Rebalance planning
Rebalance planning
Flashlight: range 6-12 -> 12-12
Pulse Laser: range 8-16 -> 14-14, damage 170 -> 165
Heavy Laser: range 5-7.5 -> 16-16, damage 350 -> 240
Pulse laser tower: price 175 -> 200
Pulse laser hardpoint: price 250 -> 275
Heavy laser emplacement: price 225 -> 325
Scourge: range 5-16 -> 5-14, accuracy 70%-80% -> 50%-80%
Seraph: range 5-14 -> 7-15
Lancer: price 125 -> 150, accuracy 50%-60% -> 30%-60%, remove MRL prereq
Lancer hardpoint: price 150 -> 200
Tank killer: accuracy 50%-60% -> 30%-60%
MRL: damage 30 -> 34
MRP: accuracy 45%-45% -> 40%-45%, range 5-8 -> 4-8
Note to self: Fix the tank killer angle bug already.
Mortar/pepperpot: Splash radius 0.5 -> 1.0
Bombard/incendiary mortar: Splash radius 0.75 -> 1.25, (incen) burn radius 0.5 -> 1.25
Howitzer/hellstorm: Splash radius 1.0 -> 1.25
Ground shaker/incendiary howie: Splash radius 1.0 -> 1.5, (incen) burn radius 1.0 -> 1.5
All-rounder modifiers:
Cyborg 60% -> 65%, Wheels 120% -> 125%, HT 110% -> 115%, Tracks 100% -> 105%, Hover 100% -> 120%
All cannons, all rails: Increase splash radius by 0.25.
Pulse Laser: range 8-16 -> 14-14, damage 170 -> 165
Heavy Laser: range 5-7.5 -> 16-16, damage 350 -> 240
Pulse laser tower: price 175 -> 200
Pulse laser hardpoint: price 250 -> 275
Heavy laser emplacement: price 225 -> 325
Scourge: range 5-16 -> 5-14, accuracy 70%-80% -> 50%-80%
Seraph: range 5-14 -> 7-15
Lancer: price 125 -> 150, accuracy 50%-60% -> 30%-60%, remove MRL prereq
Lancer hardpoint: price 150 -> 200
Tank killer: accuracy 50%-60% -> 30%-60%
MRL: damage 30 -> 34
MRP: accuracy 45%-45% -> 40%-45%, range 5-8 -> 4-8
Note to self: Fix the tank killer angle bug already.
Mortar/pepperpot: Splash radius 0.5 -> 1.0
Bombard/incendiary mortar: Splash radius 0.75 -> 1.25, (incen) burn radius 0.5 -> 1.25
Howitzer/hellstorm: Splash radius 1.0 -> 1.25
Ground shaker/incendiary howie: Splash radius 1.0 -> 1.5, (incen) burn radius 1.0 -> 1.5
All-rounder modifiers:
Cyborg 60% -> 65%, Wheels 120% -> 125%, HT 110% -> 115%, Tracks 100% -> 105%, Hover 100% -> 120%
All cannons, all rails: Increase splash radius by 0.25.
Re: Rebalance planning
What's the seraph?
Re: Rebalance planning
A missile version of the Mini-Rocket Array.
It replaces Angel Missile from the campaign.
http://guide.wz2100.net/w/seraphmissilearray
It replaces Angel Missile from the campaign.
http://guide.wz2100.net/w/seraphmissilearray
Re: Rebalance planning
What is the significance of changing the minimum range to be the same as the maximum? Consequences?Flashlight: range 6-12 -> 12-12
Re: Rebalance planning
Range changes are realistic, lasers are very accurate. And their accuracy should be 100%.Zarel wrote:Flashlight: range 6-12 -> 12-12
Pulse Laser: range 8-16 -> 14-14, damage 170 -> 165
Heavy Laser: range 5-7.5 -> 16-16, damage 350 -> 225
And I think Heavy Laser should stay heavy strong short range laser.
