Equilibrium

Moderator: JaggedAppliance

Re: Equilibrium

Postby yeager » 16 Jun 2015, 19:07

i already have it, just forgot about that
User avatar
yeager
Evaluator
 
Posts: 542
Joined: 12 Apr 2015, 03:07
Has liked: 43 times
Been liked: 32 times
FAF User Name: Yeager

Re: Equilibrium

Postby Ithilis_Quo » 19 Jun 2015, 20:33

Last patch is down, with plenty of adjustancy. Here is changelog of current change from v.3. Complete changelog is in procees and hope that would be finish on end of week.

__________________________________________________________

- Kennel correct price, fixed (corupted code) now fixed
- acu teleport time corrected
- aeon tmd 200m,2000e,25s build time (from 240m,2400e,30s)

- Sacu cost 2000m, 30000e, 12000bt (from 1800m)
- sera sacu nano regeneration 145hp/s (from 250)
-- sera sacu OC 5000m, and cause 5000dmg on 3,5aoe (from 2,5)
- Rhino, dps bug fixed (it was 160dps, becasue on BP is information that weapon fire 1 projectile in time instaed of 2 what is reality)
- spearhead uef t3 mml hp 1600 (from 1000)
- Harbringer build rate 5 (from 3)
- T3mAA get back aoe dmg
- t1 aurora dps 24 (from 20)
- T1 mantis 50m cost (from 45)
-- t1 mantis 330hp, 21dps (from 315hp 18dps)
- T1 Thaam 370hp (from 365)
- T1 Striker speed 3,5 (from 3,4)
- riptide 2200hp (from 1700)
- yenzee 1300hp (from 1350)
- Fire beetle get back on T2
-- Fire beetle 360m, 400hp, 4speed, 6aoe, 3000dmg, (cloac) -35e/s

- T3 land direct fire units (titan/loyalist/harbringer/outhuum/brick/percival) get -500hp (for be less powerfull against T2)
- T3 sera maa is cheaper 840m (from 920m)
- T3 cybran maa 180dps (from 150)

- cybran T1 AA skyslammer removed weapon toggler
-- cybran T1 AA skyslammer speed 2,7 (from 2,9)
-- cybran t1 aa skyslammer dps 22 (from 26) firing randomnes 0,45 (from 0,75)
- cybran T3 AA bouncer removed weapon toggler
- cybran cruiser removed weapon toggler

- wagner 90dps fixed (becasue game work only with 0,1s ticle i and i forgot for that)
-- wagner torpedo range 20r (from 10r)
-- waggner underwater visual intel 5 (from 20) - its smaller threat for submarines
- Outhuum low range canon small nerf for 172dps (from 180)
-- outhuums torpedo range 20 (from 15)
-- outhuums underwater vision 5 (from 25)
- brick torpedo range 20 (from 15)
-- brick underwater vision 5 (from 26)
- percival underwater vision 5 (from 26)
- C/U/S T1 submarine get back direct fire canons

- exodus oblivion muzzle 30 (from 35)
-- exodus oblivion firing randomness 0,3 (from 0,25)

- Exodus deapth charge 121dps(from 106dps) 3,3s reload time
- salem add torpedo that act only against submerged: 100dps 4s reload time
- Valiant add torpedo that act only against submerged: 50dps 5s reload time
- Uashavoh add torpedo that act only against submerged (if is on water): 100dps 4s reload time

- aeon T2 mobile shield buildable on naval factory
- sera T2 destroyer add 35e/s maintance when is submerged (becasue also have sonar stealth)
--sera t2 destroyer add sonar stealth on display abilities
-- Every submarine (except baracuda and plan B) change personal stealth display for sonar stealth
- remove sonar stealth from experimental submarine (tempest + atlantis)
- Submarine with sonar stealth (except strategic submarine): when are underwater maintaince concumption is active, on surface is inactive
- Frigate water vision 60 (from 50)
- T3 strategic submarinne energy cost increas to 15x mass cost = 105 000e (from 80K)
- T3 battleship energy cost increase for 10x mass cost = 90 000e (from 54 000e)
- T3 Neptune energy cost increase for batleships number = 90 000e (from 80K)
- T3 Torrent energy cost increase on 105 000e (from 80K) = same as strat submarine

