VTOL overhaul [Rebalance 0.8]

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Zarel
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Re: VTOL overhaul [Rebalance 0.8]

Post by Zarel »

3drts wrote:So can a Mortar, that does not make it an AA weapon.
FWIW some howitzers can be makeshift flak cannons if loaded with the right shells, and mounted in such a way that they can fire at an acceptable upward angle.
Well, sure, in real life, anything made to attack ground targets isn't going to be very good against air, and anything made to attack air targets isn't going to be very good against ground, but this is a video game. If there is one weapon candidate for "looks like it could attack either ground or air", the minipod would be it.
3drts wrote:#1) it wasn't about the money, it was about production speed to get as much firepower out as I could when he had no AA defenses.
Well, then, same idea: You bet on production speed instead of durability, and you lost your bet.
3drts wrote:Based on his layout of bunkers, minipods, and later lancer towers/hardpoints, I don't think his intent was for the mini pods to be AA.
I'm sure many photon cannons aren't intended to be AA, either.
3drts wrote:I think the proliferation of "V weapons" has rendered VTOL weapon choices to only rockets, and bombs.
Anything else requires too much time over the target that can now very effectively damage the vtols.
Without salvo+retreat, or splash, vtols suck, and it didn't used to be that way.

I guess I have fond memories of my cannon/HPV cannon/ Pulse laser VTOLs spending a lot of time over enemy groups picking off tanks one after the other, receiving minimal damage (with rocket/missile armed ones being used initially to take out any AA units that are in the group)
Well, that's not something that changing minipod will fix, considering how marginal of a weapon minipod is.

My upcoming MG nerf will make it less ubiquitous in T1 games. I've been looking into tuning down the VTOL damage multipliers for lancer/TK/Scourge cyborgs/aircraft down from 100% to 80%, which should alleviate your problem. Do you have any other suggestions?
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MaNGusT
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Re: VTOL overhaul [Rebalance 0.8]

Post by MaNGusT »

OlroxModelsfixedTC.zip
air2 - flak
air3 - sunburst
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Zarel
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Re: VTOL overhaul [Rebalance 0.8]

Post by Zarel »

MaNGusT wrote:OlroxModelsfixedTC.zip

air2 - flak
air3 - sunburst
error |06:04:10: [_imd_load_polys] _imd_load_polys: texture height = 0
error |06:04:10: [_imd_load_polys] Assert in Warzone: imdload.c:168 (tHeight > 0), last script event: '<none>'
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MaNGusT
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Re: VTOL overhaul [Rebalance 0.8]

Post by MaNGusT »

Zarel wrote:error |06:04:10: [_imd_load_polys] _imd_load_polys: texture height = 0
error |06:04:10: [_imd_load_polys] Assert in Warzone: imdload.c:168 (tHeight > 0), last script event: '<none>'
Now I fully understand how old TC system works....
OlroxModelsfixedTC_last.zip
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Olrox
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Re: VTOL overhaul [Rebalance 0.8]

Post by Olrox »

I've made a mod as you requested, Zarel. It seems to be working alright:
AA.wz
I hope it serves your needs :)

Also, I took some screenshots of the Sunburst installed in VTOLs to earn feedback on how it looks - IMO, it looks fine:
Sunburst-2.jpg
Sunburst.jpg
The flak could be sized up a bit, I can do that later (now I need to get some sleep, got to work early tomorrow :P )

~Olrox
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Zarel
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Re: VTOL overhaul [Rebalance 0.8]

Post by Zarel »

Hooray! Contributor badges for Olrox for creating the models, and MaNGusT for helping get them into the game (as well as work on trunk textures)! :D

Rebalance 0.8.1 with Sunburst and Flak Cannon turrets and sites makes it into 2.3.5.

The air-to-air version, however, probably won't make it until 2.3.6. :( Sorry, guys.

Olrox, could you post a render of the models using the new textures? Newest textures can be found here: http://developer.wz2100.net/browser/tru ... eapons.png
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Re: VTOL overhaul [Rebalance 0.8]

Post by 3drts »

Zarel wrote:
3drts wrote:So can a Mortar, that does not make it an AA weapon.
FWIW some howitzers can be makeshift flak cannons if loaded with the right shells, and mounted in such a way that they can fire at an acceptable upward angle.
Well, sure, in real life, anything made to attack ground targets isn't going to be very good against air, and anything made to attack air targets isn't going to be very good against ground, but this is a video game. If there is one weapon candidate for "looks like it could attack either ground or air", the minipod would be it.
And I question the necessity of having a 'V" weapon for every weapon lineage.
If the weapon lineage is going to have a dedicated AA weapon available fairly early, then that reduces the need for the rest of the lineage to have AA capabilities.
3drts wrote:#1) it wasn't about the money, it was about production speed to get as much firepower out as I could when he had no AA defenses.
Well, then, same idea: You bet on production speed instead of durability, and you lost your bet.
I wouldn't say I lost, I lost some Bugs on the way to my intended target, which was annoying and lead me to take out those mini pod towers with the next wave, but still with the Bug production rate, and him seemingly not having Hurricane tech yet, his fate was sealed.

3drts wrote:Based on his layout of bunkers, minipods, and later lancer towers/hardpoints, I don't think his intent was for the mini pods to be AA.
I'm sure many photon cannons aren't intended to be AA, either.
3drts wrote:Well, that's not something that changing minipod will fix, considering how marginal of a weapon minipod is.
Mini-pod was just an example, I'm talking more generally about the effectiveness of "V" Weapons.

I'll elaborate on why this is a high vs low oil thing in my mind, and what VTOL Balance problems are.