Searph, as indirect weapon should have bigger range then Scourge, so I agree with that.Zarel wrote:Scourge: range 5-16 -> 5-14
Seraph: range 5-14 -> 7-15
Lancer: price 125 -> 150
Lancer hardpoint: price 150 -> 200
About lancers: They are very important in early game so I don't agree. But they are very powerful so they should be more expensive. But I still hate that change.
I completely agree with those artillery changes. And I think all mortars should have shorter range.Zarel wrote:Mortar/pepperpot: Splash radius 0.5 -> 1.0
Bombard/incendiary mortar: Splash radius 0.75 -> 1.25, (incen) burn radius 0.5 -> 1.25
Howitzer/hellstorm: Splash radius 1.0 -> 1.25
Ground shaker/incendiary howie: Splash radius 1.0 -> 1.5, (incen) burn radius 1.0 -> 1.5
I don't care.Zarel wrote:All-rounder modifiers:
Cyborg 60% -> 70%, Wheels 120% -> 125%, HT 110% -> 115%, Tracks 100% -> 105%, Hover 100% -> 120%
Acuraccy will be same no matter what distance.stiv wrote:What is the significance of changing the minimum range to be the same as the maximum? Consequences?Zarel wrote:Flashlight: range 6-12 -> 12-12
Last edited by KukY on 09 Jan 2010, 18:17, edited 1 time in total.
Re: Rebalance planning
That means there's one accuracy up to the range listed as long range, instead of two.
Re: Rebalance planning
My opinions: Edit: Oops, I know what you mean by range now, I thought it was min and max range. Just ignore that bit about the flashlight. It's probably a good addition.
Zarel wrote:Flashlight: range 6-12 -> 12-12 [Won't this mean it'll get one shot off and then the unit it was shooting will be too close for it to fire again? That would be rather bad in my opinion.]
Pulse Laser: range 8-16 -> 14-14, damage 170 -> 165 [As long as the pulse laser is long range and has the same maximum range as the scourge missile then I'm happy and there's the same point about the flashlight.]
Heavy Laser: range 5-7.5 -> 16-16, damage 350 -> 225 [I really don't like the range change here, it'll turn into people using only the heavy laser and not tactically using other lasers aswell since it would do everything the other lasers do but better, to balance that out I think you would have to put a hefty price tag on it. And there's the same point about the flashlight.]
Scourge: range 5-16 -> 5-14 [As long as the scourge missile is long range and has the same maximum range as the pulse laser then I'm happy ]
Seraph: range 5-14 -> 7-15 [minumum range of 7 seems a bit high for me, I would settle for 6. Other than that, I like it.]
Lancer: price 125 -> 150 [no problems]
Lancer hardpoint: price 150 -> 200 [perhaps 200 is a bit high, why not 175 or 180?]
Mortar/pepperpot: Splash radius 0.5 -> 1.0 [good ]
Bombard/incendiary mortar: Splash radius 0.75 -> 1.25, (incen) burn radius 0.5 -> 1.25 [good for the bombard, but I think the incendiary mortar should have the same splash radius as the normal mortar (it's not an incendiary bombard), and you've just reminded me about a bug I need to report]
Howitzer/hellstorm: Splash radius 1.0 -> 1.25 [no opinion]
Ground shaker/incendiary howie: Splash radius 1.0 -> 1.5, (incen) burn radius 1.0 -> 1.5 [Again, I think the incediary howitzer should have the same splash radius as the basic howitzer.]
All-rounder modifiers:
Cyborg 60% -> 70%, Wheels 120% -> 125%, HT 110% -> 115%, Tracks 100% -> 105%, Hover 100% -> 120%[Woah! Is all rounder really that weak?! By taking an average, that's an increase by 9% overall. I think the all rounder shouldn't be rather good at anything, and I think the damage modifiers should each be around the same.]
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
Re: Rebalance planning
Oh, man, I haven't had one of these threads in ages. Oh, nostalgia. <3
For reference, a range of "7-15" means that the "short range" is 7 and the "max range" is 15. The minimum range is 0 for most weapons.
