Lich King's Balance Mod

Moderators: Zock, JaggedAppliance

Lich King's Balance Mod

Postby Lich King » 03 Aug 2016, 00:25

Greetings!
I have finished my mod and tested it several times to see that everything is operational. Now it's your turn: test the mod out, see how it works, comment on the changes constructively. I am looking forward to hearing from you!

Mod vault seems to be broken so I'll attach the folder (most recent version will be under this post). It has to go into C:\Users\<your user>\Documents\MyGames\Gas Powered Games\Supreme Commander Forged Alliance\Mods

Changelog (Brief):
Spoiler: show
This mod rolls back HQ cost changes, balances Titan and Loyalist, as well as makes UEF Nano and Seraphim splash gun more used. Makes some minor T1, T3 and T4 changes as well.


Changelog (Detailed):
Spoiler: show
T1
Land
Aurora - increased the cost a bit
Thaam - increased DPS

Air
Jester - 325 HP, 150M, 3750E, autogun damage per projectile is halved.

Navy
Seraphim T1 submarine - Added health.
Thunderhead - increased AA damage from 10 DPS to 20.

T2

Air
Janus - Bombs have more damage. Buffed AA a tad. NEEDS MORE TESTING

Buildings
Land
HQ costs and BP are restored for Land, Air and Navy.

T3
Land
Titan - Range is 23 instead of 20, shield HP 1500 instead of 1200.
Loyalist - range 23 instead of 25. Disintegrator pulse laser damage per projectile is
165 instead of 175, ROF 0.25 instead of 0.3.

Navy
Yathsou - +500 HP, torp defense buffed

Buildings
HARMS HP = 7000
HQ costs are restored

T4
Novax - cost was decreased

ACU
All: RAS energy output is nerfed significantly. T2 suite buildpower: 30; T3 suite: 90, like it was in Vanillas. Ain't no reason to make coms have OP build power, 30/90 is plenty.

UEF
Gun cost: 720M, 18000E, 720BT
Nano repair rate: 60-->100, cost is from 3654 (44800 E, 1200 M, 1400 BT)
RAS: 2500E, 15M income.
Tactical nuke upgrade is cheaper, nuke is still expensive though.

Cybran
decreased regeneration rate from 17 to 15.
Gun cost: 720M, 18000E, 720BT
Nerfed torpedo launcher's power - 250 DPS is a bit too damn high.

Seraphim
Gun cost: 720M, 18000E, 720BT
Splash Gun cost: 2000M, 175000E, 2250BT, +300 damage
Attachments
Optimal Balance.zip
(76.28 KiB) Downloaded 4 times
Last edited by Lich King on 23 Apr 2017, 02:01, edited 10 times in total.
"Avoid enemy strength and attack his weakness instead" - Sun Tzu, "Art of War"
My mod:
viewtopic.php?f=67&t=12864
Lich King
Evaluator
 
Posts: 763
Joined: 01 Feb 2016, 05:28
Location: Northrend
Has liked: 751 times
Been liked: 792 times
FAF User Name: ErichvonManstein

Re: Lich King's Balance Mod

Postby Phelom » 03 Aug 2016, 04:34

Well, we'll test it together then :D
T1 Bomber without radar is useless, hoverbombing is an art, t1 maa buff is BS.
Youtube Channel (my POVs) https://www.youtube.com/channel/UCO0odQ8AbCmhpQwqtlYKDhg
User avatar
Phelom
Avatar-of-War
 
Posts: 179
Joined: 08 Apr 2015, 15:04
Location: Tizi Ouzou
Has liked: 94 times
Been liked: 21 times
FAF User Name: Phelom/Gurzil

Re: Lich King's Balance Mod

Postby Lich King » 07 Aug 2016, 02:53

I have had constructive feedback (thanks for well-based arguments) and here's what was suggested (Quotes do not have the precise wording but they say the same):

biass and FtXCommando wrote:Why the Aurora buff? It's strong already
Shall be unbuffed then.
biass wrote:Mongoose with 900 HP will be even more OP if used properly
Shall be unbuffed then.
Ithilis wrote:-2 mass +1 dmg for Striker changes nothing.
So it shall be kept the way I changed it, since it does not change anything.
Phelom (In a conversation after a test) wrote:Thaam now kills Striker no problem. It has 28 DPS vs. Striker's 25, hence taking less time to kill it than it (striker) takes to kill Thaam
I added 3 damage to Thaam's projectile and set the firecycle to fire 1.25 seconds instead of 1.3. I'll test it vs. Aurora and Mantis and then see if it need to be nerfed. It probably will need to be so I'll set the damage of each shot to 32 and see how Thaam will perform then.
Ithilis wrote:The changes need to have a purpose. This mod is more about Titan and Loyalist
The purpose is to balance the game to favor no faction and make each one have approximately equal chances of victory, leaving good strategic and economy managing skills the only way to win, not by using OP units.

