[Balance Suggestion] A Host of Tweaks, v2

Discussion in 'Feedback' started by Demented, Dec 7, 2009.

  1. Demented

    Demented Member

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    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.
     
    Last edited: Dec 7, 2009
  2. YouzY

    YouzY Member

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    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?
     
  3. Demented

    Demented Member

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    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.
     
  4. -=SIP=-

    -=SIP=- Member

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    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.
     
    Last edited: Dec 7, 2009
  5. pickled_heretic

    pickled_heretic Member

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    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.
     
  6. -=SIP=-

    -=SIP=- Member

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    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.
     
  7. Demented

    Demented Member

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    @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
     

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