Rebalance planning
-
Deus Siddis
- Trained

- Posts: 235
- Joined: 18 Aug 2007, 06:58
Re: Rebalance planning
BTW, how can missiles have a hit probability percentage if they are homing?
And how can any weapon have a hit probability setting with the simulated, hit-detection-based projectile system warzone currently uses?
And how can any weapon have a hit probability setting with the simulated, hit-detection-based projectile system warzone currently uses?
-
Zarel
- Elite

- Posts: 5770
- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: Rebalance planning
Do you want the code answer or the fluff answer?Deus Siddis wrote:BTW, how can missiles have a hit probability percentage if they are homing?
The code answer is that the projectile is only homing if the hit probability roll succeeds.
The fluff answer is that, well, even with homing weapons, you can dodge them.
The projectile rolls for hit probability. If it succeeds, the projectile is launched towards the target. If it fails, the projectile is launched towards somewhere in the vicinity of the target.Deus Siddis wrote:And how can any weapon have a hit probability setting with the simulated, hit-detection-based projectile system warzone currently uses?
-
Tenoh
- Trained

- Posts: 359
- Joined: 18 Nov 2008, 15:06
Re: Rebalance planning
Dont care about price changes for stuff but damage changes are of interest.Heavy laser hardpoint should be added too,id love to have it.oh... wait, why do we have to research weapon oh hard point after we researched the weapon?
would rather only research the weapon and then added to builder in all 3 versions:emplacement,tower or hardpoint,heck even banker would be fun.
would rather only research the weapon and then added to builder in all 3 versions:emplacement,tower or hardpoint,heck even banker would be fun.
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
-
Terminator
- Regular

- Posts: 1077
- Joined: 05 Aug 2006, 13:46
- Location: Ukraine
Re: Rebalance planning
May I recommend to do something with MachineGuns, with whole branch. Cause MGs is very cheap and the fastest in researching. Mass MGs is one of the efficient tactics in public MP games, if players get to AssaultGuns, so He probably won a game.
May be add some resists ? or change price,...well there are lot of ways to cut MGs a little, but not too much.
May be add some resists ? or change price,...well there are lot of ways to cut MGs a little, but not too much.
Death is the only way out... sh*t Happens !
Russian-speaking Social network Group http://vk.com/warzone2100
Russian-speaking Social network Group http://vk.com/warzone2100
-
Zarel
- Elite

- Posts: 5770
- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: Rebalance planning
Just use lancer tracks. Or cannon tracks. Mass MGs don't stand a chance.
-
Dalton
- Trained

- Posts: 361
- Joined: 11 Jan 2010, 19:41
- Location: Canada
Re: Rebalance planning
Zarel, please do not increase the cost of lancers or decrease its power and so on.
It is already a hard enough challenge to defeat assault gun with any other weapon then lancer and now lancer may not be such a viable alternative.
It is already a hard enough challenge to defeat assault gun with any other weapon then lancer and now lancer may not be such a viable alternative.
-
Zarel
- Elite

- Posts: 5770
- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: Rebalance planning
Lancer has always been earlier-game than assault gun. Cannons and rockets are already quite a bit stronger than MG.
-
DFStormbringer
- Trained

- Posts: 109
- Joined: 09 Jun 2007, 21:15
- Location: Florida
Re: Rebalance planning
im loving most the changes so far zarel.. as for the incendary moarter ando how questions.. yeah i think the incendary weapons base damage should come from thier lower end models.. and have the burn damge radious match the size of the bigger ones.. as the incendary is the point of the weapon.. not the primary shell impact.
the accuracy reduction of the missiles.. are good as yes they ARE overpowered right now. cannons and even gaus are pratically pointless by the time the scourge show up.
lazers.. yes.. again the heavy is never used.. because of its sickeningly short range.. with artillery.. gauss.. cannons.. scourge.. and pulse lasers.. all you need do i stay back out the flamer range of pulse.. and mow the line down.. as thats what the AI does.
plasma laser.. even heavier.. even slower rate of fire.. even shorter range... the plasma is IMO the only weapon thats more of a waste of space then the fortresses.
both the rocket emplacements are far too short in range IM.. not saying they need to be as long ranged as moarters.. but they seem shorter range then rocket towers.. thus offering no real point in even using the MLRs.. especially being usualy lancers pop up right afterwards.
im hoping eventually for a 3rd MG upgrade for the bunker... the rotery MG bunker is nice.. but in most open maps.. its far too fast outranged and outpowered mid game.. even by the cyborgs its meant to take down. and so a 3rd MG bunker tier that focused on range would help ballence anti cyborg out better in late game.
im also noticing that though expensive.. with all the bullet upgrades.. a few cyborg transports with their MGs can literally devestate a base.. taking margional damage even from anti air.. with ONE exception.. oddly enough.. rocket cyborgs can take down even upgraded transports with 2 shots.
and as for the complaints how a turret would look on a hardpoint because of its size.. yeah.. like it looks any better on some tiny metallic mounting point on the floor. heavy laser hardpoints have my vote
the accuracy reduction of the missiles.. are good as yes they ARE overpowered right now. cannons and even gaus are pratically pointless by the time the scourge show up.
lazers.. yes.. again the heavy is never used.. because of its sickeningly short range.. with artillery.. gauss.. cannons.. scourge.. and pulse lasers.. all you need do i stay back out the flamer range of pulse.. and mow the line down.. as thats what the AI does.
plasma laser.. even heavier.. even slower rate of fire.. even shorter range... the plasma is IMO the only weapon thats more of a waste of space then the fortresses.
both the rocket emplacements are far too short in range IM.. not saying they need to be as long ranged as moarters.. but they seem shorter range then rocket towers.. thus offering no real point in even using the MLRs.. especially being usualy lancers pop up right afterwards.
im hoping eventually for a 3rd MG upgrade for the bunker... the rotery MG bunker is nice.. but in most open maps.. its far too fast outranged and outpowered mid game.. even by the cyborgs its meant to take down. and so a 3rd MG bunker tier that focused on range would help ballence anti cyborg out better in late game.
im also noticing that though expensive.. with all the bullet upgrades.. a few cyborg transports with their MGs can literally devestate a base.. taking margional damage even from anti air.. with ONE exception.. oddly enough.. rocket cyborgs can take down even upgraded transports with 2 shots.
and as for the complaints how a turret would look on a hardpoint because of its size.. yeah.. like it looks any better on some tiny metallic mounting point on the floor. heavy laser hardpoints have my vote
-
Tenoh
- Trained

