Dylan's 2.3b10 Balance Proposal, mk2

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Dylan Hsu
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Dylan's 2.3b10 Balance Proposal, mk2

Post by Dylan Hsu »

Work in progress, feel free to comment.

Ripple Rockets and Archies:
  • Increase # of shots per salvo from 6 to 8 (the models have 8 holes in them...)
  • Decrease raw damage significantly
  • Increase RR and Archie turret and emplacement cost
  • Tentative: Ripple Rockets require some rocket accuracy upgrades
Cannons and all-rounders:
  • Increase all-rounder damage to cyborgs from 65% to 70%
  • General damage and splash damage increases
  • Heavy Cannon splash radius of 2
  • Decrease Assault Cannon/ T. Assault Cannon weight
  • HPV hits air and splashes less than MC, but no longer replaces MC

Mortars and howitzers:
  • Mortar splash damage increase of 150% (so that it represents 75% of raw weapon damage, not 50%)
  • Howitzer splash damage unchanged
  • Mortar and howitzer splash radius increase by 0.25
  • Tentative: Decrease mortar and howitzer base accuracy
  • Tentative: Mortars fire while moving
Last edited by Dylan Hsu on 14 Feb 2010, 00:15, edited 2 times in total.
Wisler456
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Re: Dylan's 2.3b10 Balance Proposal, mk2

Post by Wisler456 »

I totally agree, something has to be done about the artillery issue, most games i play now are usually decided by who gets to ripple first/who has the most,. and artillery wars are so boring, but you know if you dont build a crazy amount of them you have no chance.

Mabye ripples along with Archangels should be included in the limits section of games so you can stop people using them altogether. In some maps this is not an issue but practically every high oil map game i play, or just any huge map it ends in who has the most long range artillery, which to me personally is ruining the entire game.
3drts
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Re: Dylan's 2.3b10 Balance Proposal, mk2

Post by 3drts »

Dylan Hsu wrote:Work in progress, feel free to comment.

Ripple Rockets and Archies:
  • Increase # of shots per salvo from 6 to 8 (the models have 8 holes in them...)
    I think rips show 8, but arch is 6
  • Decrease raw damage significantly
    I can get behind this-> lots of fuel, small warhead for long range, I think their salvo ROF should be much lower than that of a Howitzer/Ground Shaker, its a lot easier to load a new shell into a breech, then reload rockets into tubes
  • Increase RR and Archie turret and emplacement cost
    eh, they are already pretty expensive
  • Tentative: Ripple Rockets require some rocket accuracy upgrades
I like this one a lot

Cannons and all-rounders:
  • Increase all-rounder damage to cyborgs from 60% to 70%
    I might even set them to 80%
  • General damage and splash damage increases
    agree on the general damage increase, by splas increase, do you mean radius, or damage, or both? I don't want to see the radius get too large- Can we make the splash do AP damage? while the main shell hit does All Rounder?
  • Heavy Cannon splash radius of 2
    meh....
  • Decrease Assault Cannon/ T. Assault Cannon weight
    sure, why not
  • HPV hits air and splashes less than MC, but no longer replaces MC
I don't know about the HPV hitting air - maybe cannon tech lines can lead to a flak cannon? doing air splash of radius 2 perhaps? rof about half that of the assault cannon, or about equal to the light cannon, with the weight of the heavy?- flak cannons also can be used against ground - this would be AA distinct from the normal AA gun branch that branches from machine guns - make the cyclone require cannon tech, and the hurricane require MG tech- give the cyclone a larger splash than the Whirlwind.

Mortars and howitzers:
  • Mortar splash damage increase of 150% (so that it represents 75% of raw weapon damage, not 50%)
    Meh...
  • Howitzer splash damage unchanged
  • Mortar and howitzer splash radius increase by 0.25
    I'm ok with increasing mortar splash radius
  • Tentative: Decrease mortar and howitzer base accuracy
    meh...
  • Tentative: Mortars fire while moving
meh, I don't see mortar tanks used alot anyway, mostly just pits, I suppose this might be nice
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Zarel
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Re: Dylan's 2.3b10 Balance Proposal, mk2

Post by Zarel »

Most of this is already planned, you know... In fact, the ripple/archie thing was planned for the b7 rebalance; I must've just forgotten about it.
Dylan Hsu
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Re: Dylan's 2.3b10 Balance Proposal, mk2

Post by Dylan Hsu »

So are mortars going fire while moving or not? Should we maybe have an expensive research item that enables this feature? I know it is not too difficult to implement, but the question is whether we want it.