VTOLs cannot be blocked, only destroyed, there are no choke points, no walls that must first be destroyed to gain access to the base structures, no areas they cannot reach. The only option is to destroy them quickly.

On top of that, they are fast.
If you get a tech lead on all but the smallest maps, it will take time to bring that advantage to combat....
So you come out with tracked heavy /medium bodies with hmg/AG while your opponent still has light wheels/hftx with mg/twin Mg, etc, your tanks still need to move forward, and get into battle, and cannot go in alone until they are massed.

A vtol can be hitting the enemy base in a matter of seconds after it is built (though it may be wise to hide your advantage until you can do more with it).

On low oil, varied terrain maps (where it is hard to pack in as many vtol pads), one cannot mass them to the large numbers we see in high oil fast at all.

Our of necessity, both side will reasonable sized have tanks/cyborg forces, and VTOL production (due to power requirements) must result in decreased tank production.
Due to lower production rates, ones forces for quite a while will still be mostly ground forces.
If the enemy gets 50 vtol bombers on low oil, you deserve to lose.
A few vtols at a time aren't going wipe out a base in one strike.

On high oil, you'll have 5 heavy factories pumping out VTOLs continuously, giving you plenty of firepower to take out an entire base.
Such VTOL numbers, and the binary result of: No VTOL defense when enemy gets VTOLs= death or enemy has row upon row of AA defense= VTOLs ineffecitve, do not occur on low oil.

On low oil, the enemy has time to prepare AA defenses if enemy vtols start attacking.

While at the same time, the enemy can't just cover everything they have with tons of AA (as oil is more dispersed, and they have less power)

NTW and squared type maps really screw with balance, and I don't think VTOLs need a "V" semi-counter on low oil maps.

I just think the V weapons in general are too effective, to the point that vtol groups need to be similar sized to the tank groups they are attacking, until a certain tech level where effective bombs are available, and even then, at other tech levels with pulse, twin AG, etc, and tracked units (bombs do artillery damage, which doesn't do much vs tracked), this isn't so clear any more
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Re: VTOL overhaul [Rebalance 0.8]

Post by zydonk »

Used to use phosphor VTOLs a lot for defence. Don't bother now - everything can lob shots at them. As for defending against VTOLs, banks of second level AA keeps them at bay until the laser AA comes along, when all VTOL activity stops - natch.
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Re: VTOL overhaul [Rebalance 0.8]

Post by franek12354 »

wait moment subbust is aIR TO AIR WEAPON
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Re: VTOL overhaul [Rebalance 0.8]

Post by Jorzi »

Would it be possible to make these "V-weapons" have reduced range against aircraft, so that they would only be useful against slower bombers? I think something like this would give them a nice balance, that allows a player to build fast VTOL:s that outrange them.
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Re: VTOL overhaul [Rebalance 0.8]

Post by Zarel »

Well, I'm currently planning on reducing the anti-tank-to-air modifier from 100% to 80% (and adjusting dedicated AA accordingly).

And now, with two more dedicated AA weapons, I'm open to adjusting certain weapons so that they're no longer V.

I understand what you guys are saying about the current situation, but I'm going to need more detailed feedback on exactly how you guys think the best way to go is.

Keep in mind, however, engine constraints:
- V weapons have the exact same accuracy, range, splash radius, and burn radius/time/damage against ground and air targets
- The only thing that can be adjusted is the damage multiplier. Each subclass has its own damage-against-air multiplier; it's currently 100% for AT (minipod, borg/VTOL lancer/TK/scourge), 60% for AP (MGs, lazors), and 40% for AR (HPV).

Many people have suggested changing these engine constraints, but I think adjusting the damage multiplier is enough.

Keep also in mind certain facts about current VTOLs:
- Most T1 ground/V weapons have range 7.5-9. Most T2 ground/V weapons have range 8-10.
- T1 AA has range 16. T2 AA has range 16-18.
- So right now, dedicated AA already has a pretty big range advantage over V weapons
- VTOLs have exactly the same HP as a wheeled vehicle, and about half as much HP as a tracked vehicle. All vehicles have the exact same amount of armor. This means that most of the durability difference lies in the multiplier.
- After multipliers, dedicated AA have a DPS around 5x as much as V AT weapons, and 8-12x as much as V AP/AR weapons.

That said, feel free to propose whatever changes you guys want.
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Olrox
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Re: VTOL overhaul [Rebalance 0.8]

Post by Olrox »

Zarel wrote:Olrox, could you post a render of the models using the new textures? Newest textures can be found here:
Here they are:
sburst-1.png
Flak-1.png
I really think I could do something with those increased texture pages :P
But I dunno if it's a necessary effort.

~Olrox
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Re: VTOL overhaul [Rebalance 0.8]

Post by franek12354 »

how to mount these on tanks or vtols I cant do it does there is way
2Q why warzone cant increase textures to 1024 or 2048 so these models with texture increase can get in
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Re: VTOL overhaul [Rebalance 0.8]

Post by Zarel »

Zarel wrote:That said, feel free to propose whatever changes you guys want.
[posted two days ago]
[no response]

Happens every time. :| I make a change. "Oh, that's bad because of X." I ask, "Okay, what do you suggest, then?" And then silence. :|

Come on, guys. I've already mentioned what I am going to do:

Decrease AT-to-air multiplier from 100% to 80%.

If you're not going to make a suggestion, you could at least tell me whether or not that change by itself is enough. :|
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Re: VTOL overhaul [Rebalance 0.8]

Post by Jorzi »

Is it possible to change projectile speed?
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