Rocket Balancing

Discussion in 'Game Play' started by Private Sandbag, Jan 3, 2008.

  1. Private Sandbag

    Private Sandbag Member

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    I wouldn't mind seeing HE taken down a notch in one or two departments. if it wants to be the guy with the splash damage, then I don't see why it deserves better damage than say, plamsa against infantry.

    currently HE is the way to go, there's no real point in researching any other 2 slot cannons. UML is the rocket to go for, which is a real shame I wish the guided and homing rockets were better. It takes more skill to use a guided/homing rocket, so why should it be both worse against tanks AND buildings (and infantry)

    currently:

    UML, unguided, fast ROF, high damage
    -perfect for buildings where they can't get away
    -pretty damn good against vehicles
    -only have to look at target for a split second to fire

    Guided
    -Fairly average against vehicles, even when used well
    -Rubbish compared to UML against buildings especially as you have to look at the building the ENTIRE time you are guiding
    -Difficult to use in tandem with a cannon where you want to be alternating between looking at the target to fire/aim the straight fire rockets and firing the cannon which requires you to aim up a bit, a problem

    Homing
    -takes AGES to lock on and ages and AGES. and if the enemy gets behind cover the rockets just lauch themselves at it like lemmings.
    -not a great amount of damage
    -to be used successfully requires you to sit back to fire, which means that it's generally rubbish for your team as you can't charge in and attack their land.
    -pants vs buildings because of ROF


    what do I suggest?

    given that UML is always going to be good against buildings AND tanks, but the other two only good against tanks because of their DpS, Guided and Homing missiles should be REALLY good against tanks.

    if I was to do it as a star rating:

    current:

    UML
    vehicles 3
    buildings 5

    Guided
    vehicles 2
    buildings 3

    Homing
    vehicles 2
    buildings 2


    Proposed:


    UML
    vehicles 3
    buildings 5

    Guided
    vehicles 5
    buildings 3

    Homing
    vehicles 5
    buildings 2
     
  2. GIGAR

    GIGAR Member

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    Sounds like a good idea to me.
    I haven't seen the guided/homing missile launcher be researched in 2.0/2.1 at all, so.. :D
     
  3. Jephir

    Jephir ALL GLORY TO THE JEPHIR

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    I research homing when it's requested by my teammates :p
     
  4. -Mayama-

    -Mayama- MANLY MAN BITCH

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    why not let the homing as they are and make them faster and "fire and forget" ?
     
  5. Superlagg

    Superlagg Member

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    Explosive Home is to takes long time, is bad. To faster, is good, to make Home.
     
  6. Private Sandbag

    Private Sandbag Member

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    this is the 4th drugged up thing you've said superlagg.

    either you are wasted, and i mean absolutely WASTED, where you've had a full blood transfusion via a keg of vodka, or this is some exteamly A-class shit that you're smoking
     
  7. Superlagg

    Superlagg Member

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    Fourth only! It is not! Four is less is than total of said by Superlagg! And to drugged, no bob siree!
     
  8. knighttemplar

    knighttemplar Member

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    that kid needs help

    I'm in favour of Sandbag's suggestions.
     
  9. Great Grizzly

    Great Grizzly Member

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    The only use I found for homing is that I can snipe buildings with them. They dont have a spread so I can hit things from far away, otherwise in a tank battle, they suck because by the time you lock on, your armor has been shredded by cannons.
     
  10. dizzyone

    dizzyone I've been drinking, heavily

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    I actually gave up on homing :P
    I dno, I sort of like guided, but it's the guiding itself that is the problem. Maybe it should have an extra button that locks it whenever you're satisfied with the direction its going in, that way you don't have to worry about it.
    Personally I feel that guided is balanced well, homing is a different story.
    Salvo homing is very powerful however, with 40 damage a piece thats a shitload of tearing going on with the enemy's armor ;D.

    I don't like to mention the new weapon system everytime, but you really seem to be asking for it sandbag. Guided and homing is another issue I'm trying to balance differently with the new weapon system and hopefully increasing their effectiveness, atleast thats what I am aiming for.
    Even though I would encourage people to give their opinion and experience on current weapons, there is little point to bringing up balance suggestions for current vehicle weaponry. I've put deep thought into the new system and how to fix most of the issues I have found in the current system. I have still yet to hear about things i have not been trying to address with the new weapon system ;o.
     