- t1 bombers speed 11 (from 12) for avoid issuew when bomber refuse drop bomb on moving target
- T1 aeon bomber dont stun T3 navy
- cybran t1 artilery medusa dont stun T3 navy
- T2 aeon gunship 750hp (from 650) - was too weak against flak
-- T2 Aeon gunship energy cost normalize with other gunship 3750e (from 5000e)
- transports get natural regeneration 5hp/s
- T3 uef transport continental 2000hp+4000shiel (from 2500hp+4000shield)
- T3 bombers range 80 (from 60) for avoid issue when bomber refuse drop bomb on moving target
-- T3 bomber rof back on 0.125 (reload time every 8s from 10) for avoid issue when bomber refuse drop bomb, and be more effective against kiling mexes in row
- T3 sera spy plane add stealth+cloac while not moving (same as selen), this cost 150e/s and is posible turn off with toggle
-- sera spy plane hp 200 (from 1100), full invis scout that can be throught map are very powerfull

- Czar 150 000hp, 5sp, AA weapon:
--4x Zealot missie - 100r, 1aoe,350dmg,1s reload time,75muzle
--2x flak - 50r, 5aoe,300dmg, 0.5s reload,75muzle
!--- Czar is still not strong enought to compte with asf, against 50 (55%mass) with using beam, and dump enemy alive with 15%hp
!--- Czar is supost to have special armor that would reduce dmg from asf, but dont know how to do it right now

- adjusted structure build cost, -> remove chaos, and in about 30% of cuase let building cost more energy
- stealth field generator add personal cloac
-- visual intel 5 (from 20) for not be effective as intel
- Static shield, remove pause button, and add stop button (not posible pause 99% shield and have double strenght)
-- fix buf with sera shielt, where was not posible cancel upgrade
-- sera T3 shield add area of effect on 50 (from 46)
-- Cybran shield change price for 200m+200m+600m+1400m+1600m = 4000m (from 4400)
-- cybran shield energy consumtion 75e/150e/250e/350e/500e
-- Cybran shield change hp for 100/200/400/800/1000hp (from 500)
-- cybran shield change regeneration for 40/80/100/120/140

- tml aoe 3 (from 2) for everytime destroy storage with mex, and dont be about luck
- tml acu uef aoe 3 (from2)

ECONOMI
- remove all storage capacity from every buildings and enginers (except acu and sacu)
- start resource 1000m and 5000e (from 650m&4000e) still not posible OC whiteout storage
-- sacu storage capacity 500m and 5000e
- mass storage have volatility for 1000dmg on 5 aoe (same as energy storage), have 1500hp (from 1600)
- energy storage cost 200m 2000e (same as mass storage)
- T2 mex cost 800m (from 900)
- T3 mex cost 4800m (from 4600) and have 9000hp (from 8400) -> when is with 4storages, one tml is posible destroy t3 mex
- T2 fabricator 160m (from 100m) drain 100e (from 150e) 500hp (from 360) explode for 500dmg (from 370) -> have cca same real efectivnes
- T3 fabricator 2800m (from 3000) drain 3000e (from 3500) and gain 16m (from 14) have 5000hp(from 6000)
- T2 Pgen 2000hp (from 2160hp)
- T3 Pgen 3200m (from 3240) 10 000hp (from 9720)
- RAS energy gain: cybran 2100e uef 1800e sera 1500e aeon 1200e
-- ARAS energy gain: sera 1500+1200e, aeon 1200+900e

- Eye of Rihane visual intel 40 (from 25) energy cost 20x more as mass cost 2000hp (from 250)
-- Eye of Rihane energy need in storage 5000e (from 10000) = dont need 2 storages
-- Eye of Rihane change size for 3x3 (from 5x5) so its same size as Soothsayer
- Soothsayer 4500m (from 4800) energy 20x more as mass cost, 3000hp (from 500)

