Is vehicle research balance really that bad?

Discussion in 'Game Play' started by Lazybum, Sep 22, 2014.

  1. Lazybum

    Lazybum :D Staff Member Moderator

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    This is a thread were we gather and try to find the short comings in research so we can help to improve it. Personally I feel like there is a place for most research. Some of it gets overshadowed by other items though.

    Engines

    For instance engines, bio diesel, 3 phase, gas turbine can be used in a variety of situations. Coolant and fission can't be used in that many situations. They have some serious drawbacks that make them unusable for a majority of players.

    Fission for example can't cool once overheated really, so if a player isn't careful with heat management (which is a lot of players) they get overheated and promptly die because it takes forever to get out of that overheated state where they can move again.

    Coolant has a different problem, it can't cool while moving and is super slow. So players can't give chase to kill an opponent that runs, which means they didn't do much of anything for not being able to finish them off. More importantly is when they need to leave to repair they simply can't because of how slow they move. They can't even really fire to deter the enemy because they'll just overheat while they run.

    What that tells me while making it so players are enforced to use items in a certain way, players are more likely to ignore them because of how harder they are to effectively use. Or rather, commanders won't research them because they know their players will die a lot more then with a more forgiving engine. So enforcing certain play styles with strict penalties doesn't work.

    Armor

    Then we have armor. Honestly there is a fair balance with armor I think. Most stuff has an effective use at some part of the game which can be more effective on certain maps. For instance regen is better the more plates a tank can have because it only needs part of a plate to start regening, so as long as a the armor can resist a hit it will work. This is why it is terrible early game because it can't resist anything with only 2 plates.

    On the flip side reactive is great at the lower plate count because it maximizes the amount of health a tank can have. It gets less effective the more plates a tank can have because weight allowance of tanks doesn't scale to have both better armor and weapons, so to have the fire power to make heavy tanks worth it you have to really lower the amount of armor.

    Absorbant works at any stage of the game because it is a simple hp buff that also resists cannons a bit, the most likely to be hitting you in a tank fight. With how cheap it is now it can used in a variety of tactics with out bankrupting the team while still giving them some protection.

    Reflective is like a more skilled based version of absorbant. It is something that can be used through out the game thanks to it's decent hp and ability to nerf damage by up to 50%, while not being terribly heavy. I think part of the reason it doesn't get used very often is similar to regen, it requires the player to keep more control over their tank which the playerbase has shown it doesn't want to have to think or be bothered with.

    Then there is Compo, the holy grail of armor. It does everything, and it does it well. I made several topics on that one, but the basic idea is that for not much more money you get something everyone can use in any situation at any point of the game. Which is why it gets researched all the time, even if the team has a bunch of new people.

    Point is balance by cost doesn't work either.

    Weapons


    Weapons are in a good spot actually. I've seen almost everything researched. I think the only complaints are bio is bugged and doesn't do damage over time to infantry and nukes blast radius makes getting away from it as infantry impossible.(Yes I know you can hide in buildings/ behind walls, but walls have to be built up and buildings are few and far between.) Actually, now that I think about it people aren't really hating on bio not damaging infantry overtime. Mostly because it isn't a guaranteed death sentence by a simple touch. Bio can't kill kill infantry really anymore, and sucks against buildings. People still like it though because of how it works in a tank fight, even after the nerf.

    So the one thing weapon research shows is that no one like instant death or death they can't do much about.

    So what is your opinion on research and general balance? I don't think it is too bad, just needs a couple of tweaks.
     
  2. Trickster

    Trickster Retired Developer

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    Engines:

    Your point regarding forcing players to use an engine in a certain way is pretty much spot on. I tried that, and it hasn't worked. I genuinely think the engines can be effective it used correctly, but like you said, it's not worth the risk as a commander.

    I do however believe that if it was more intuitive as to how the engines worked (i.e. a visual indicator of the rate of overheat while moving or stationary), the engines would be more usable. If that was the case, then the overheat while moving on Coolant wouldn't be necessary, as that's mainly used to show players how the engine is meant to be used currently. As such, the engines could be less extreme than their current incarnation and still accomplish their specialisations.

    Armour:

    I think Absorbant being cheap has a purpose, and I genuinely think it can work.

