Good idea.Zarel wrote:So I'm going to make a topic discussing all the aspects of my rebalance, so you guys can provide feedback on which parts should make it into 2.2.
SECTION ONE: MAJOR CHANGES
1. Adding Pulse Laser Tower, Lancer Tower, and/or Tank Killer Tower
This is mainly a personal thing - I've always wanted a pulse laser tower. The other ones also make sense, though - all light long-range weapons should get towers.
Also a good idea.2. Double Pulse Laser ROF, set damage to slightly more than half
This will slightly lower DPS.
I agree, make both missiles and lasers anti-air, if for no other reason than because they already are in part, as their vtol-mounted version are so even though the afv versions are not. I would also add though auto cannons and rail/gauss weapons to the AA-capable mix. Gauss type weapons should be like your concept of lasers, extremely fast moving projectiles. This is not to say that all of these weapons should be very effective against vtols, but they should at least do something against them.3. Make lasers and/or missiles able to shoot VTOLs (like machineguns)
I feel like people should have choices other than dedicated anti-air for dealing with VTOLs. Making a few more weapons versatile could help. (I'm going to use jargon from another RTS and say "V" when I mean "weapon that can hit either air or ground targets") Lasers and missiles seem like obvious choices for V weapons. Here are all the subclasses, and an analysis of how good they could be:
The point of all this from a balance perspective is too make vtols less of a trick weapon that you hit people with whenever their AA pants are down. There should be a variety of options to use against vtols just as there are against every other type of unit, plus you need to account for the variety within vtols with regards to sizes- poweful weapons for big tough bombers and fast weapons for small nimble fighters.
No opinion.4. Rearrange the research tree a bit to make more sense
Some of my proposed changes:
- Make CB Tower require Mortar Targeting Computer instead of HE Mortar Shells Mk3 - a "targeting computer" sounds a lot more like the precursor to CB tech than higher mortar damage.
- Make VTOL CB Tower require Sensor Upgrade Mk2 instead of CB Tower - VTOLs are a different approach to anti-artillery that's different from using artillery, so it shouldn't require artillery. Other possible requirements: Cluster Bombs Bay.
- Remove the MG Guard Tower requirement from Sensor Tower - If anything, it should be the other way around. If you have enough tech to research an MG tower and a sensor, you have enough to make a sensor tower.
- Nerf Stormbringer and make it require Thermopole Energizer Mk2 instead of Mk3.
- Make Flashlight require NSRB Mk2, Sensor Upgrade Mk3 instead of NSRB Mk3 and Sensor Upgrade Mk2 - We shouldn't leave weapons like this so far into the end-game, since most games end before that. This will let more players use it.
I don't like it. Commanders are nonsensical crap, but beyond that a fundamental design theme of WZ is that to get research options you need to do research, not having lots of non-researching tech structures lying around. WZ is better for this, because it doesn't bog players down in base management anymore than it does resource management, instead letting you focus on managing battles and constructing defense grids and firebases (the fun, important and skillful stuff).5. Make MG Guard Tower require a Command Center
It's just giving too much power to the turtles for MG Guard Tower to be built so much earlier than Machinegun Viper Wheels. And it makes it impossible to defend against truck rushes without your own MG Guard Tower on small maps, and people shouldn't ever be forced to only one strategy.
But beyond that, you have machinegun cyborgs for rushers, so I don't even see a problem here that would need fixing.
I don't know, if you are going to buff the other weapons then I don't see why cannons should be reduced in power for balance reasons. The question to ask is more along the lines of 'how long should battles last'? More dangerous weapons in general relative to armor means shorter battles obviously, which seems to be the case in 2.1 relative to the earlier versions. I think this might be an improvement, even though I would hate to see WZ evolve into a twitchy starcraft-like micro-only high-speed rts/rtt, I don't think it is anywhere near there in 2.1 and battles in previous versions might have been just too slow.SECTION TWO: WEAPON BALANCE CHANGES
6. Put cannon power somewhere between 2.1 and 1.10
In 2.1, compared to 1.10, cannons have:
- 1.5x as much damage
- Slightly lower HP
Anyone who's played 2.1 would know that cannons are overpowered in this version. Aivolution uses cannons in late-game exclusively, for precisely this reason, and Aivolution is so effective, for precisely this reason.