What does short range do? At short range or closer, a weapon has its short range accuracy. Between short range and max range, a weapon has long range accuracy. Some weapons are more accurate in short range (e.g. cannons), and some weapons are more accurate in long range (e.g. rockets).
I decided to change the Heavy Laser because no one was using it.
You have to realize, lancer is a bit overpowered at this stage (I admit part of the fault is mine; lancer is one of my favorite weapons).
Or I guess I should keep their splash at mortar levels, and their burn radius at bombard levels?
Dylan says all-rounder needs to be boosted a bit. Cannons don't have very many other strong spots, remember. :/
For reference, a range of "7-15" means that the "short range" is 7 and the "max range" is 15. The minimum range is 0 for most weapons.
What does short range do? At short range or closer, a weapon has its short range accuracy. Between short range and max range, a weapon has long range accuracy. Some weapons are more accurate in short range (e.g. cannons), and some weapons are more accurate in long range (e.g. rockets).
Lasers already have identical short and long range accuracy, so the only difference is that, in "short range" secondary-order-mode, the laser will not move closer than it needs to.stiv wrote:[Lasers] What is the significance of changing the minimum range to be the same as the maximum? Consequences?
Giving a weapon with 100% accuracy just feels wrong to me. Lasers are unique enough in having the same short and long range accuracies.13KukYNexus666 wrote:[Lasers] Range changes are realistic, lasers are very accurate. And their accuracy should be 100%.
And I think Heavy Laser should stay heavy strong short range laser.
I decided to change the Heavy Laser because no one was using it.
Lancers are a midgame weapon. They've been moved slightly earliergame, but I admit they're a bit overpowered, so the price change is my solution.13KukYNexus666 wrote:[Lancers] They are very important in early game so I don't agree. But they are very powerful so they should be more expensive. But I still hate that change.
No, mortars are your first long-range weapon. Giving them shorter range would defeat the point. :/13KukYNexus666 wrote:[Mortars] And I think all mortars should have shorter range.
Nope; that's already true of lasers.13KukYNexus666 wrote:[Re: Lasers] Acuraccy will be same no matter what distance.
It's balanced out by its weight. Pulse laser is a light hit-and-run weapon. Heavy laser is extremely heavy. Keep in mind heavy laser's damage was decreased substantially; it's only slightly better than pulse laser.Mysteryem wrote:[Heavy Laser] I really don't like the range change here, it'll turn into people using only the heavy laser and not tactically using other lasers aswell since it would do everything the other lasers do but better, to balance that out I think you would have to put a hefty price tag on it.
It's really only a 10% difference in accuracy between 6 and 7 tiles. It's a fair trade-off for the increased max range.Mysteryem wrote:[Seraph] minumum range of 7 seems a bit high for me, I would settle for 6. Other than that, I like it.
200 is fair. Keep in mind the TK hardpoint is 275. Compare the turret prices: 150 and 200; they match up quite well.Mysteryem wrote:[Lancer hardpoint] perhaps 200 is a bit high, why not 175 or 180?
You have to realize, lancer is a bit overpowered at this stage (I admit part of the fault is mine; lancer is one of my favorite weapons).
True, but incendiary weapons are on fire, so let's say that increases their splash radius a bit.Mysteryem wrote:[Bombard] good for the bombard, but I think the incendiary mortar should have the same splash radius as the normal mortar (it's not an incendiary bombard)
Or I guess I should keep their splash at mortar levels, and their burn radius at bombard levels?
Well, the structure damage hasn't increased at all.Mysteryem wrote:[All-rounder modifiers] Woah! Is all rounder really that weak?! By taking an average, that's an increase by 9% overall. I think the all rounder shouldn't be rather good at anything, and I think the damage modifiers should each be around the same.
Dylan says all-rounder needs to be boosted a bit. Cannons don't have very many other strong spots, remember. :/
Re: Rebalance planning
New all-rounder modifiers:
Cyborg 60% -> 65%, Wheels 120% -> 125%, HT 110% -> 115%, Tracks 100% -> 105%, Hover 100% -> 120%
I'll increase their splash a bit, too (probably 0.25 each). Splash in Warzone really needs to have more of an effect than it currently does.