    Last edited: Jan 5, 2008
  11. Chris0132'

    Chris0132' Developer

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    I'd like homing better if it launched upwards.

    The biggest problem at the moment is that you can just make the missile crash into terrain, having it arc upwards from your tank would solve that, it would also make the missile have the perk of hitting the top armor of the tank, which if I recall correctly is more vulnerable in some way?
     
  12. dizzyone

    dizzyone I've been drinking, heavily

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    I have suggested arching missiles, I can't do anything about that. If you have coding suggestions for weapons, please, oh god please do not hesitate to suggest them.
     
  13. Chris0132'

    Chris0132' Developer

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    By coding suggestions do you mean explaining how to code them? Or do you mean suggestions that can be done with coding alone/minimal artistic input?
     
  14. dizzyone

    dizzyone I've been drinking, heavily

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    Anything that requires coding, I only deal with the scripts in the current build, as in I don't code, I just edit the existing scripts.
     
  15. Chris0132'

    Chris0132' Developer

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    So why do you want me to suggest coding?
     
  16. dizzyone

    dizzyone I've been drinking, heavily

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    To improve the game?
    I'm just saying, suggesting balance/scripting changes for current weaponry will be null and void when the new weapon system is done.
    Coding suggestions however will improve the new weapon system.
     
  17. Chris0132'

    Chris0132' Developer

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    Ah I see, so don't complain about balance in the current system, but do suggest perhaps new and innovative weaponry in the glory of which the players may bask, and give thanks to the god of C++ for their newfound ability to do entertaining things with their tanks?

    In that case I'll get right on it.

    Although I may end up devising a whole new system of weaponry.
     
  18. dizzyone

    dizzyone I've been drinking, heavily

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    Exactly :D

    Of course discussion in the spirit of a new weapon system are always welcome, it's just that suggestion based on the current system are pointless. I don't think I can be more clear than that.
     
    Last edited: Jan 5, 2008
  19. Chris0132'

    Chris0132' Developer

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    So I gather you're totally scrapping the current weapons and rebuilding the weapons from the ground up? You may or may not keep weapons similar in function to the current ones, but totally new weapons are acceptable, and perhaps new vehicle systems? I'd also like a bit of info on how you're organising the research so that I can make any ideas fit with it. Are you organising it by class of weapon? Such as having rockets, cannons, engines, armour, and chassis being different routes? Or are you keeping the current tree structure?
     
    Last edited: Jan 5, 2008
  20. dizzyone

    dizzyone I've been drinking, heavily

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    The research is built out of phases, no longer is the research split up into specialized fields, but rather a pack of weaponry that reflect the current phase in the game. The current trees have their own set of weapons with all weopans inheriting most of the same charasteristics.

    I'm also trying to balance weapons more on price and weight rather than an overall balance, with that steering away from balance through research (as the research tree will be more linear) and balance through overall stats. In the current game it seems that most weapons have been balanced as if they are all equals but specialised, so something that would have guided is considered better than something that just shoots in a straight line, thus all other stats reflect the guided being its main strong point.
    Nuke is heavily gimped by heat, (research) cost and weight, cycletime, ammo etc, assuming it's hard stats into damage and splash are it main strong points. I am redoing this system into one that is based on more variety instead of speciality. Current balance based on research path is changed into balance based on the phase of the game. Just pm me if you need to know more, for me to explain it in detail would take too much time ;o

    If lets say you have a missile with guided, the same missile without guided wouldn't have its main stats improved, but rather it's cost, this way the weapon is taking resource management into account. More variety in all weapon kinds (per research item) means that more teamwork can be involved and theres more choice to the player on the field, this way you do not need to organize teamwork based on weaponry, but it just happens as different people prefer different weapons. Someone that likes to go a medic in TF2, might enjoy taking a weapon that suits a supportive role on the field, rather than the specialized research dictating this kind of teamwork.

    If that's confusing, all it ment is that there will be more weapons available to the player by a single research item, instead of the commander deciding which weapons you get to pick; the commander decides the general research strategy and you decide which weapons you want.
    The more micro eager commander can go crazy as well as he has a lot more choice in what kind of vehicles he can drop for his teammates if he would prefer to restrict and drop them himself.
     
    Last edited: Jan 5, 2008

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