Old changes are in gray. New changes are in white. Cancelled changes are in black. Also using a new format. ___ _ ___ Reflective Armor, Angle Modifier Old: 1, New: 0.5 Chemistry (Research), Research Time Old: 90, New: 60 Electrical (Research), Research Time Old: 90, New: 60 Biology (Research), Research Time Old: 90, New: 60 Absorbant Armor (Research), Research Time Old: 90, New: 120 Advanced Magnet Research, Research Time Old: 90, New: 120 Railgun (Research), Research Time Old: 60, New: 90 Regenerative Armor (Research), Research Time Old: 180, New: 150 Bio Diesel Engine (Research), Research Time Old: 60, New: 90 Bio Diesel Engine, Light Tank/Afv Speed Old: 35, New: 38 Bio Diesel Engine, Medium Tank Speed Old: 36, New: 37 Gas Turbine Engine, Light tank/Afv Speed Old: 40, New: 42 Gas Turbine Engine, Heavy Tank Speed Old: 32, New: 36 Standard Machine Gun, Damage Old: 40, New: 30 Standard Machine Gun, Minimum Damage Old: 32, New: 24 Standard Machine Gun, Spread Old: 0.012, New: 0.02 Standard Machine Gun, Reload Time in seconds Old: 2, New: 4 Standard Machine Gun, Cost Old: 95, New: 35 High Explosive Cannon, Cycle Time Old: 2.5, New: 1.9 High Explosive Cannon, Heat Old: 22, New: 20 Plasma Machine Gun, Weight Old: 70, New: 50 Plasma Machine Gun, Damage Old: 1, New: 3 Plasma Machine Gun, Cost Old: 100, New: 90 Bio Missile Launcher, Damage Old: 50, New: 70 Bio Missile Launcher, Cycle Time in seconds Old: 3.0, New: 2.0 Bio Missile Launcher, Radius Old: 300, New: 250. Bio Machine Gun, Biological DoT per second Old: 4, New: 5 Homing Missile Launcher, Lock Range Modifier Old: 0.000805, New: 0.0003 Upgraded Homing Missile Launcher, Lock Range Old: 10000, New: 12000 Upgraded Homing Missile Launcher, Lock Range Modifier Old: 0.000805, New: 0.0002 Salvo Homing Missile Launcher, Lock Range Modifier Old: 0.000935, NeW: 0.0004 Upgraded Guided Missile Launcher, Speed Old: 1500, New: 1800 Upgraded Guided Missile Launcher, Turning Ability Old: 0.08, New: 0.1 Northern Faction Heavy Tank, Health Old: 350, New: 400 ___ _ ___ Again, these are supposed to be balance tweaks. No sweeping revolution here. The highlights: Absorbant is left alone. That shouldn't make Chemistry better than any other tree, or anything... *crosses fingers* HE CN buff. The heat is still high, but the faster fire rate will make it slightly better than Ranged without making it any more abusable by Bio Diesel. (NF on escort might complain, but their cries will fall on deaf ears. After all, it's escort.) Standard MG is cheap. That's all you're getting.
So these new updates are for boosting the usefulness of HE cannons, which arent nowdays used as much they were (imo the best cannonweapon in smaller maps). +30 sec on rails doesnt change the researchpath people will go for, cause they should have heavys by then. Enlighten me about this homing ml lock range modifier, is it the time it takes to get a lockon?
The Lock Range Modifier determines how the lockon time scales as distance increases. Basically, 8000 units * 0.000805 = 6.4 seconds. You add the base lockon time to that, which is 0.5 seconds I believe.
YouzY: For the homing ML you can have a look on my suggestion: http://forums.empiresmod.com/showthread.php?t=11043 I have nearly the same values with some more explanations. Demented: I already commented the changes at your last posting. Here the comments for the new ones: You increased the research time for Advanced Magnet Research and for Railgun. I would reduce the research time for Advanced Magnet Research to 60, because 3 Phase engine should be faster to research. Railgun research time can be changed from 60 to 150. And price can be raised to 1000. The Advanced Magnet Research tree should be a kind of counterpart to Nuclear Fission tree. HE cannon should have a higher cycle time, because it does much more splash then other cannons. But current heat output is too high. With 2 HE cannons on a heavy tank you can only shoot at full speed for 3 or 4 shots (even with coolant engine). So I would reduce to heat to 18 and maybe even increase the cycle time a little to 2.8. The other new values are ok. And generally I like his changes, because he tries not to change the whole game.
I disagree with the standard machine gun change more than any other change. Std MG is SO USEFUL right now that it needs to have a downside, and your nerfs do not nearly nerf it enough to justify this change. Cost is currently its major downside. What you're doing is basically making std mg free. If anything, I would make it more expensive, to make it a more viable strat for coms to save money by locking and building tanks without them (improving inf-gren/tank balance, etc) IMO 95 is pretty good, though. And FYI, Your changes to HE wouldn't make it any less exploitable by bio diesel unless you also decreased the heat per shot to make it more viable with non-diesel engines. HE needs help - this isn't the way to fix it. Most of these other changes are pretty pointless and wouldn't affect the game much, but I agree with anything that makes research faster.
Pickled_heretic: Have you read the whole post (also the dark gray part)? Standard Machine Gun, Damage Old: 40, New: 30 Standard Machine Gun, Minimum Damage Old: 32, New: 24 Standard Machine Gun, Spread Old: 0.012, New: 0.02 Standard Machine Gun, Reload Time in seconds Old: 2, New: 4 25% less damage, 66% more spread and 100% longer reload time seems for me to be a big nerf. A play test will show if this will be even too much. Don't just troll around by saying no to everything without certain reasons. Post some better values or just say that you prefer the current values.
@SIP -Railgun: I kind of like the changes as they are. Reactive/3-Phase is equivalent to Reflective/Fission, and Railguns are 30 seconds faster than nukes, so it really is very equivalent. -HE CN: Splash is mostly anti-infantry and anti-building. What HE needs is anti-vehicle effectiveness, and keeping the cycle time at 2.5 or higher is just not an option. I could decrease the heat further to 18... @Pickled_Heretic -HE CN: So long as I don't make it any more exploitable. :p