Air Leverage - Improving Air Gameplay (Mod v6 out now!)

Moderator: JaggedAppliance

Re: Air Leverage - A constructive moderated discussion

Postby Korbah » 22 Oct 2015, 12:28

haha cheeky indeed Tremarl - I'd be interested to see a replay of that working.

Still I'm innocent of that balancing sin - undoubtedly guilty of others and am waiting for people to start talking about those sins here after they try v5
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Re: Air Leverage - Improving Air Gameplay (Mod v6 out now!)

Postby Korbah » 27 Dec 2015, 06:31

Ok fair bump but for a reason.

Lots of good discussions with people regarding v6 and some iterative changes have resulted.

A huge thanks to Ithilis_Quo who's helped me with some of my issues getting different code working - many thanks for your help and patience! :D


Here's the changelog (also in first page)

Air Leverage v6 Changelog:

v6 vs v5 changes summary:
- death weapons cybran/aeon t2 transport added
- T2/3 transport death values increased
- reduce static flak range on t2 in line with old values
- t1 stealth transport ability added
- -1 t2 transport speeds back to stock 15 values


T1 Changes:

- T1 transports have a toggle stealth ability with a large (race specific) energy drain ~4-500 in size. Can be activated from t1 but needs eco to support it. Useful for late game small drops/expansions
- Stealth E costs:
- 400 cybran
- 450 UEF
- 475 sera
- 500 aeon



T2 Changes:

**FighterBombers**
UEF/Sera/Cybran t2 FBomber Max Air Speed -> 15 to 17
UEF/Sera/Cybran t2 FBomber Min Air Speed -> 10 to 12
Aeon Swiftwing Air Speed -> 18 to 17
Aeon Swiftwing TurnSpeed -> 1.5 to 2
UEF t2 FBomber TurnSpeed -> 1.5 to 1.25
UEF t2 FBomber Bomb FiringRandomness -> 0.1 to 0
Sera t2 FBomber TurnSpeed -> 1.5 to 1.1
Sera t2 FBomber death damage -> 200 (from 25 - standardised vs other races)
Cybran t2 FBomber TurnSpeed -> 1.5 to 1


**Ground AA**
Stationary t2 aa Built time reduced to 75%,
Aeon Stationary t2 aa Muzzle Velocity -> 30 to 34. 2 projectiles instead of 1 (it's dps was ~1/2 of all other races), Range 50
UEF Stationary t2 aa Muzzle Velocity -> 25 to 32. Range 46
Cybran Stationary t2 aa Muzzle Velocity -> 20 to 28. Range 44
Seraphim Stationary t2 aa Muzzle Velocity -> 25 to 32. Range 48

T2 MAA -> Flak AoE all races -1 (4 -> 3)
T2 MAA -> x2 energy cost (800 -> 1600)


**T2/3 Transports**
T2 Aeon transport -> range 26 AA, 6 -> 15dmg per gun (the best AA transport)
T2 Seraphim transport -> range 28, no AA dmg buff, reworked anti-ground autocannon into a 1xAoE slow firing long range cannon (the best long-range seige transport, most transport slots)
T2 Cybran transport -> range 24, 25% AA dmg buff, x4 dmg emp gun (emp, weakest anti-ground dmg, adequate AA, fewest transport slots)
T2 UEF Transport -> range 24, x3 anti-ground dps (solid all round dps, best HP)
T2 Transport crash - 250dmg all races
T3 UEF Transport crash - 500dmg
T2/3 Transport HP -> +60% HP
T2/3 Transport Cost -> x2 Mass and Energy, +60% build timer



T3 Changes:

**Ground AA**
T3MAA -> 1/2 build timer, +.2 speed, 640 mass (from 800) (T3MAA are not in a useful place. For similar cost to a SAM you get <1/3 of the HP, 54 vs 60 range, slower build - eg. no reason to buy especially when t2 flak

is so good. With this change T3MAA still aren't cost effective but you can produce them in 2.5 time the rate of t2 flak for x4 the cost. They're still not a really great unit but they're certainly better than before)
T3 SAMs -> all HP's rebalanced to x2 the HP of their static flak (sams are x2 the cost but had more dps, range and much more HP for cost. Hence nerf to base HP)

**ASF's**
T3 ASF Cost -> +150 Mass (350 -> 500)
T3 ASF Cost -> +50% build timer (3000 -> 4500)
T3 ASF Speed -> -2 (25 -> 23)
T3 ASF Fuel Timer -> now identical to T2 FB timer
T3 Scout Cost -> x2 energy (7500 -> 15000)
T3 Scout Cost -> 3000 build timer (900 -> 3000)

**Intel**
Reduce t3 radar range by -200 (600 -> 400)
Reduce t3 omni range by 80 (200 -> 120)



T4 Changes:

Experimental Build Timer Changes:
Monkeylord -> x2 build timer
Soulripper -> x1.5 build timer
Megalith -> x2.1 build timer
Fatboy -> x1.8 build timer
Galatic Colossus -> x1.8 build timer
Ythotha -> x1.9 build timer
Tempest -> x1.5 build timer
Atlantis -> x1.5 build timer
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Re: Air Leverage - Improving Air Gameplay (Mod v6 out now!)

Postby briang » 27 Dec 2015, 08:52

Very playable now that T2 transports are not on overdrive. I'm not sure I'll be able to get the Seton's squad to try it but hopefully some teamgamers or the balance team give it a shot.
Ninrai 2015- briang is usually an aggressive d****e
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Re: Air Leverage - Improving Air Gameplay (Mod v6 out now!)

Postby Korbah » 05 Jan 2016, 15:23

So I tried the t1 transport stealth today.

Played pretty poorly due to rustiness but the stealth was interesting to see.

Basically it works great but is hard to mount a t2 sneak attack with more than 2 - 3 transports due to the e cost.

Early signs are positive peeps!
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