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Patch 3.3.2 Proposed Changelog


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#381 DarkEmblem

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Posted 07 July 2017 - 02:13 AM

At least things like Zorbs got nerfed and they're in a good state now.

I disagree with this based on the tests I did before on the hidden forum as you know.

Other than that I completely agree with you. Even barracudas are too strong. It takes only 4 barracudes to kill a t3 building, where you'll be sure to hardly lose on in the progress. (Especially against flak, but also gatling & shrike)
Right now, too many units are made either too situationally or too OP when just looking at stats.
Lets look at some stats for several units:

 

Barracuda 
Overall stats
 

- Pretty fast

- Insane anti building damage (ONLY 4 ARE ABLE TO KILL T3 & SW'S?)
- Very high survival rate (High hp/armour)

- Flying -> Thus can't take damage from every single unit

Their weakness ->

Aeroblazes, gehenna platforms. (Gehenna platforms take time to kill them so you'd have actually lost your t3 by the time they're dead) and maybe skyrays? Who even knows. I've hardly ever seen them die when playing against a player who actually MICROS his air.

Rocketeers
- Quick

- Pretty good at scouting

Weaknesses:

- Dies very quickly

- Hardly no damage

- Actually pretty costly for what they are able to do? (550, really?)

Megalodon

-Quick

-High damage

-Can squish infantry by walking over them

-Stronger with megaarena

 

Weaknesses

- Can die pretty quickly when focused

What megaarena does: REMOVES THE WEAKNESS A UNIT HAS AND MAKES IT EVEN STRONGER BY ADDING AOE INFANTRY INSTA KILL

You want units to be used more / less?
Balance their stats! There are simple formulas to try and balance your units.
Formulas will be talked more about at the bottom of this post.

Continueing about the Jets in general, if you really want to make the jets more engaging & fun to use for the player, make airfields cheaper, jets cheaper but make them do significantly less too.
You want to have a nice air force, and actually use them in the game for anything else other than sniping tech or a single unit because they are too expensive to keep rebuilding for anything else that's not a centurion, a single hero or something similar? Well tough luck because that's currently not how it works.

Some fun fixes for fixing allied jets for example, would be making them cost significantly less & make them do less damage to compensate the cost and even shorten the reloading time. You could use around 3-4 harriers to kill an MBT instead of two and around 8 to actually kill a miner. (instead of 4) 

Now what does this change ACTUALLY do besides changing stats?
- More fun & engaging gameplay for an air-type player. Due to the shorter reloading time, you can snipe units more often, also increase amount you need to micro.
- Due to their reduced cost, they'll actually be rebuildable without losing too much money thus players will recreate their planes more often.

- Jets will be used more often against anything else other than hero snipes / centurion snipes.
- Rebalanced stats allows them to die quicker aswell, thus anti air will immediately have more effect without even buffing anti air.

 

Now lets talk about actually balancing units.
Every, single unit will have to be balanced. Is a unit not balanced? Then it will get abused.
Every unit will have to receive a weakness to compensate for everything else they have.
Balancing out the strengths & weaknesses also determines how useful  a unit will be ingame.

You want to have a tanky unit?

What to do?:
1. Low speed, Low damage, normal cost. 

You want it do damage AND be tanky?
You're taking risks sir!
1. Low speed, insane costs, no anti air.

2. Low speed, normal costs, strong against tanks, vulnerable against infantry (for example)

You want a unit that does damage?

1. Low health, normal costs, normal speed.

 

Damage & quick?
1. Very low health, normal costs, vulnerable against "x unit type"


Units that DEFINITELY do not follow the balance formula:

 

Pteranodons -> Very tanky -> AREA OF EFFECT DAMAGE -> Very quick -> good damage | Weakness: It's rumoured not to be immortal.
Megalodons + megaarena -> Very quick -> Instakill all infantry within an area -> tanky -> a lot of damage against both buildings & tanks aswell. | Weakness: It's mortal and actually balanced when megaarena doesn't exist.
Zorbfloater -> Quick (with spinblade) -> High survival rate/tanky (regen) -> Insane damage -> insane AoE damage. | Weakness: Fucking dogs that'll never get close enough anyway, or maybe some luck with a terror drone.