- T3 artilery have same cost 72 000m, 1 080 000e 45 000bt and same range 750r, and muzzle velocity 62
-- Cybran T3 artilery have 450dps (from 460) 8aoe (from 9) and 0,525 firing randomnes (from 0,75)
- Game enders have same mass cost 216000m
-- paragon + Ylona 50x more energy cost as mass
-- mavor + salvation 25x more energy cost as mass
- mavor firing randomne 0,15 (from 0,25)
- paragon 8000hp (from 5000) and 25hp/s regen
- savation, ylona, mavor, novax have 15 000hp and 5hp/s regen (25hp/s on novax)
-- novax satelite crash dmg 500 (from 3000)
-- novax satelite radar 100 (from 70) visual 50 (from 40)
- nuke launcher cost 15 000m and 15x more energy, 18750bt
-- nuke damage outer ring radius 2500dmg (from 500dmg)
- anti nuke cost 7500m and 7,5x more energy, 9375bt-> for be posible build anti nuke before second nuke is loaded and smash it again

- factory drain same mass per sec as would drain main units building on that factory
- slave factory drain same mass per sec as would drain units inside, build time of slave is 33/25% of hq
-- t1 land 300m, 1500e, 30s 25br (from 20)
-- t1 air 180m, 4500e, 30s
-- t1 navy 300m, 3000e, 30s
--- T2 land 1200m, 6000e, 90s 50br (from 40)
--- T2 air 810m, 18000e, 90s
--- T2 navy 1650m, 12000e, 90s 60br (from 40)
--- t2 slave land 300m, 1500e, 30s
--- t2 slave air 210m, 4500e, 30s
--- t2 slave navy 450m, 3000e, 30s
---- T3 land 3600+1200m, 36K+9Ke, 180s 100br (from 80)
---- T3 air 3600+810m, 180K+18Ke, 180s
---- T3 navy 5400+1650m, 54K+12Ke, 120s 180br (from 120)
---- t3 slave land 900m, 9000e, 45s
---- t3 slave air 900m, 45 000e, 45s
---- t3 slave navy 1350m, 13 500e, 30s
- quantum gateway 3000m, 45000e, 100/150s 100br (from 120)

___________________________________________
"Fixed in Equilibrium" Washy
User avatar
Ithilis_Quo
Supreme Commander
 
Posts: 1390
Joined: 29 Dec 2012, 15:55
Location: Slovakia
Has liked: 395 times
Been liked: 181 times
FAF User Name: Ithilis

Re: Equilibrium

Postby yeager » 20 Jun 2015, 03:08

To be absolutely honest I don't like a lot of the changes, i don't see a reason for taking the storage off buildings, you still didn't fix the battle ships (lol) and a lot of what you buffed didn't really need it...

edit: I'll give you a better run down once I've played it
User avatar
yeager
Evaluator
 
Posts: 542
Joined: 12 Apr 2015, 03:07
Has liked: 43 times
Been liked: 32 times
FAF User Name: Yeager

Re: Equilibrium

Postby Apofenas » 20 Jun 2015, 06:54

2500 nuke outer ring damage means it will kill all shields before they absorb inner ring damage. Did you fix it being unstopable for shields?

5k initial power is absolute bullshit.

It buffs 1st bomber, 1st jester and double bomber openning strategies especially since they cost 300-500 less power. Probably with 2 pgens, air fac+acu assist openning i could get 3(may be 4) t1 bombers rather fast and do a lot of damage since they have 350-400 damage per bomb. Hover bombing with them is a bit nerfed, but not enough. pip tried same with 5 sec reload on nomad bomber and eventually he made 10 sec reload so it was more efficient to kill targets usual way.