    Composite however, definitely needs a rethink. I wanted Composite to be a "composite" of all the armours because I hate the idea that it's just this super-light strong armour with no other behavioural effects. I don't really know how to address the issue of Composite while still achieving what I intended. The only idea I really have left is to substantially increase the research time (I think I already did this in SVN but I forget), so that much like the change to Heavies, it means commanders have to make a really important decision on whether to stick with plain armour so long.

    I have no issues with Composite being the ideal end-game armour, I just take serious issue with it being the ideal mid-game armour. I'd prefer it to be picked up after you've got Heavies with a weapon, armour and engine, as a 2nd armour (excluding plain).

    Weapons:

    I still don't really know what to do with BioML. Like, I've honestly got nothing. Ever since I started playing Empires, BioML is a weapon I've never really liked. It just doesn't work properly in tank combat. It's like you're meant to fire it at a tank and then fire at another tank and leave the other one to rot, but that's just not how it works, so it's not practical. Using it on infantry was generally effective but BioMG accomplished near enough the same thing and was generally a less convoluted weapon to use.





    So yeah, those are my thoughts anyway. I want people to really understand what I was trying to do with the current engines and armours. I really wanted the idea that they all had some kind of "feature" you had to learn, so it would increase the skill-ceiling of tank usage. I really do believe in that concept, but I don't think we've got anywhere near it. As LazyBum said, people are generally drawn to the choices that are the simplest to use, which kind of negates the entire point. I don't know if that's because of balance issues, or because players just generally aren't interested in that level of depth when it comes to vehicle combat.
     
  3. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I fully back Trickster on the engines part, I may not be an amazing driver but I try to use each engine in such a way that I can use their strengths to good effect. I'm not sure if driving a coolant heavy into a heavy and unloading until one of them breaks counts as that, but siege is something I can totally get behind.

    I don't know how to change composite to make it less viable mid-game, but a change would be welcome. Perhaps upping the weight to 12 (as Lazybum suggested at some point) so that it matches absorbant's weight (it's supposed to be a composite, right? ATM its weight is the lowest of all armours, clearly an advantage), or swap the weights of absorbant and composite would do the trick.

    Also armours as a whole are too strong IMO, things don't die quickly.


    Regarding weapons, plasma is still considered as troll weaponry since it's simply bad when applied like the other weapons - that's one thing that's not right with the research. I haven't as much trouble with bio and HITs, even though DOT is annoying and huge blast radius locks down infantry play. As a whole, though, weapons are fine by my book.
     
  4. flasche

    flasche Member Staff Member Moderator

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    engines are good concepts, you just cant have such strong expressions of them ...

    ... bio is annoying but at least its a missile and people are too dumb for dumbfire missiles ^^
     
    Last edited: Sep 22, 2014
  5. 101010

    101010 Member

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    Engines
    Coolant- is basically for Arty now.
    Fission - is fast and good if you have a team that can't drive.
    3 Phase - is fast and great if your team knows how to drive.
    Bio - is great if you have a 90% noob team.

    Armor

    Reflective - is Junk. Think of how great hit detection is in source.....And people say Reflective calculates damage by angle???

    Compo - Almost perfect. Maybe needs to take more damage from mines.
    Reactive - Great for early game. Wish it could be used late game. Maybe make heavies able to carry more weight.

    Regen - Too heavy, too weak, and regain plates too slow.
    ABS - Great for making disposable tanks.

    Weapons <<<<<<<< Problem
    ALL MGs - Junk....seriously not sure what happened there. At one point the MGs was all OP. Now they are useless.

    Most other weapons are way too weak.
    Tank battles are slow and boring.
    Heat + limited ammo + nerfed weapons
    all weapons are pretty much the same.
    Like mls
    std ml damage = 30 1slot
    uml ml damage = 60 2slot
    salvo H ML damage = 50 3slot

    cannons
    std cn damage = 50 1slot
    HE cn damage = 65 2slot
    Ranged cn damage = 60 2slot
    Rail damage = 50 3slot

    There are other things besides damage like heat output blast range ect.
    But for the most part your locked into doing limited damage. 3 slot weapons should do more.

