even plasmit-bomber, so I guarantee, they reach their target...
-) or just improve the dmg of the AA-weapons
-) or reduce the dramatic, devestating, absolutely hell dmg of this bombers xd
However, maybe I have no idea how to play
but what I know is that every match ends with that attack...
(My best friend have had a similar thing, he produced endless hellstorms, but that seems to be balanced now and doesn't
work that good anymore...)
Generally it seems that fire-dmg is the key to win a game.
2) Assault Cannon:
I love the twin-assault-cannon too but its only fun to play if
your enemy have medium bodies or lower. I know it shall just be the "tank" which lures the fire and the firepower
should come from behind but for this real purpose (my opinion) the assault-tank is still to weak, I mean it needs more
hit-points.
3) Minirockets:
I would agree with 8.5. Anyway it is a value for the first 15min gameplay or 25.. depends. With 8.5 range I would go back and
use the MG tree again instead being forced to use the rocket or mortar/cannon tree the first few minutes.
4) Armor in general:
Warzone offers the possibility to set front/side/rear/top-armor. I hope I will not burn my fingers, but I reckon latest with
3.2 you will introduce formations again, will you? Then it may be more useful to set the values right for tank-armor.
But that would be another topic, so I suggest to think about it now either, you could reduce top armor and rear armor for
instance to make ambush attacks more useful and that would increase artillery dmg (comes from the top...) so further,
when you reduce artillery dmg (incenediary...) then buildings, cyborgs etc. would take less dmg, but tanks still the same
if you like it that way...
However I don't wanna talk to much, that should be enough from my side.
PS: I just read about the change within the discussion, so that isn't puplic anymore forget about me, but I will not
delete this post, maybe you find something interesting within
If you fix that please don't forget the VTOL's, as I remember they are listed in the weapons.txt and not completely calculated. What I am going to say is when you play a long game, a typically wz-game you come to a point
when you have researched thermit-bombs or higher. When I build just 10 VTOLS every base is THAT devestated, there
doesn't survive anything! Hm I am actually a fan of this so called "napalm"-bomber but they are too strong. But it gives
the game a sense of criticism (I mean if you don't watch its over, very quickly) so what I would suggest to fix that:
-) improve the targetting of the anti aircraft weapons (automated, robot, intelligent, etc... target selection, hmm maybe some-
thing for 3.2??)
For explanation: I send about 30 cheap VTOLS with nothing but a mg or so to lure the AA-fire and within them are
hidden the 10 termit-bomber or even plasmit-bomber, so I guarantee, they reach their target...
-) or just improve the dmg of the AA-weapons
-) or reduce the dramatic, devestating, absolutely hell dmg of this bombers xd
However, maybe I have no idea how to play
(My best friend have had a similar thing, he produced endless hellstorms, but that seems to be balanced now and doesn't
work that good anymore...)
Generally it seems that fire-dmg is the key to win a game.
2) Assault Cannon:
I love the twin-assault-cannon too but its only fun to play if
your enemy have medium bodies or lower. I know it shall just be the "tank" which lures the fire and the firepower
should come from behind but for this real purpose (my opinion) the assault-tank is still to weak, I mean it needs more
hit-points.
3) Minirockets:
I would agree with 8.5. Anyway it is a value for the first 15min gameplay or 25.. depends. With 8.5 range I would go back and
use the MG tree again instead being forced to use the rocket or mortar/cannon tree the first few minutes.
4) Armor in general:
Warzone offers the possibility to set front/side/rear/top-armor. I hope I will not burn my fingers, but I reckon latest with
3.2 you will introduce formations again, will you? Then it may be more useful to set the values right for tank-armor.
But that would be another topic, so I suggest to think about it now either, you could reduce top armor and rear armor for
instance to make ambush attacks more useful and that would increase artillery dmg (comes from the top...) so further,
when you reduce artillery dmg (incenediary...) then buildings, cyborgs etc. would take less dmg, but tanks still the same
if you like it that way...
However I don't wanna talk to much, that should be enough from my side.
PS: I just read about the change within the discussion, so that isn't puplic anymore forget about me, but I will not
delete this post, maybe you find something interesting within