Rebalance ?

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Mabsterone
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Rebalance ?

Post by Mabsterone »

Will there be a rebalance to test soon ?

The cyborg troop transports really get annoying.

We did a game yesterday, 2v2 and really did everything in AA research what was possible ( we had cyclone and every avail upgrade done ) and we both lost our base against 6 or 7 troop transports )

I had more then 25-30 cyclone emplacments up and shooting.... no chance at all.

They killed us in 3 or 4 waves just retreating when they got low on armor, then recycle or repair their units and attack with more in the next wave.

25 cyclone * 125 energy = 3125 plus the not low reserch costs ( i would guess about 2-3k in addition ) dont get 4 1k troop transports down ?

And that as a weapon which is ment to kill Airplane as specialisation against a weapon thats not intentionally ment to kill a base/ground targets ?

Thats totally out of balance right now. Troop transports need way less armor or the weopn removed or at least reduced to mg.

The huge amount of armor and the unlimited ammo is an absolute nogo right now.
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whippersnapper
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Re: Rebalance ?

Post by whippersnapper »

.

Having let the cat of the bag with this tactics viability some time ago in conjunction with "War School's" dev to make Borgs more viable in MP I was immediately confronted with these same balance issues. (Actually we exacerbated the problem many years ago with the premature release of v.1.11's Troop Transport Gunships..)

I am sure Zarel will speak to this himself but I can say from my own balance efforts in this area that he is absolutely on the right track with the thinking expressed in the following thread -

Mini-pods that can attack VTOLs?

Not only does that re-balance tactic hold the best promise for dealing with these "Transport" issues but ALSO, at the same time, I have found to be the answer for balancing the use of Vtol Constructor Droids and Jump Borgs.... ALL 3 of those goals are achieved with the above approach I can say from my work with "WS's" balance.

As for -
Troop transports need way less armor or the weopn removed or at least reduced to mg.

The huge amount of armor and the unlimited ammo is an absolute nogo right now.
That is a valid consideration, to be sure. But the conclusion I have come to in my own balance efforts with "WS" is that weakening the Troop Transport has much more downside than up-side and that Zarel's approach expressed in the "Mini-pods that can attack VTOLs?" thread is the best answer all the way around and it also serves those other ends simultaneously for me as I mentioned.

Regards, whip :ninja:

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Per
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Re: Rebalance ?

Post by Per »

There is a bug in the code that makes the Cyborg Transport immune to death as long as it is in the air. This will be fixed with a 2.1.3 release very soon now. Stay tuned.
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Zarel
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Re: Rebalance ?

Post by Zarel »

In addition, transport MG is slated to be weakened a bit.

Should I really start up Rebalance Mod efforts again? I was hoping to wait until 2.3 to change balance.
guciomir
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Re: Rebalance ?

Post by guciomir »

is 2.3 going to be released "soon" or "later" ? i don't ask for any date, just for some intuition ;)
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Zarel
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Re: Rebalance ?

Post by Zarel »

Presumably later, but not that much later.
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whippersnapper
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Re: Rebalance ?

Post by whippersnapper »

Per wrote:There is a bug in the code that makes the Cyborg Transport immune to death as long as it is in the air. This will be fixed with a 2.1.3 release very soon now. Stay tuned.
Zarel wrote:In addition, transport MG is slated to be weakened a bit.

Should I really start up Rebalance Mod efforts again? I was hoping to wait until 2.3 to change balance.
Ah... I c. I take it you mean fixed in 2.2.3 and that it is 2.2.2 that the problem surfaced ? I only tested 2.2.2 for compatibility alone and am actually still using 2.2.1 for my work...... mainly because I am actually looking to work with Zarel's next set of Re-Balance modifications which I see are slated for 2.3 and not 2.2.3 - which is fine by me. :)

I never noticed the Troop Transport MG to be over-powered... Hmmm. Then again I'm not using that weap in my modified transports primary system defense. I don't want transports to be an offensive unit (which is very easy to do, btw) but at the same time I want them to be viable in their "Air Lift" capacity to move a load of Borgs and not easily be shot-down. That's a fine line balance to achieve especially when they are being used as defensive structures on the ground which I actually have nothing against, to be sure and personally find to be a cool legit tac when you think of such use as un-flight worthy units in repairs that are being made use of as decoys...

Regards, whip :ninja:
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Zarel
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Re: Rebalance ?

Post by Zarel »

whippersnapper wrote:Ah... I c. I take it you mean fixed in 2.2.3 and that it is 2.2.2 that the problem surfaced ? I only tested 2.2.2 for compatibility alone and am actually still using 2.2.1 for my work...... mainly because I am actually looking to work with Zarel's next set of Re-Balance modifications which I see are slated for 2.3 and not 2.2.3 - which is fine by me. :)
We don't implement balance changes in minor releases, since they're supposed to be netcode-compatible. If I'm going to be implementing balance changes in 2.2, they will need to be in the form of a mod.
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whippersnapper
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Re: Rebalance ?

Post by whippersnapper »

Zarel wrote: We don't implement balance changes in minor releases, since they're supposed to be netcode-compatible. If I'm going to be implementing balance changes in 2.2, they will need to be in the form of a mod.
Makes perfect sense.

Regards, whip :ninja:
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Mabsterone
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Re: Rebalance ?

Post by Mabsterone »

Interesting to hear that they cant die in the air, so thats why they were unbeatable for me. I was really wondering how huge amount of damage they could deal with. Thanks for the info.


@main topic:
It could be just a mod, i thought about it as a test sample to give feedback on the effects on gameplay immediatly.
I really liked the rebalance mods as testmodules.