Removing storages from units is a bad idea. Instead players should benefit from having a lot of factories, so they would be able to store more mass without bothering building mass storages. For me 100 mass storage for t1 factory, 200 for t2 support, 250 for t2 HQ, 500 for t3 support and 750-1000 for t3 HQ is a better choice.

Having 500 energy storage on t2 HQs and 1000 on t3 HQs would also make sence(only if ACU has standard 4k storage so ACU wouldn't overcharge without e storage when it has 2 HQs).

I remember somebody told that corsair can't fire both air and land at once. I hope you did same with sky slammer, siren class and cybran t3 maa and didn't forget to make them shoot air first and land only if there is no air units in area.

Novax crash damage is an awfull change. I would never believe that if something falls from space, it would do that little damage
Spoiler: show
3k also seems pathetic, but not as hopeless, but more damage would mean it would be used to snipe SMDs through shields
. Isn't it just better to make that wreck being blocked by shields or killable by SMD or a bunch of TMDs?
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
Apofenas
Contributor
 
Posts: 747
Joined: 21 Jul 2013, 14:39
Has liked: 179 times
Been liked: 180 times
FAF User Name: Apofenas

Re: Equilibrium

Postby Ithilis_Quo » 20 Jun 2015, 12:26

yeager wrote: i don't see a reason for taking the storage off buildings

explain later
yeager wrote:you still didn't fix the battle ship

I test it and its fine, uef is best, but 1v1 die against aeon, second is cybran but 1v1 die on aeon, 3th is aeon, 4th is sera, but have nuke and dont need add 8000mass on second units that can produce nuke, so teoretical is best sera. Try it.
_____________
Apofenas wrote:2500 nuke outer ring damage means it will kill all shields before they absorb inner ring damage. Did you fix it being unstopable for shields?

Was think about it, and decide dont remove penetrate shield. nuke cost 30 000m and shitons of energy, when it would not penetrate shield, then sera base with 1x T3+t2 shields would take only about 13 000dmg for nuke, on place where are more shields it would be even less, and then it dont worth make anti nuke, and even more dont worth make nuke. So at least i make static nuke damage same for every faction.

Apofenas wrote:5k initial power is absolute bullshit.
It buffs 1st bomber, 1st jester and double bomber openning strategies especially since they cost 300-500 less power. Probably with 2 pgens, air fac+acu assist openning i could get 3(may be 4) t1 bombers rather fast and do a lot of damage since they have 350-400 damage per bomb

You must check factory build rule:

- when you build or upgrade factory then it drain same resource as build units inside, that mean you can perfect predict how eco you need before you have factory done. when you dont have eco for build factory make no sace for you build it, because it would be same for build building inside. As most obvious change of this is price of T1 air factory drain 75e/s that mean factory cost 4500e when you have 5000e from start, you will not want to build first air factory. And as a bonus of it also fix this:
Spoiler: show
Early bomber is extremly anoing for most of ppl, its big chees that some time completly destroy enemy, and sometime yourself, so doing that is as throw dice and hope for the best, what make game less depend on skill and strategy. Also bombers are stroger, and gunships cheaper, so game reward you build air factory realy strong, but not on time when most of oponents dont have any defends


Apofenas wrote:Removing storages from units is a bad idea

(this is also linked with add volatility on mass storages)

This have 3 reasons:
- make game that better separate good and excelent player ->
most of units cost 10-20x more energy as mass, in FA was bulding and enginer also provide energy storages, but only energy was removed for overcharge reason, stay only mass storage because it dotn affect overcahrge. So here is some kind of deform economy, where in most of game player have 35000mass storgaes and 9000e storages when units cost about 10-20x more energy, so in normal economy is supost to have 350 000e storages.
-> So what i do remove exception for mass storages for need build storages or dont have bigger storage. This is also one of reason why you start with more resource in start. Player who is excelent will build storages, and benefit from it, good palyer would operate with less max mass/energy.