    Nuke blast radius is the whole point to that weapon. Like I've said before Nukes do very little damage to tanks. Yeah they might be able to do up to 4 plates of damage but then what ? Your over heated with very limited ammo.
     
  6. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    I'm so confused. You're saying the armors are too weak but then complain that tank combat is too slow? It sounds like the solution is to nerf compo down to the level of everything else if you want faster combat.

    Also, you're outright disregarding firing rate. Rails beat the shit out of HE because they do less damage per-shot but have a fuckhigher firing rate.

    Machine guns aren't a main weapon. Why do people keep thinking they're a main weapon? They're not a main weapon. They're a support weapon. They're a bit more oomph for a bit less armor. If you're getting a machine gun as a main weapon, you're doing it wrong. If you're about to argue that "Well APCs use them as a main weapon", you're completely disregarding that APCs are a support vehicle and shouldn't be a reason to buff the shit out of MGs.

    Also, drivers who can't drive shouldn't use fission. Fission takes more skill to manage heat properly because it's more punishing to get overheated, I don't see why you could possibly say that you give 3-phase to people who can drive and fission to people who can't.
     
  7. 101010

    101010 Member

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    Tank combat is slow when tames get heavies. For meds it's ok.
    That's the problem with having ALL weapons do about the same damage.
    Basically My issue is 3 slot weapons are balanced against 2 slot and 1 slot weapons. Shouldn't there be more of a difference ?

    At one point MGs was used as main weapons and people liked it. Even made APCs very useful late game.
    For the little DPS they have what's the point of even keeping them in the game ?

    Driving 3-phase is something a lot of people have a problem learning.
    There are people that have played for years and still can not drive with 3 phase.
    Fission is easier to handle for newer people. All the have to learn is keep moving.
     
    Last edited: Sep 22, 2014
  8. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    IMO fission is easier to drive than 3phase because it doesn't make me spin out as often. I'm not entirely sure why that is, but controlling a fission tank is simpler than a 3phase one.
     
  9. Lazybum

    Lazybum :D Staff Member Moderator

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    Well you are kinda right about fighting two people at once with bio ml, but it also works to damage a side of the tank that you can't/aren't firing at. It weakens the entire tank, meaning they can't just swivel around having a fresh batch of armor for you to shoot at. The main reason I think a lot of people enjoy it is that it damages a tank even when you hit the ground right next to them and damages them as they try to run, which is invaluable to finishing off a tank. I never got the bio mg though, hit detection is wonky against infantry and I would rather just put a medium chaingun to kill them out right.

    I think it has a lot to about how often you can hit something. Having tank fights while moving can be just crazy with all the bumps and stuff knocking your aim everywhere. Or long range fights where simply moving back and forth means you evade half the damage. DOT can't be avoided, it is constant damage. Likewise with the blast radius of weapons people don't have to get an exact hit on them, it makes it an easier weapon that is safer for the commander to get because new people will fail less with them. It is part of the reason MGs are still viable, you don't really have to predict where the opponent is going to be or deal with shells dropping over time.

    I want to point out that std mls do 40 damage a shot. Homing is great because it works at long distance, other mls don't by virtue of being dumbfire. It also can be useful chasing someone. It is worthy of being a 3slot weapon.

    Rails I'm not so sure actually. Yes they fire incredibly fast, at .8 seconds cycle time. They simply weigh a lot though. For Nf it kinda works because it is only 30 more weight then the other cannons, but BE which you would think be their choice of weapon it means an extra 60 weight, almost enough for a missile like homing or bio or 4 plates of armor. Alright 6 because everyone uses compo at that point. For quite a few people ranged is more popular because it works on meds too, and doesn't require that much more research time. I do suppose it is worth it though, not many weapons can have that sorta dps. It just becomes an issue of heat management.

    I didn't say the blast radius of nukes was bad in regards to vehicles or buildings. Just bad against infantry. I already made a post about how to fix that though. Basically you can increase the resists of infantry so it doesn't eradicate them which means less frustration for infantry fighting. While not effecting the vehicle combat at all.
     
    Last edited: Sep 22, 2014
  10. ImSpartacus

    ImSpartacus nerf spec plz

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    That's the wrong question.

    Being "balanced" tends to make for a game that's "fun", but it's not the same thing as being "fun".