- Posts: 359
- Joined: 18 Nov 2008, 15:06
Re: Rebalance planning
either we make lasers just like rail,light medium and big... big is the best,firepower and range! or we remake heavy laser in to laser fortress.I wonder why we dont have one anyway.
Last edited by Tenoh on 17 Jan 2010, 11:24, edited 1 time in total.
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
-
Zarel
- Elite

- Posts: 5770
- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: Rebalance planning
I agree. You should make a laser fortress. 
-
TVR
- Trained

- Posts: 216
- Joined: 22 Nov 2008, 22:59
Re: Rebalance planning
I cannot comprehend the purpose of having inaccurate, yet long-range anti-tank weapons.
The shaped charge in each anti-tank rocket relies on accuracy in order to destroy tanks, this is required as anti-tank weapons are high on initial shot damage, but low in DPS.
Anti-tank weapons would not be effective at all if the opening volley missed over fifty-percent of the time, as they do not have the health to take return fire, nor the splash to warrant inaccuracy.
The shaped charge in each anti-tank rocket relies on accuracy in order to destroy tanks, this is required as anti-tank weapons are high on initial shot damage, but low in DPS.
Anti-tank weapons would not be effective at all if the opening volley missed over fifty-percent of the time, as they do not have the health to take return fire, nor the splash to warrant inaccuracy.
-
Zarel
- Elite

- Posts: 5770
- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: Rebalance planning
Perhaps you misinterpret the statistic.TVR wrote:I cannot comprehend the purpose of having inaccurate, yet long-range anti-tank weapons.
When I say the accuracy was changed from 50%-60% to 30%-60%, I mean that the short-range accuracy was changed from 50% to 30%, and the long-range accuracy remains unchanged.
Rockets' long range accuracy is unchanged.TVR wrote:The shaped charge in each anti-tank rocket relies on accuracy in order to destroy tanks, this is required as anti-tank weapons are high on initial shot damage, but low in DPS.
The opening volley would presumably be from long range, so they would be as accurate as before.TVR wrote:Anti-tank weapons would not be effective at all if the opening volley missed over fifty-percent of the time, as they do not have the health to take return fire, nor the splash to warrant inaccuracy.
-
Tenoh
- Trained

- Posts: 359
- Joined: 18 Nov 2008, 15:06
Re: Rebalance planning
Any chance we get ECM weapons like something against radar or something to lower accuracy of enemy units for a short time?
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
-
KukY
- Regular

- Posts: 1859
- Joined: 20 Mar 2009, 21:56
Re: Rebalance planning
There is lot of work on sensors system.Tenoh wrote:Any chance we get ECM weapons like something against radar or something to lower accuracy of enemy units for a short time?
-
dmkp
- Trained

- Posts: 182
- Joined: 08 Jan 2010, 20:50
- Location: UK
Re: Rebalance planning
A couple of research levels of "Base Structure materials" and MG becomes obsolete.Terminator wrote:May I recommend to do something with MachineGuns, with whole branch. Cause MGs is very cheap and the fastest in researching. Mass MGs is one of the efficient tactics in public MP games, if players get to AssaultGuns, so He probably won a game.
May be add some resists ? or change price,...well there are lot of ways to cut MGs a little, but not too much.