More lancer changes:
Lancer: Accuracy 50%-60% -> 40%-60%
Tank Killer: Accuracy 50%-60% -> 40%-60%
Scourge Missile: Accuracy 70%-80% -> 50%-80%
I'm considering doing a minor overhaul of rockets: Increasing the MRL's prereqs a bit and making it more powerful, then removing the requirement of MRL for Lancer.
Cyborg 60% -> 65%, Wheels 120% -> 125%, HT 110% -> 115%, Tracks 100% -> 105%, Hover 100% -> 120%
I'll increase their splash a bit, too (probably 0.25 each). Splash in Warzone really needs to have more of an effect than it currently does.
More lancer changes:
Lancer: Accuracy 50%-60% -> 40%-60%
Tank Killer: Accuracy 50%-60% -> 40%-60%
Scourge Missile: Accuracy 70%-80% -> 50%-80%
I'm considering doing a minor overhaul of rockets: Increasing the MRL's prereqs a bit and making it more powerful, then removing the requirement of MRL for Lancer.
Re: Rebalance planning
Please don't do it!Zarel wrote:More lancer changes:
Lancer: Accuracy 50%-60% -> 40%-60%
Tank Killer: Accuracy 50%-60% -> 40%-60%
Scourge Missile: Accuracy 70%-80% -> 50%-80%
Re: Rebalance planning
Why not? Rockets are overpowered right now.13KukYNexus666 wrote:Please don't do it!Zarel wrote:More lancer changes:
Lancer: Accuracy 50%-60% -> 40%-60%
Tank Killer: Accuracy 50%-60% -> 40%-60%
Scourge Missile: Accuracy 70%-80% -> 50%-80%
Re: Rebalance planning
Okay, here's my lancer overhaul:
Lancer: price 125 -> 150, accuracy 50%-60% -> 30%-60%, remove MRL prereq
Lancer hardpoint: price 150 -> 200
Tank killer: accuracy 50%-60% -> 30%-60%
MRL: damage 30 -> 35, prereq HEMR Mk2 -> Mk3.
Lancer: price 125 -> 150, accuracy 50%-60% -> 30%-60%, remove MRL prereq
Lancer hardpoint: price 150 -> 200
Tank killer: accuracy 50%-60% -> 30%-60%
MRL: damage 30 -> 35, prereq HEMR Mk2 -> Mk3.
Re: Rebalance planning
New plan: MRL doesn't get increased prereqs, and its damage only gets increased 30 -> 34.
And let's decrease the short-range accuracy of MRP to 40%.
And increase heavy laser's damage to 240. It is 3x as expensive as PL, after all.
Pulse laser tower: price 175 -> 200
Pulse laser hardpoint: price 250 -> 275
Heavy laser emplacement -> heavy laser hardpoint: new price 400
And let's decrease the short-range accuracy of MRP to 40%.
And increase heavy laser's damage to 240. It is 3x as expensive as PL, after all.
Pulse laser tower: price 175 -> 200
Pulse laser hardpoint: price 250 -> 275
Heavy laser emplacement -> heavy laser hardpoint: new price 400
Re: Rebalance planning
I'm fully against having a heavy laser hardpoint. Not only do I think it would be unbalanced, but I also think it looks rather silly. The heavy laser has a rather large turret, bigger than most, it just doesn't look right on a hardpoint; almost as if someone takes a shot at it and it just breaks and falls off of its pivot. Unless you think the heavy laser and twin assault cannon look good on hardpoints, then no. The twin assault gun also looks a bit bad in my opinion aswell, but I think it's balanced well enough to remain there.Zarel wrote:Heavy laser emplacement -> heavy laser hardpoint: new price 400
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
Re: Rebalance planning
I don't think it'd be any worse than Gauss cannon, but fine by me.
Heavy laser emplacement: price 225 -> 325
Heavy laser emplacement: price 225 -> 325