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Custom Balance MP maps


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#1 DrunkMaster

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Posted 31 October 2018 - 10:56 PM

Since MO has come out there has been a never ending stream of discussions about balance. 

 

However, I am surprised that nobody has had the idea to simply take balance into their own hands (or did but I never saw). Basically what I am hoping to start is a series of which the community creates maps which improve the balance of the game.

 

 

To get things rolling, I have did some changes to two popular MP maps, Dune Patrol and Walk of Egypt. Link for the custom rebalanced maps: 

https://drive.google...BjSHsGKSZAFznLF

 

So if you guys have any suggestions of any changes I should make to certain stats of MO units, please do. 

 

Here I primarily focused on nerfing defenses via improving certain units weapon's warheads against defenses, such as MBTs. Full changes are in the .txt file in the link. If you guys want me to apply these changes to any other map let me know. If you have any objections to my changes (though I did a brief test to make sure nothing is broken), also let me know.

 

Of course, if you are a mapper/modder yourself, or know how to do so, you can feel free to modify whichever map with your choice of balance changes and post it here (with a changelog please to show specifically what you have done). 

 

Note: To play these rebalanced maps on MP all players participating need to have the map installed in their maps/custom folder in their MO directory

 

It's about time for the community to be able to actively participate in balance testing in a wide scale.


Edited by DrunkMaster, 31 October 2018 - 11:00 PM.

https://drive.google...XL8n9cAwpph8wY-

 

^Folder of my custom Maps^


#2 Divine

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Posted 02 November 2018 - 02:06 AM

I'm not sure that warhead effectiveness can be changed in the map file. Did you test if these work? Either way, If I were you I'd do this editing either a gamemode or a game rule, not individual maps.


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#3 OfficialLolicon

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Posted 02 November 2018 - 08:56 AM

I'm not sure that warhead effectiveness can be changed in the map file. Did you test if these work? Either way, If I were you I'd do this editing either a gamemode or a game rule, not individual maps.

It does work, I already did it multiple times.

 

So, here's what I got after playing on Walk of Egypt. (Haven't tested the new one)

I played with a user named as "Nia Honjou"

 

1) "Stormchilds can engage aircraft again"

I have several questions why this needs to happen... I know the AA Laser tech from the stormchilds are campaign only, and with the help of their Aeroblazers, the skies would be really be off limits. Also note that Stormchilds are really fast jets too, which can out maneuver projectiles and even destroy some AA units before they can even react.

 

2) "Tarchia weapon range increased from 15 to 20"

The f when a +5 range boost is given to a unit that is a bit tanky already and it's charge mechanism capability is already a great reward in-exchange of its damage. I know it can miss, but thanks to its range, I managed to siege bases like they're nothing and all I needed to guard these are Kings, Knights and Railguneers (it's expensive tho). The only choice the enemy has is aerial attacks, which can be zoned out by Alanqas easily

 

So far, this is what we got... We haven't tried the jets vs defenses yet, would like to see Beags destroying tier 3 defenses with 6-8 of them.


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#4 DrunkMaster

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Posted 03 November 2018 - 09:23 PM

 

I'm not sure that warhead effectiveness can be changed in the map file. Did you test if these work? Either way, If I were you I'd do this editing either a gamemode or a game rule, not individual maps.

It does work, I already did it multiple times.

 

So, here's what I got after playing on Walk of Egypt. (Haven't tested the new one)

I played with a user named as "Nia Honjou"

 

1) "Stormchilds can engage aircraft again"

I have several questions why this needs to happen... I know the AA Laser tech from the stormchilds are campaign only, and with the help of their Aeroblazers, the skies would be really be off limits. Also note that Stormchilds are really fast jets too, which can out maneuver projectiles and even destroy some AA units before they can even react.

 

2) "Tarchia weapon range increased from 15 to 20"

The f when a +5 range boost is given to a unit that is a bit tanky already and it's charge mechanism capability is already a great reward in-exchange of its damage. I know it can miss, but thanks to its range, I managed to siege bases like they're nothing and all I needed to guard these are Kings, Knights and Railguneers (it's expensive tho). The only choice the enemy has is aerial attacks, which can be zoned out by Alanqas easily

 

So far, this is what we got... We haven't tried the jets vs defenses yet, would like to see Beags destroying tier 3 defenses with 6-8 of them.

 

 

1. Stormchilds were always considered inferior to both the harrier and black eagle in every mental omega patch is nearly every way. They got the worst armor outta of the three Allied jets, do the worst damage to targets that are often worth getting jet sniped. The stormchild's faster speed was often irrelevant as the other jets were still fast enough. Only on very Large maps does it really make any difference. MO anti air is often quite precise and i don't find its lightning speed to avoid such fire. But honestly the real reason why i did this is because of a personal irritation that I couldn't stand the fact that no jet in mental omega could fight air units. But if it causes any imbalance, I'll obviously remove its AA capability

 

2. Tarchia are near useless vs anything that moves because the way its charging mechanics works. Everytime a unit relocates its charging animation start all over again and as a result it will actually never fire when targetting a unit that is moving. You can try force firing, but obviously with such a big and visible targetting effect that your opponent can see, they can simply move their units away. 

So tarchias are good for nothing other than attacking buildings. Because of this Coronia often struggles with siege as they only outrange t3 base defenses by one tile, while has problems because this advantage is easily nullfied by stuff like cliffs. Even if you could use its one tile advantage vs t3 defenses, it needs a lot of micro, and you cannot cover the tarchias with the rest of your army unlike scuds, as the tarchias range is not as long. This is made worse as tarchias don't shoot immediately (unlike nearly every other artillery). Sure the damage is great (actually the best), but oftentimes u don't get to use it. 

