Black Project's Balance Mod Version 1.0

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Black Project
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Black Project's Balance Mod Version 1.0

Post by Black Project »

Sorry for the long delay guys, it seems like V0.2 to be quite unbalanced, favouring the cannon/rail classes unfortunately.

V1.0 starts all again from scratch, this time, balanced than the previous versions.

Then again, this Balance Mod looks for solving all the balance issues ingame.

Any ideas/suggestions regarding about WZ gamebalancing is welcome.

The mod now includes 3 archives compatibe with each Warzone builds (2.3.5, 3.0.x or Master-YYYY-MM-DD).

>>>>>>>>>> ChangeLog: Version 1.0 - 31/10/10 <<<<<<<<<<

========== Bodies ==========

\*Collective Body Class
- Tiger => Kinectic/Thermal armor points tweak: 24/12. Engine output increased from 18.000 to 20.000
- Panther => Kinectic/Thermal armor points tweak: 20/10. HP increased to 150; engine output increased from 13.000 to 15.000
- Leopard => Kinectic/Thermal armor points tweak: 15/8. Engine output increased from 4.000 to 5.000

========== Weapon Damage Multipliers ==========

\*All-Rounder
- Increased damage multiplier against Cyborgs from 0.65 to 0.70 (Zarel's proposal)

\*Anti-Personnel
- Decreased damage multiplier against Hovered units from 1.10 to 1.00
- Decreased damage multiplier against Half-tracked units from 0.80 to 0.75
- Decreased damage multiplier against Tracked units from 0.60 to 0.50
- Decreased damage multiplier against VTOL units from 0.60 to 0.50

========== Weapons ==========

\*Anti-Aircraft Artillery
- Whirlwind AA Turret weight reduced from 10.000 to 8.000; build time reduced from 1.200 to 800; price increased from $150 to $175
- AA Flak Cannon weight reduced from 10.000 to 4.000; ROF increased from 9 to 12 (same as HVC). New model uploaded (same model as in V0.2)
- Hurricane AA Turret weight reduced from 10.000 to 4.000

\*Bomb Bays
- Cluster Bomb Bay damage increased from 120 to 200; splash damage increased from 100 to 160
- Phosphor Bomb Bay damage increased from 100 to 160
- Thermite Bomb Bay build time reduced from 1.000 to 900
- Plasmite Bomb Bay price increased from $225 to $250

\*Cannons
- Twin Assault Cannon is now Heavy Assault Cannon (and TAC Bunker is now HAC Hardpoint); hitpoints reduced from 500 to 450
- Assault Cannon build time reduced from 800 to 600
- Heavy Cannon weight reduced from 10.000 to 8.000
- Hyper Velocity Cannon weight reduced from 4.000 to 3.000
- Medium Cannon weight reduced from 5.000 to 4.000; hitpoints increased from 350 to 400
- Light Cannon splash radius increased from 0.5 tiles to 0.75 tiles. Build time reduced from 375 to 350

\*Command Turret
- Research upgrades upgrades fixed & stats tweaked.
- Command Turret => Price: $100; Build Time: 400; Weight: 1000; HP: 1000
- Command Turret II => Price: $200; Build Time: 600; Weight: 1000; HP: 1200
- Command Turret III => Price: $300; Build Time: 800; Weight: 1000; HP: 1400
- Command Turret IV => Price: $400; Build Time: 1000; Weight: 1000; HP: 1600

\*Machineguns
- Assault Gun weight increased from 600 to 1.000; range reduced from 9 tiles (1.152) to 8 tiles (1.024) as well the Twin Assault Gun
- Twin Assault Gun is now Heavy Assault Gun (and Hardpoint). Weight increased from 600 to 2.000; price increased to $175 & build time increased to 700. It no longer replaces Assault Gun
- Heavy Machinegun requires APDSB MG Bullets Mk3 (Zarel's proposal)
- APDSB MG Bullets Mk3 research time reduced (7.200 to 4.800)

\*Rockets
- Mini-Rocket Array damage increased to 35 (Zarel's proposal)
- Mini-Rocket Pod damage increased from 22 to 27 & ROF decreased from 60 to 50 (Zarel's proposal). Build time reduced from 375 to 350
- Tank Killer build time reduced from 1.250 to 1.000

- Small tweaks on Cyborg/Super Cyborg weapons as well on some ground & VTOL weapons.
- Fixed TCMask turrets for Plasmite Flamer, Sunburst AA Rocket Array & AA Flak Cannon
- Fixed muzzle FX for Assault Cannon & Super Auto-Cannon Cyborg

========== Tech Tree Start ==========
\*T1
- Heavy Machinegun is no more pre-reseached at T1 Advanced bases. Now players must focus on MG damage upgrades to get it ASAP

\*T2
- Heavy Cannon + Defense are no more pre-reseached at T2. Instead, players will now start with Hyper Velocity Cannon + Defenses pre-reseached
- Mortar Targeting Computer & Cannon Laser Rangefinder are already pre-researched at T2
BP_Balance_Mod_V1.0.wz
BP_Balance_Mod_V1.0_Master.wz
BP_Balance_Mod_V1.0_2.3.5.wz
Installing a mod: http://guide.wz2100.net/faq#installmod

Regards BP
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Last edited by Black Project on 31 Oct 2010, 22:31, edited 3 times in total.
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Wibble199
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Re: Black Project's Balance Mod Version 1.0

Post by Wibble199 »

Is this for a 2.3.x or the 3.0 beta?
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NoQ
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Re: Black Project's Balance Mod Version 1.0

Post by NoQ »

Wibble199, Those Big Yellow Letters in BP's message. Read them (: (: (:
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Wibble199
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Re: Black Project's Balance Mod Version 1.0

Post by Wibble199 »

Oops :oops: :lol2: :stressed: :augh:

Now everyone knows I don't read the entire post :oops: (actually I do most of the time, but not when its this long)

B.T.W, just call me Wibble :wink:
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JDW
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Re: Black Project's Balance Mod Version 1.0

Post by JDW »

Black Project wrote: Don't ask me to make a 2.3.x compatible one, since it's no more supported by the WZ Staff.
I believe that the 2.3.5 release is still supported by staff since it's still the current stable release. But it's better if the staff confirms this. But it's cool if you wanna keep your mod to the 3.0 beta releases.
"Speak when you are angry and you will make the best speech you will ever regret."
-- Ambrose Bierce
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Black Project
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Re: Black Project's Balance Mod Version 1.0

Post by Black Project »

Updated first post, now you have 3 mod archives compabitle for each builds (2.3.5, 3.0.x or Master)

Regards BP