- make game mechanick more intuitive->
99% of player have no clue, how much storage provide with building, that mean storage on factorys is only bonus, but never purpose why people build more factory. For now only think that provide more storage capacity is storage (and sacu for situation when lose whole base have only sacu, and then would not be posible build)

- more reward agresive gameplay (because have bigger fun factor as bo..oring eco) -> storage are explosive and ideal target, when you want ecoing then you need storages more as when you go for agresion, and then storages create natural target. This also affect mass storages near mex when you have 4x storages near T2 mex then you need 2000dmg for destroy mex with 3000hp (because m storage explosion) when you have 4 storages around T3 mex with 9000hp you need take 6000dmg for destroy him. Then you need think if in actual game situation is good have storages around mexes or rather link it with factory and make it more in safe

- less important reson, it have rouget number on your storage capacity, 500 for mass 5000 for e
- - - - - - - - -

Apofenas wrote:I would never believe that if something falls from space, it would do that little damage

plenty of satelite fall down on earth from space, and absolute most of them dont make any damage. its simply physic. Here is video that describe it better: https://uk.news.yahoo.com/video/satelli ... 11453.html

(its better have wreack blocking by shield, but at this moment i dont know how to make it)
"Fixed in Equilibrium" Washy
User avatar
Ithilis_Quo
Supreme Commander
 
Posts: 1390
Joined: 29 Dec 2012, 15:55
Location: Slovakia
Has liked: 395 times
Been liked: 181 times
FAF User Name: Ithilis

Re: Equilibrium

Postby Apofenas » 20 Jun 2015, 13:55

Hmm, didn't notice the air fac change. Nvm about chees build openning, but it still would probably be the case in team games.

So here is some kind of deform economy, where in most of game player have 35000mass storgaes and 9000e storages when units cost about 10-20x more energy, so in normal economy is supost to have 350 000e storages.


The reason peoople have huge storages is that they are done for extra mass income mostly and rarely for storage itself. Engineers with their small storages and factories that are built near mexes for an adjacency instead of storages don't affect that much, but still give a handy boost. You wouldn't make mass storage near t1 mex, would you? So that would mean you would be with only initial 1k ACU storage untill you get first t2 mex and place storage near it, but since all land factories now have buffed build rate(big adjacency buff), i would really think what do you need t2 mex for: to get any kind of storage boost or adjacency near 4 land factories, while in current balance, 4 factories would provide 640 mass storage, which is a bit more than a single mass storage would give.

Sparkey is an example how much power storage on engineers is used to over charge without energy storage: you need at least 6 sparkeys to over charge and find yourself near the border of power stall. T1 engineer storage though is hopeless and if it would be same 10 e storage on t1 engineer, it wouldn't still be used to over charge without storages, because it's far more efficient to build 1-2 buildings in different places, than get hundreds of t1 engineers. That's why i never understood why it got completely removed, but probably had good reasons for it, idk.

plenty of satelite fall down on earth from space, and absolute most of them dont make any damage. its simply physic. Here is video that describe it better: https://uk.news.yahoo.com/video/satelli ... 11453.html

Now try to compare those satelites with Novax, that is bigger, probably armored and actually has weapon on it, power source and something to launch itself into space from novax station.
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
Apofenas
Contributor
 
Posts: 747
Joined: 21 Jul 2013, 14:39
Has liked: 179 times
Been liked: 180 times
FAF User Name: Apofenas

Re: Equilibrium

Postby yeager » 20 Jun 2015, 18:05

I will try t but this makes much more sense:
Paying for five battleships to have nuke ability when you will only need 1 maximum is not an advantage, in this way cybran wins in a fight, AND is cheaper, if you want to make it fair make the seraphim battle ship win at range but the cybran battle tie if the torpedoes get in range, then make the sera battle ship slower by .1 this means sera battle ship is better but more expensive, and cybrans can win with ease long term because they can easily build a t1 sub to go along with every battle ship for similar price as seraphim battleship basically:

At rang: seraphim battleship> cybran battle ship
At close quarters: seraphim battleship = cybran battle ship
But in reality: cost of sera battleship = cybran battle ship and 1-2 t1 subs
Seraphim battleship<cybran battleship and1-2 t1 subs
This way cybran has better navy, but seraphim actually has a chance and can build nuke without nukelear sub
Does this make sense?
User avatar
yeager
Evaluator
 
Posts: 542
Joined: 12 Apr 2015, 03:07
Has liked: 43 times
Been liked: 32 times
FAF User Name: Yeager

Re: Equilibrium

Postby Ithilis_Quo » 20 Jun 2015, 18:27

Yeager you was never playing or even trying it and make long theorycrafting about something that i test in 10 different situation. When i 2x say you how its work, (and test it 2x more for your reaport) then try it before you still say that its not working. I say it 2x and say 3th all battleships cost SAME.
"Fixed in Equilibrium" Washy
User avatar
Ithilis_Quo
Supreme Commander
 
Posts: 1390
Joined: 29 Dec 2012, 15:55
Location: Slovakia
Has liked: 395 times
Been liked: 181 times
FAF User Name: Ithilis

Re: Equilibrium

Postby yeager » 21 Jun 2015, 06:51

Ithilis_Quo wrote:Yeager you was never playing or even trying it and make long theorycrafting about something that i test in 10 different situation. When i 2x say you how its work, (and test it 2x more for your reaport) then try it before you still say that its not working. I say it 2x and say 3th all battleships cost SAME.

In just saying it is a logical way to do it, I am not saying what you did was wrong at all
User avatar
yeager
Evaluator
 
Posts: 542
Joined: 12 Apr 2015, 03:07
Has liked: 43 times
Been liked: 32 times
FAF User Name: Yeager

Re: Equilibrium

Postby Ithilis_Quo » 23 Jun 2015, 16:04

Hot fix previous mistakes and some bugs:

___________________________________________
- cleaning unit.lua file stay only stuff that i add
- fixed outhuum that was able to cross wall
- fixed bug with teleportation
- cybran acu stealth add back resurce, because new max hp dont work for magical reason
-- cybran acu after stealth upgrade change toggle from cloac to stealth toggle
- Sera sacu OC 6000dmg (from 5000) = destroy every T3 units
- All sacu get veterancy need for next level on 90 (from25)

- m storage energy price 1500e (from 2000e)
- e storage energy price 2000e
-- e storage adjustancy bonus 2x bigger = 100% energy bonus for full storage
- T1 pgen take back changes
- T1 mex 20m 300e -1e drain (from 40m 400e -5e)
- T2 mex 5900e cost (from 8000e)

- jester 175m 3500e 700bt
- Shrimmer price 75m 1875e 25s bt back hp (from 90m 2250e 30s)
- mercy repair bug + speed 11 (from 12) 3000dmg over 8s (from 10s) 500crash dmg (from 750)
- Solace price 1625m 65s 3750hp (from 1500m 60s 3500hp)

- T1 cybran MAA 24gf dps (from 22)
- aeon acu shield 1500m (back)
- T2 obsidian 1500hp+1125shield (from 1125hp+1500shield) regeneration 2/s (from 2/s) -> same as *vet, 60s recharge (from 75s)
- T3 Harbringer 3000+1500shield (from 3200+1300sh) shield regen 6hp/s (6hp/s) recharge 45s (60s)
- T3 Titan 2000+1100shiel (from 1900+1200sh ) 6regen 45s recharg

- T2/3 torpedo launcher change for not stay visible on radar, add "personal stealth" on display
-- T2 torp laucnher get back hp for orginal value
-- t2 euf torp launcher remove jamming
- T2 stealth field add category defense -> for be able build by sparky

___________________________________________
"Fixed in Equilibrium" Washy
User avatar
Ithilis_Quo
Supreme Commander
 
Posts: 1390
Joined: 29 Dec 2012, 15:55
Location: Slovakia
Has liked: 395 times
Been liked: 181 times
FAF User Name: Ithilis

PreviousNext

Return to Balance Discussion

Who is online

Users browsing this forum: No registered users and 1 guest