Finalize -> High survival rate (insane regen even with 25% nerf) -> DECIMATES ALL GROUND UNITS -> Normal speed. -> 2 heroes thus you'll still have trouble when the other one is dead. | Weakness: Sometimes not being able to be built because foehn won before t3 anyway.

And many more! ( I didnt even mention the weak ones like rocketeers which are basically a unit nobody ever creates, or plagueplatters, those too)
That's all folks. 


 


Edited by DarkEmblem, 07 July 2017 - 02:15 AM.


#382 Handepsilon

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Posted 07 July 2017 - 02:19 AM

Huh, I thought Plague Splatters are decent building siege too... if massed at least


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#383 DarkEmblem

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Posted 07 July 2017 - 02:33 AM

Plague splatters are like siege cadres; too situational but atleast siege cadres hit their target when not being used against buildings.

The only thing splatters are good for is when playing against a person that spams defences but has no units, because when units exist, splatters either miss or die.

Or when using them as an incredibly sneaky backdoor building killer, where they'll die after killing a single building.

#384 Damfoos

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Posted 07 July 2017 - 10:17 AM

Barracuda has high HP? Excuse me? That thing dies from 4 GGI shots and is slow as fuck, while expensive and unable to kill anything but buildings. You need to spend at least 6000 to make them kill anything other than powerplants because for some reason even BARRACKS need 3 (!!!) Barracudas to die.

#385 DarkEmblem

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Posted 07 July 2017 - 10:37 AM

Seriously, are we even playing the same game? You know t3 & superweapons only need 4 of them and they are actually pretty damn tanky and its not that slow at all. Its faster than quite some AA can move.

I also didnt say that allies had a problem with them. I specifically mentioned Foehn, Epsilon & soviet.

And I am glad that rax needs 3 because it wouldve been bs otherwise.

You can ask how much AA Alstar had to build against my HARRIERS (cudas have 135 more hp) in one of our monobattles, and he still hardly killed any. Against cudas its even worse.


Edited by DarkEmblem, 07 July 2017 - 03:23 PM.


#386 NorthFireZ

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Posted 07 July 2017 - 04:19 PM

Baracudas have this neat little problem of being trash against every other unit and costing an arm and a leg. Couple that with slow building rate and needing all 8 shots to kill a building gives the Cuda some what of a fairness about it, especially due to the slow firing rate it is possible to save buildings simply by spamming enter on an engineer. Sure it's a bitch having your SW sniped but keep in mind those jets aren't going to be back very soon because of their slow travel rate and reload speed. Storms... well storms have armor similar to a piece of leaf, easily killed by even a single flak cannon. Epsilon can deal but Soviets have a dastard time doing anything against aircraft. For one thing, their miners are the easiest to be one shotted by Harriers since all other miners have unique mechanics to allow them to escape. I think having cost and damage reduction for air crafts does seem like an option to stop air spam, but I hope it opens up more options for jets to be more of unit snipers like Foxtrots. 

 

Psstt... Fix the bug where Black Eagles can one shot an Allied Support Tech building please, thx. 


Edited by NorthFireZ, 07 July 2017 - 04:20 PM.

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#387 StolenTech

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Posted 08 July 2017 - 09:16 AM

Psstt... Fix the bug where Black Eagles can one shot an Allied Support Tech building please, thx. 

they shouldn't be able to kill any buildings really, that should be cudas job especially when PF already has Norio for that job AND the blackwidow which helps out a lot.