Coronia doesn't have alot of options that are good vs buildings anyways, so I saw no harm in excelling the tarchias capability vs buildings further. 


https://drive.google...XL8n9cAwpph8wY-

 

^Folder of my custom Maps^


#5 OfficialLolicon

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Posted 04 November 2018 - 02:47 AM

 

 

I'm not sure that warhead effectiveness can be changed in the map file. Did you test if these work? Either way, If I were you I'd do this editing either a gamemode or a game rule, not individual maps.

It does work, I already did it multiple times.
 
So, here's what I got after playing on Walk of Egypt. (Haven't tested the new one)
I played with a user named as "Nia Honjou"
 
1) "Stormchilds can engage aircraft again"
I have several questions why this needs to happen... I know the AA Laser tech from the stormchilds are campaign only, and with the help of their Aeroblazers, the skies would be really be off limits. Also note that Stormchilds are really fast jets too, which can out maneuver projectiles and even destroy some AA units before they can even react.
 
2) "Tarchia weapon range increased from 15 to 20"
The f when a +5 range boost is given to a unit that is a bit tanky already and it's charge mechanism capability is already a great reward in-exchange of its damage. I know it can miss, but thanks to its range, I managed to siege bases like they're nothing and all I needed to guard these are Kings, Knights and Railguneers (it's expensive tho). The only choice the enemy has is aerial attacks, which can be zoned out by Alanqas easily
 
So far, this is what we got... We haven't tried the jets vs defenses yet, would like to see Beags destroying tier 3 defenses with 6-8 of them.
 
1. Stormchilds were always considered inferior to both the harrier and black eagle in every mental omega patch is nearly every way. They got the worst armor outta of the three Allied jets, do the worst damage to targets that are often worth getting jet sniped. The stormchild's faster speed was often irrelevant as the other jets were still fast enough. Only on very Large maps does it really make any difference. MO anti air is often quite precise and i don't find its lightning speed to avoid such fire. But honestly the real reason why i did this is because of a personal irritation that I couldn't stand the fact that no jet in mental omega could fight air units. But if it causes any imbalance, I'll obviously remove its AA capability
 
2. Tarchia are near useless vs anything that moves because the way its charging mechanics works. Everytime a unit relocates its charging animation start all over again and as a result it will actually never fire when targetting a unit that is moving. You can try force firing, but obviously with such a big and visible targetting effect that your opponent can see, they can simply move their units away. 
So tarchias are good for nothing other than attacking buildings. Because of this Coronia often struggles with siege as they only outrange t3 base defenses by one tile, while has problems because this advantage is easily nullfied by stuff like cliffs. Even if you could use its one tile advantage vs t3 defenses, it needs a lot of micro, and you cannot cover the tarchias with the rest of your army unlike scuds, as the tarchias range is not as long. This is made worse as tarchias don't shoot immediately (unlike nearly every other artillery). Sure the damage is great (actually the best), but oftentimes u don't get to use it. 
Coronia doesn't have alot of options that are good vs buildings anyways, so I saw no harm in excelling the tarchias capability vs buildings further.

Thanks for explaining it.

So entirely, the range buff is for better sieging against enemy bases? It's true that micro-ing these units are hard, not to mention the hover mechanic can sometimes let it come close to range.

For the stormchilds then, maybe a strength buff?
I personally only use them against units and away from AA defenses, so I have littke knowledge that they're worthless whe used on units nearby AA defenses (or on hit, like flaks, Sentis and Gattlings). The AA capabilities are still underused actually, and we might check it against other factions. So far, Coronia is having trouble against it (if the StormChilds are 6 or greater). Not sure about the others.


Edited by OfficialLolicon, 11 November 2018 - 12:45 PM.

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You can use mission units in MO here

 

Spoiler

 


#6 Polaris Starnor

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Posted 04 November 2018 - 03:50 AM

Thing is, that with 20 range, now you have some really bulky artillery that outranges most to all defences, suddenly making the Tarchias too powerful, especially considering they’re able to decimate armies when they can get charged, think plasmerizer and mastodon, durable , but take awhile to fire their own devastating attack, only they’re effective against all targets, with a lower range than T3 defences to make sure they’re range isn’t too especially considering they’re heavily armoured in their own right, now the extra range means that can go full out back line instead of front-midline, giving them enough time to truly decimate any target.

I’d love it if stormchildren could get AA but there are afew problems, stormchildren AA and aeroblazes would essentially make USA an enemy where flying units are generally worthless. It would take a lot of concise balancing effort properly incorporate a stormchildren AA system without tipping the scales too much in USA’s favour against air fleets, and even then USA would get an edge against air units, being able to snipe them from anywhere in the map and all.

#7 DrunkMaster

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Posted 10 November 2018 - 02:09 AM

Updated the Maps, the only change is this:

 

+ Added a turret to the Tarchia (so it doesn't run into the issue where it retargets everytime its target moves resulting in it never firing)

 

as a result I removed the range buff on the tarchia, as I've managed to fix the issue where the tarchia cannot fire at moving targets. However the drawback to this is that since the artwork of the tarchia doesn't have a turret in of itself, it looks weird animation wise when its firing (the tarchia can fire in any direction with moving, making it look like its weapon covers a 360 radius), but gameplay wise there is no other issue.


https://drive.google...XL8n9cAwpph8wY-

 

^Folder of my custom Maps^





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