    Trickster's classic statement is the Empires is "the most balanced it's ever been." That is probably true, but it's missing the point. Empires isn't as fun as it could be.

    What about HEMG, Guided and Plasma?

    And to a lesser extent, BioMG and .50?

    Wouldn't that seriously fuck up other stuff?

    Granted, the resists are already fucked up, but do we need to fuck them up a bit more?

    Look at the current resists:

    [​IMG]
     
    Last edited: Sep 23, 2014
  11. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    AP bullets should fucking rape troops. It just fucking makes sense.

    HeMG could be a cool counter to Grens since it might be possible for the rounds to go completely through standard body armor without detonating but, gren armor might detonate the rounds. :)

    Anyways... we can change BioML to AcidML and give it a very fast DOT while lowering the dmg. The name change is just so people can grasp why it deals out so much hurt so fast but over time. Total effect means you can keep dealing out AcidML's to the same target at the same ROF.

    Would also be something akin to using nukes on troops just remove the stamina drain... in fact give them a stamina boost(J/K). No one runs faster then when their skin is melting or on fire.
     
    Last edited: Sep 23, 2014
  12. ImSpartacus

    ImSpartacus nerf spec plz

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    Ikr?

    I remember Trickster was waxing poetic about his beloved gas GL and it dawned on me that that was a bio weapon, not our existing ML & MG.

    Don't get me wrong, those two weapons are just fine in their current tree, but the names are misleading.
     
  13. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    I still think it sucks that we don't get bio DOT to stack or add up.

    It should do one of those.

    The D should increase or the T should increase.
     
  14. Lazybum

    Lazybum :D Staff Member Moderator

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    There is that, but the more unique the weapons and armor you make in a effort to make the game more intricate and thus "fun", I'm assuming that's what you mean, the harder it is to simply learn how to play. You end up with stuff like coolant or fission where no one wants to take the chance on an item because people will fail with it. Or you'll have a situation empires has been in many times before, there is only one effective research path because it simply rapes everything.

    I really feel like with empires current playerbase, while you could do really fancy stuff and make everything really unique because the current players would adapt to it, new comers would have an even worse time getting into the game.

    50 cal does get researched quite often. It is very effective against infantry and gives du, another weapon for vehicles to hurt each other with. Plasma mg does get research occasionally because it actually does help in a fight. Guided is a mystery item of sorts. You can't really use it on the move, uml is better at destroying buildings, and homing is right next to it which everyone would rather have for a multitude of reasons. I don't know what to say about HEMG though, I have seen it researched and people do decently with it, makes a nice side weapon to he cannon.

    Plasma cannon is something never researched though, and as far as most people are concerned it can stay that way. Its gimmick of overheating the opponent is something that would be game breaking if not for the fact it overheats you too. You said it at some point, for things to mess with the heat of engines you need to change how the overheating system works. Again though, I personally don't have a problem using it, it is something of a support weapon that can also do some damage. The idea of lowering the amount of damage an opponent can inflict on you while not doing as much damage yourself is a concept people either have trouble understanding or deem it not worth the hassle.

    Again, I don't think current research is too bad, it just needs a couple of tweaks so the above weapons can see just a tad more use or whatever.

    Did you read that post I made about nukes? Did you also know that the only weapon that uses that damage type is nukes? It wouldn't affect anything other than the damage nukes do to infantry. I'm not seeing the problem, unless you're complaining about the resist system in general and think it is convoluted. I don't see a better way of dealing with damage types against a variety of things.

    EDIT: I don't understand why anyone would want DOT to stack. You make a marginally useful weapon absolutely mandatory to have because of how much damage it does. Unless you want to nerf the damage by quite a bit so stacking the damage over time doesn't mean it some guaranteed death sentence. I thought we showed no one likes that.

    That post did make me wonder though, why does du do almost no damage to infantry? It isn't like they fire fast or anything, so it wouldn't hurt infantry much more than say std mg.
     
    Last edited: Sep 23, 2014
  15. Sgt.Security

    Sgt.Security Member

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    I remember a couple years ago I encountered a rare bug(never seen that again), bio ml DOT actually stacked and fucking melted my tank.
    Thus I can tell you it’s a terrible idea, 3 or 4 bio ml stacked and I didn’t even get to leave my vehicle.
     