#388 Kirov_Fury

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Posted 08 July 2017 - 10:22 AM

Well, have been much absent lately and I don't know if it has been discussed befote but I wanted to ask one thing:
I really appreciate the Ultimate Alliance mod. Description says: Unholy alliance with stolen tech upon the ecoboosters are built. However from this description, three options come to my mind:
a) all your factions t3 plus factions stolen tech
b) only your sub factions t3 plus the stolen tech
c) stolen tech instead of t3
which one is correct ?

#389 Speeder

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Posted 08 July 2017 - 10:25 AM

You get 4 MCVs, can build all subfaction stuff and can build all stolen tech after you build ecobooster buildings.


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#390 Kirov_Fury

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Posted 08 July 2017 - 10:33 AM

That's divine...

#391 PACER

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Posted 08 July 2017 - 12:36 PM

That's divine...

Well this describes the mode better

@Speeder how about "Divine Alliance" ?


Edited by PACER, 08 July 2017 - 12:36 PM.

In-game speed vs real life speed?   
Malver in Obisidian Sands?   
Strength-Agility-Intellect subfactions?    


#392 UNSC THE CHILL OF WAR

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Posted 08 July 2017 - 08:07 PM

Ultimate alliance does sound awesome/amazing. AMAZING!

#393 Thesilver

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Posted 09 July 2017 - 10:10 AM

Salamanders are probably a lot less broken here as you can build grumbles, the only thing that outranges them quite significantly. (the gehenna does this to, but the dybukks are shot down way to easy by salamanders) I don't think i've ever managed to gauge their performance so one of two things will happen:

 

They become the only hard counter salamanders have.

Nothing will happen, since they have heavy air armor class, so the missile, although destroying light aircraft will do nothing here.

 

All the stolen tech units that seemed quite underwhelming will probably be used more here, like for example the chrono prison which isn't that usefull against normal epsilon due to their emphasis on infantry.



#394 Solais

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Posted 10 July 2017 - 01:52 PM

Patch this week, aw yeah.



#395 EtherealDark

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Posted 10 July 2017 - 01:58 PM

Yeah. I wish the devs would further delay it.



#396 UNSC THE CHILL OF WAR

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Posted 10 July 2017 - 02:09 PM

Patch this week, aw yeah.

Awesome

#397 Kirov_Fury

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Posted 10 July 2017 - 04:02 PM

That's divine...

Well this describes the mode better
@Speeder how about "Divine Alliance" ?
That would possibly include one-off units such as paradox engine and prototype units/infantry (cyborgs etc.), paladin, super thor, super apoc etc.

On a side note, I really appreciate the new cryo effect as seen on the Paranoia (you can clearly see the reason behind the name when you watch it) and the artwork of new yuri head statues. Even though I don't too much like micro command missions (due to my extreme level of noobery and tons of suffering during Singularity), I am really looking forward to give this a try because it is really thrilling (heartwork was fine too).

And would Devs please include Perun FS to the game :3

Edited by Kirov_Fury, 10 July 2017 - 04:07 PM.


#398 TeslaCruiser

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Posted 10 July 2017 - 05:02 PM

Patch this week, aw yeah.


This week?

Edited by TeslaCruiser, 10 July 2017 - 05:03 PM.


#399 Handepsilon

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Posted 11 July 2017 - 01:11 AM

according to Paranoia video, this week

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#400 TeslaCruiser

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Posted 11 July 2017 - 11:23 PM

I have some last words regarding 3.3.2
First: Thanks for the work put in this. 3.3.1 was a huge improvement compared to 3.3. And the new patch is even better when compared to 3.3.1. Nice work

Second: My last try for this suggestions...

1.- Ghost Miner nerf: Reveals itself for longer
I'm convinced Ghost Miners are one of the reasons why Epsilon is so hard to beat and prevalent. Two Factions lack detectors before T2... economy immunity for epsilon before that.
2.- Speed nerf for Cyclops from 7 to 6
It simply needs it. It is too fast considering the amount of HP it has and how much damage it can cause to buildings
3.- More health for Minermite and less repair rate

Ok, that is all.
 


Edited by TeslaCruiser, 11 July 2017 - 11:23 PM.





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