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Balance Test Mod.

PostPosted: 28 Feb 2013, 23:41
by Ze_PilOt
Some key points :

- Aurora are easier to handle.

- Shields overlap damage for structures is now 15% instead of 50%.

- Billy cost changes.

- Cybran Carrier : projectile now tracks, turn rate = 12
- Firebeetles damage = 3500 (from 4500), improved bomb behaviour
- SCU:
__Aeon SCU : gun upgrade gets +10 range (=40), cost adjusted to 1250 mass (from 800), 36000 energy (from 30000), 3600 buildtime (from 2400); tooltip updated.
__UEF SCU : high ordnance upgrade gets + 10 range (= 35); tooltip updated.
__Cybran SCU: weapon upgrade gets + 10 range (= 35), tooltip updated; EMP upgrade cost reduced to 1000 mass (from 1500) and 2400 buildtime (from 4800) ; AOE = 3 (from 2.5), duration = 4 (from 3) ; ProjectileLifetimeUsesMultiplier becomes = 1.30 (from 1.15).
__Sera SCU: nano upgrade cost = 2500 mass (from 1500) because it adds 14000 HP to the health of the unit.
Overcharge cost = 4500 mass (from 3000), energy cost = 270 000 (from 200 000), buildtime = 10000 (from 9000)
Sensor upgrade : mass cost = 800 (from 1000), energy = 36000 (from 2000), new vision radius = 36 (from 45), new omni radius = 60 (from 80), adds +10 range to main weapon (but not Overcharge weapon), tooltip updated

- ASF:
__Aeon ASF : HP = 1750 (from 2500), mass cost = 350 (from 400), wreck mulitplier = 0.45 (from 0.9)
__Cybran ASF : HP = 1700 (from 2450),mass cost = 350 (from 400), wreck mulitplier = 0.45 (from 0.9)
__UEF ASF : HP = 1850 (from 2600), mass cost = 350 (from 400),wreck mulitplier = 0.45 (from 0.9)
__Sera ASF : HP = 1800 (from 2550), mass cost = 350 (from 400),wreck mulitplier = 0.45 (from 0.9)

- SAMS (almost same changes for all): Health = 7000 HP (from 10500), DamageRadius = 1.5 (from 0); Muzzle Velocity = 45 (from 30, except Seraphim, remains at 100)

- T3 artilleries = - 20% mass
__Aeon Emissary (uab2302): 73200 (from 91500)
__Cybran Disruptor (urb2302): 69600 (from 87000)
__UEF Duke (ueb2302) : 72000 (from 90000)
__Seraphim Hovatham (xsb2302):70800 (from 88500)

- Game Enders (except Sacthis) = -25% mass cost
__Salvation (xab2307) : 202500 (from 270000)
__Mavor (ueb2401): 224775 (from 299700)
__Seraphim Yolona Oss (xsb2401) : 187650 (from 250200)

Cybran Frigate : AA weapon damage = 4 (from 3) = 16 DPS (from 12), muzzlevelolicty = 60 (from 45)
Cybran Destroyer AA weapon damage = 10 (from 2) = 60 DPS (from 12).

- Aeon SCU : gun upgrade gets +10 range (total = 40; Aeon has a slight advantage over the other SCU for their default weapon)

- T2 units buff :
Obsidian : +0.3 speed (2.6> 2.9)
Rhino : +0.5 speed (2.7>3.2)
Pillar : +0.3 speed (2.7>3)
Ilshavoh : +0.2 speed (2.6>2.8)
+100 HP to Hoplites.

- Cybran ACU regen rate : 15 -> 18.

- Titan heath & shield inverted.

- Hopefully final game colors
.
- Increased turret yaw pitch of the mantis so it can hit while moving.

- Fixed multiple AI problems in the lobby (TML randomness cut off, options not visible to players).

- Removed the avatar panel when viewing a replay.

- Added a popup when the stats are not available at the end of a game. (ie. you die first, quit before the end of the game and observers are off).

All the changes in details :
https://bitbucket.org/thepilot/forged-a ... ommits/all

Re: Balance Test Mod.

PostPosted: 28 Feb 2013, 23:55
by Ze_PilOt
And to be clear : the ASF change is probably bad, but I can be interesting to see why, to help balance it otherwise.
Data are always interesting. (and we have 25 days left to test other things)

Also, the most voted change is currently impossible (there is no overkill control mod working properly)

Re: Balance Test Mod.

PostPosted: 01 Mar 2013, 00:14
by FunkOff
Interesting.

Re: Balance Test Mod.

PostPosted: 01 Mar 2013, 02:19
by Arkansas
Aeon have been buffed considerably. The restorer and combat fighter are now godly air warriors.

Re: Balance Test Mod.

PostPosted: 01 Mar 2013, 03:25
by GallantDragon
Arkansas wrote:Aeon have been buffed considerably. The restorer and combat fighter are now godly air warriors.


And that's what the balance test is for.

Re: Balance Test Mod.

PostPosted: 01 Mar 2013, 04:11
by Veta
Mobile SAMs/mobile T3 AA work in Black Ops

Maybe messing around with mobile T1/T2AA to be more effective versus ASFs and less so against Interceptors would be interesting.

Re: Balance Test Mod.

PostPosted: 01 Mar 2013, 05:11
by pip
This balance patch looks pretty good in general.

I also believe the ASF change may improve the gameplay in general, because it makes ASF more like inties : easier to kill by land defenses, so the units will be replaced more often instead of being stockpiled, used, stockpiled again, etc. It'll be easier to wipe out the whole ASF packs, especially with SAMS, Cruisers and Carriers, flaks, and even t1 aa. However, it is indeed an indirect (big) buff to Restorers. These guys may need a HP adjustment, like 1000 and even 2000 HP less, especially because of the much easier veterancy they will have killing ASF. As for Swiftwinds, it's pretty hard to say without testing. The closer efficiency with ASF but the huge gap in buildtime between them and ASF may turn the tide in their favour a bit, but I doubt they will be better than ASF.

As for numbers for the t3 arties, here are the numbers for 25% mass cost reduction. It brings them along the line of the cost of 3621 Scathis, which we know is an affordable cost, but since the shield nerf is not as big in the upcoming patch, the t3 arties should not be too strong. Anyway, testing is required, as always.
uab2302 Aeon t3 arty = 68625 mass
ueb2302 UEF t3 arty = 67500 mass
urb2302 Cybran t3 arty = 65250 mass
xsb2302 Seraphim t3 arty = 66375 mass

Re: Balance Test Mod.

PostPosted: 01 Mar 2013, 05:23
by rootbeer23
asf are just as good as before, they just get a buildtime increase.

Re: Balance Test Mod.

PostPosted: 01 Mar 2013, 09:32
by Ze_PilOt
rootbeer23 wrote:asf are just as good as before, they just get a buildtime increase.


That would be nice to at least test it.

Re: Balance Test Mod.

PostPosted: 01 Mar 2013, 13:08
by IceDreamer
I think this is a good change. They cannot be spammed more due to buildpower limits, which have ever been the limit to ASF production, but can be started earlier, closing the T2/T3 gap. They are less powerful, so Bombers and Gunships become better, and have less HP so the frontloaded SAMs can take them down more easily, leading to less stockpiling and, in the long run, better performance. Perhaps 1/2 was too much but the concept is good, perhaps down by 1/3 instead?

The only bad thing about this concept is the Restorer, which is just a stupid bit of design, and will, yet again, need adjusting.