Definitely, unless we keep cannons at 1.5x power as I mentioned above, in which go even further with rockets and bring them all of the way back to their 1.10 setting of double firepower.7. Put rocket power somewhere between 2.1 and 1.10
In 2.1, compared to 1.10, rockets have:
- Half as much damage
- Much higher HP
Rockets are intended to be low HP, high damage weapons. The changes in 2.1 make rockets completely useless, as is obvious to anyone who's played. They do barely enough damage, and they're buried under a lot of unintuitive upgrades (no other non-rotary weapon requires ROF upgrades, and no other weapon requires Automated Factory Production except VTOL weapons). They should be reverted to closer to 1.10.
My thought is these are in the same boat as cannons- we don't need to reduce these for balance reasons if the other weapons get a buff.8. Put mortar power somewhere between 2.1 and 1.10
In 2.1, compared to 1.10, mortars have:
- 3x as much damage
I don't remember all that much consensus that mortars were underpowered in 1.10, but they are very obviously overpowered in 2.1. I think setting them at 1.5x as much would.
I don't agree, flamers were totally useless before and now are balanced. I believe if people feel they are overpowered, it is because they are unused to having to deal with them do to their uselessness in the past. We need to remember that these are very short ranged, fairly heavy weapons that are almost useless against armored vehicles, hardpoints and aircraft, all of which are very common on any battlefield between mediocre or better players/ais.9. Put flamer power somewhere between 2.1 and 1.10
In 2.1, compared to 1.10, flamers have:
- 3x as much damage
- 10x as much fire rate
- slightly higher HP
Everyone agrees flamers were underpowered in 1.10. But "30x more powerful" is enough to turn any weapon from massively underpowered to massively overpowered. And anyone who's been subjected to a flamer cyborg rush in 2.1 can tell you this. My current rebalance puts it at somewhere closer to 15x more powerful.
Once again, I would go for a full revert to 1.10 when it comes to missile damages if the other weapons remain more effective.10. Put missile power somewhere between 2.1 and 1.10
In 2.1, compared to 1.10, flamers have:
- 1/3 as much damage
- significantly higher HP
See rockets. And as weak as rockets are in 1.10, missiles are worse. It takes nearly every single scourge upgrade before it's as powerful as TK is at that point, which is just not right.
I like this idea, except I would give towers the same boost of 16 tiles that you give fortresses, since sensors will become the main advantage of towers, which previously had none.SECTION THREE: MISCELLANEOUS CHANGES
11. Change tower sensors from 8 tiles to 10 tiles.
Currently, except for sensor turrets/towers, all structures have a sensor range of 8 tiles (including, I believe, satellite uplink center - the "reveal whole map" functionality is separate from its actual sensor range, which is why assigning artillery to it doesn't let you artillery-fire anywhere). Anyway, weapon towers need to be something other than weaker versions of hardpoints/bunkers, and it makes sense that a tower would be able to see further than a bunker or hardpoint.
12. Change fortress sensors from 8 tiles to 16 tiles.
Same justification as for towers. They're underpowered - increasing the range would help.
Another couple things you may wish to consider for this rebalance, which are indirectly related to balance, are the relation between tech evolution and gameplay evolution, and also visual impact and intuitive appearances.
By the evolutions, I am talking about how, in most rts games, the more time that goes by in an individual game and the more tech tree that players unlock, the more the gameplay either changes or expands to keep things interesting. This is alot more interesting than an arm's race for the sake of an arm's race. Personally, I think WZ does this already, but to less of an extent than it could. It feels like in T2 alot of specialized weapons become available that greatly expand your strategic options and make macro-management more important, while T3 takes things from there to a more tactical and micro-management focused gameplay with more versatile units that are supported by a few new specialized weapons (NEXUS, EMP, Las Sat) that are more micro-heavy than the specialized weapons of T2.
By visual impact and intuitive appearances, I mean that weapons and units should generally look and feel impressive (higher volumes of fire, more barrels firing, big splash-damaging explosions, etc.) and more powerful weapons should look and feel more impressive than weaker and more primitive ones. Currently, it feels like T3 weapons fall short on both of these points; where as I would expect to see the weapons of the future unleashing huge quantities of force and energy everywhere, the current T3 weapons stats make them seem more like they are taking very expensive potshots. Their fire is just too slow traveling and slow reloading to be anywhere near as impressive as the T2 counterparts they should be replacing. I think you are on the right track with pulse lasers, but I would apply the same sort of changes to the wider laser line and the gauss line as well. (And bring back plasma artillery.)

