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Re: Final call for balance adjustments in 2.3.5!
Posted: 18 Sep 2010, 02:08
by Zarel
effigy wrote:I see the guide says $250, but it's only $56 in game.
ACK.
That means the game uses a different calculation than what I thought it does. Man, that's going to make it difficult to track down.

Re: Final call for balance adjustments in 2.3.5!
Posted: 18 Sep 2010, 08:58
by Terminator
Zarel wrote:
Also, Terminator, where did you post your balance issues?
in old topic
viewtopic.php?f=1&t=6376&start=30#p69350
Re: Final call for balance adjustments in 2.3.5!
Posted: 19 Sep 2010, 15:38
by CinC
I tried today the version 2.3.5 in a skirmish game. I think the weapons are fine balanced but i guess there is a problem with the AI.
One picture says more than thousand words...
This is the AI in all technology stages....

As you see the AI is restricted to only a small number of different vehicle and cyborg settings. I wonder if there is something wrong....
Re: Final call for balance adjustments in 2.3.5!
Posted: 19 Sep 2010, 15:46
by cybersphinx
CinC wrote:I tried today the version 2.3.5 in a skirmish game. I think the weapons are fine balanced but i guess there is a problem with the AI.
One picture says more than thousand words...
That is some trunk snapshot, not 2.3 though.
Re: Final call for balance adjustments in 2.3.5!
Posted: 19 Sep 2010, 16:01
by CinC
trust me it is a screen shot of the 2.3.5 trunk
Re: Final call for balance adjustments in 2.3.5!
Posted: 19 Sep 2010, 16:51
by Delphinio
CinC wrote:trust me it is a screen shot of the 2.3.5 trunk
There is no 2.3.5 trunk ^^... just a 2.3.5 branch.
And branch didnt got theese Textures yet.
-- Delphinio
Re: Final call for balance adjustments in 2.3.5!
Posted: 19 Sep 2010, 17:28
by CinC
you 're right i took the wrong version, it is in version 3.
Re: Final call for balance adjustments in 2.3.5!
Posted: 20 Sep 2010, 14:07
by Germanium
Ok, havent had much time to test Flak in detail (like building 10k AA and 10k VTOls) in rc4, but yes from experience Flak is now underpowered. Sunburst was never a real issue (even in rc3 - dont know if you changed much there). The problem with Flak is that it is very hard to balance due to the splash effect. Splash damage to VTOLs cannot be easily derived because it heavily depends on the incoming formation. In rc3 Flak AA was overpowered and now its underpowered. I think it should be closer to rc3 (something like -10% or so) than rc4 with the costs remaining.
I will still keep complaining about the easyness to research Sunburst and Flak for their worth. If this will be the main AA weapon it should be paid for research wise like you have to do for ground Shaker, good bodys, Scourge and other end game weapon. If this should be outdated (or at least less powered) in T3 then it should be adjusted by half the drop you included from rc3 to rc4.
The rest of the game is still kinda balanced, although Wisler is right. The payoff for cannons (Gauss) comes too late to be useful. Cannon techs i am lately doing in 2 player games (for Cannon fort and hesh upgrades for AA (WW) and Howitzers) but in a single player game you are moving the wrong way if you go cannons. Maybe there should be some benefits integrated in one of the next few releases.
Apart from that i have to say, well done! Especially the combo of mini-pod and lancer upgrades.
Re: Final call for balance adjustments in 2.3.5!
Posted: 20 Sep 2010, 22:35
by theArmourer
The weakness of the flak cannon is it's slow rate of fire. I built it to test it, never bothered with it again. Sunburst does not suffer from the same problems because it spreads its fire over time. Standred AA Fires rapidly. Every flak cannon in range fires at the first VTOL they see, allowing the VTOLs behind it to pass unharmed. The damage spread of sunburst allows it to retarget within one volley. Standred AA, again fires rapidly. VTOLs are often spread out very wide and from what I saw, the flak cannon does not hit any other targets significantly.
Re: Final call for balance adjustments in 2.3.5!
Posted: 21 Sep 2010, 04:21
by Black Project
Made a small rebalance mod in a attempt to eliminate all balancing flaws.
I'm also requesting testers for it. Feel free to help testing it.
Link =>
viewtopic.php?f=10&t=6502#p70095
Re: Final call for balance adjustments in 2.3.5!
Posted: 21 Sep 2010, 20:35
by Zarel
theArmourer wrote:The weakness of the flak cannon is it's slow rate of fire. I built it to test it, never bothered with it again. Sunburst does not suffer from the same problems because it spreads its fire over time. Standred AA Fires rapidly. Every flak cannon in range fires at the first VTOL they see, allowing the VTOLs behind it to pass unharmed. The damage spread of sunburst allows it to retarget within one volley. Standred AA, again fires rapidly. VTOLs are often spread out very wide and from what I saw, the flak cannon does not hit any other targets significantly.
o_O
Sunburst has slower reload than Flak Cannon.
Re: Final call for balance adjustments in 2.3.5!
Posted: 21 Sep 2010, 21:53
by effigy
I think it suites the Flak cannon to have a slow rate of fire. Increasing the ROF would help it, though, vs. increasing the damage.
Re: Final call for balance adjustments in 2.3.5!
Posted: 23 Sep 2010, 22:08
by blitzkrieg
I have only my comment on the changes
I didn't think there was anything wrong with the balance in the previous versions.
I do not much care for the newer AA and I noticed that it detracts from the weapons trees that favor a more tank centric player's style of playing.
I cannot and shall not complain because I am delighted that this game that I had thought lost has been rejuvenated, I can always use the older version if the newer doesn't suit me.
Re: Final call for balance adjustments in 2.3.5!
Posted: 24 Sep 2010, 04:15
by NoQ
I can always use the older version if the newer doesn't suit me.
Not when it comes to multiplayer (: