now admittedly I'm still running an old master build from feb of 2018 and I'm running the old balance mod from before it got integrated into the game as the current version no longer works on XP but its not to difficult to update the values in the mod to match what the game is using now.
something else that is bugging me is that the structure modifiers have been heavily nurfed as well which is making it incredibly tough to destroy hardened structures with anything other then mortars since against hardened structures lancers for example are only doing 20% damage which means there damage is being reduced by 80% machine-guns are no better at 25% and why machine-guns do more damage to hardened structures than lancers and cannons makes no sense that should be the other way round.
something else that makes no sense is why flamers are doing impact damage when they shouldn't be since flamers are not impact weapons.
I'm also not sure why cannons aren't using the all rounder modifier since cannons should be an effective weapon again any target since they can fire different types of ammo depending on the target so for soft targets hi explosive/incendiary rounds for tanks antitank rounds and for hardened hardened structures and bunkers a bunker buster shell that works exactly the same way as the warhead attached to a bunker buster rocket.
Talking of which why does the cannon have less range than the lancer? the lancer has a range of 9 but the light and medium cannon only a range of 7.5?
I'd also like to know why the hit rate on the mini rocket pod is only 30% which is far to low when the mini rocket pod only does 38 damage per hit yes I know it has a fire rate of like 150 but when its miss rate is 70% only about 45 of those rounds are actually going to hit the target and when you take the targets armour in to account the damage is far to low
also the rate of fire on bunker busters is to low as is the damage bunker busters do against vehicles rendering them completely useless, personally id increase the rate of fire but decrease the structures modifiers proportionately, and I'd increase the damage against vehicles from 33% to 66% yes I know bunker busters aren't supposed to be used on vehicles but at the very least they need to be able to do sufficient damage that they can defend them selves because right now bunker busters can't even fend off scavs much less anything else
also the damage difference between the mortar and the bombard is to low considering how much more expensive the bombard actual is
On alpha 9 the damage of the mortar is 95 damage 11 rounds per minute for a total damage output of 1045 per minute before adjusting for the armour of the target and accuracy
conversely the bombard does 152 damage 7 rounds per minute for a total damage output of 1064 before adjusting for the armour of the target and accuracy
so that's is only an increase of 19 damage per minute before adjusting for the armour of the target and accuracy, which begs the obvious question what is even the point of getting the bombard you would be better to just give an upgrade to the mortar and or give the pepper pot which does the same damage as the mortar but has a faster rate of fire which would increase the damage much more that what you get from the bombard for the same increase in cost.
id also like to know why the range of the mini rocket artillery is so low at 7.5 when even the lowly mortar has a range of 18, admittedly the mini rocket artillery is more powerful but at a range of just 7.5 its largely useless even the lancer has a range of 9 and the machine-gun has a range of 9.4
clearly the balance needs a lot more work because there is still a bunch of things that need adjusting
Unfortunately, there have been core engine fixes that also impact balance (and how stats are handled and applied), so this will continue to diverge - even if you port the stats json files over.Bethrezen wrote: ↑21 Jun 2023, 01:33 now admittedly I'm still running an old master build from feb of 2018 and I'm running the old balance mod from before it got integrated into the game as the current version no longer works on XP but its not to difficult to update the values in the mod to match what the game is using now.
(Also, unfortunately, all the major build toolchains have removed XP targeting support, and even some of WZ's dependencies have dropped XP support. And this pattern is only accelerating.)
If you ever want to try Linux, we have tons of build packages for that though (and they will probably run on your system). For convenience, I'd recommend the Flatpak or Snap (which are self-contained and easy to install).