  16. ImSpartacus

    ImSpartacus nerf spec plz

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    That's not what I mean.

    It's hard to define "fun". You definitely cannot tell if any particular change will make the game more or less fun. You have to try shit out.

    So I think it would be useful to ask, "Is vehicle research really that unfun?" in a thread like this.

    I missed the part in your prior post about that particular resistance only being used by nukes, but if that's true, then I see no reason why we shouldn't test out such a change. Seems reasonable to me.
     
  17. Lazybum

    Lazybum :D Staff Member Moderator

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    Ah, that's what you meant. I haven't heard anything being unfun to use though, maybe to fight against but that was more in terms of heavy tank balance. Which is a separate issue really, you can modify the heavy tanks around what is available but you have to account for the other chassis types using armors/weapons if you want to make stuff more fun and balanced in regards to heavy tanks.

    I made the thread originally because while playing I hear complaints about either some stuff seeing too much use or other stuff never seeing the light of day. Though honestly that may just be me thinking that, I never had a problem using a variety of items yet every time I research or someone else researches something I hear nothing but complaints, even though the items have been known to work just fine, especially given the map. I personally felt it was because a couple of items just seem more ubiquitous in use, while a couple of items fell just a tad short of their original goal for some reason.

    So I do think the original title is what I should ask.

    After looking at that original post about nukes you were right, I failed to mention only nukes used that damage type. At the time though I thought it was only vehicle missiles that used that damage type and I didn't think it would matter much, I mean who uses missiles to kill infantry?
     
  18. ImSpartacus

    ImSpartacus nerf spec plz

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    Do you think people complained because they thought that particular map/situation necessitated different research or they just want the same set of research regardless of situation?
     
  19. Ikalx

    Ikalx Member

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    Apart from the whole engine thing, I gotta give Trickster respect for getting Empires a bit more balanced. Sure, things were more fun in other iterations, but a lot of those things were due to other parts that have changed, and in those times things were broken as all hell.

    So far I feel reflective probably is not as strong as it should be. I feel absorbent is great, composite needs tweaking/stripping of it's mini-buffs, reactive I'm not really sure about, and regenerative looks good but still doesn't seem attractive to people - probably the low HP.

    What happens if you buff regen by 4hp/plate and reflec by 8hp/plate? I have no idea because I forgot the thread where HP's were posted, but it feels on the right track to me.

    Cost leaving the research tree, on the other hand, seems to have made a big mess over the staging of the game and if anything a replacement needs to be found for that as fast as humanly possible. The game is finishing quickly and that is what is destroying people's enjoyment. We don't have millions of griefers anymore, we just have built in game ending, and it's much faster than it should be and brings all the boring toys to the party.
     
  20. Lazybum

    Lazybum :D Staff Member Moderator

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    The best example of what I am talking about is getting 3phase on streets. Streets is not a map that requires high speeds. You can't run up the sides like you can in slaughtered, so there is even less use of them there. Yet people still want 3 phase. It is a map where coolant could work well but everyone overheats with it. Bio diesel is really useful but it doesn't cool fast enough for some people.

    What this tells me is 2 things. Some people just want stuff because it is what they are used too, and the alternatives have too many negative side effects that make people not want to try them.

    Alright if you really want to be specific about it, yes it probably boils down to things not being fun. But mostly in the cases of engines, which this story comes from, it is a case of them punishing you too hard for messing up. Not because they are in general "unfun".

    Thinking hard about that question I'd have to lean towards them just wanting stuff because that is what they are used to. Like I said, it was probably me who's really complaining about the research tree, everyone else seems content with 3phase compo heavies. Which reminds me, I have another thread I need to make.

    Edit:|kalx reflective currently has 70hp a plate and regen is 55. Thing is with regen is if you mess with the hp you have to modify the regen value too, or else it will simply regen faster. Should also point out that reflective did get an hp buff of 5 whenever that last patch was, and regen was 60 before too. I'm still not to sure why the hp was lowered when he lowered the regen rate too. In any case I think regen works really well on mediums, but kinda fails on any other tank. It really is a problem of it not being able to take a hit really.
     
    Last edited: Sep 24, 2014

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