Planned changes for the next version (If an area is not listed, it is not going to be changed):
Spoiler: show
T1
Land:
Play around with Thaam, balance it so to not make it OP.
Remove Aurora's HP buff but keep the increased cost.

Navy:
Lower Cybran Frigate's AA muzzle velocity

T3
Land:
Try to change Percival's fire cycle to shoot 1 800 damage projectile every 2 seconds so it overkills less.

Buildings:
Lower the energy cost for operating a Mass Fabricator.

T4 Buildings:
Look at Novax Satellite and Absolver to make the satellite be more efficient vs. shields but keep its efficiency vs. units the same. AKA make it do more damage vs. shields but the same vs. units. Or change its firecycle to fire more often.

Upgrades:

Make gun cost the same as T2, see how that plays out
Test current UEF Nano, buff it, test again and see if the issue was fixed. At the moment, when Hawkei gets Nano, all his teammates look at him as if he is crazy :lol:.
Nerf RAS energy output. Idea taken from Plasma_Wolf, I believe, who suggested to keep mass income the same but nerf energy income.
Make Seraphim splash gun cost less so it is used more often. First one to say "It'll make the gun OP!" - remember that ACUs cannot hit air units.
Last edited by Lich King on 31 Aug 2016, 14:50, edited 2 times in total.
"Avoid enemy strength and attack his weakness instead" - Sun Tzu, "Art of War"
My mod:
viewtopic.php?f=67&t=12864
Lich King
Evaluator
 
Posts: 763
Joined: 01 Feb 2016, 05:28
Location: Northrend
Has liked: 751 times
Been liked: 792 times
FAF User Name: ErichvonManstein

Re: Lich King's Balance Mod

Postby biass » 08 Aug 2016, 04:53

You dont test your changes enough
You need to test your changes enough
You need to test your changes out of a closed group of testers (echo chamber)

You would know in testing that acu can and will hit and two-shot cybran t1 bombers, with UEF gun? literally one shot
This is not okay
Making thaam better then striker makes sera beat out uef in almost everything, this is also not okay

more tests less release pls?
User avatar
biass
Supreme Commander
 
Posts: 1419
Joined: 03 Dec 2015, 07:54
Location: Sexy sexy dual gap v4
Has liked: 454 times
Been liked: 283 times
FAF User Name: biass

Re: Lich King's Balance Mod

Postby Lich King » 30 Aug 2016, 21:35

v2 is online. Test it, write your opinions below. Changelog (v2 only):
Spoiler: show
T1
Air
Jester - 325 HP, 150M, 3750E, autogun damage per projectile is halved.


T2
Buildings
Land
HQ costs and BP are restored for Land, Air and Navy.


T3
Land
Loyalist - range 23 instead of 25. Disintegrator pulse laser damage per projectile is
165 instead of 175, ROF 0.2 instead of 0.3.

Navy
Yathsou - +500 HP, torp defense buffed


Buildings
HARMS HP = 7000
HQ costs are restored


T4
Atlantis - torp defense added

ACU
UEF
Gun cost: 720M, 18000E, 720BT
Nano repair rate: 60-->100
RAS: 2500E, 15M income.
Tactical nuke upgrade is cheaper, nuke is still expensive though.

Cybran
decreased regeneration rate from 17 to 15.
Gun cost: 720M, 18000E, 720BT

Seraphim
Gun cost: 720M, 18000E, 720BT
Splash Gun cost: 2000M, 175000E, 2250BT, +300 damage
Attachments
Lich King's Balance Mod.zip
v2
(91.75 KiB) Downloaded 19 times
Last edited by Lich King on 04 Sep 2016, 17:23, edited 5 times in total.
"Avoid enemy strength and attack his weakness instead" - Sun Tzu, "Art of War"
My mod:
viewtopic.php?f=67&t=12864
Lich King
Evaluator
 
Posts: 763
Joined: 01 Feb 2016, 05:28
Location: Northrend
Has liked: 751 times
Been liked: 792 times
FAF User Name: ErichvonManstein

Re: Lich King's Balance Mod

Postby biass » 30 Aug 2016, 21:37

did
you
nerf
the
thaam
User avatar
biass
Supreme Commander
 
Posts: 1419
Joined: 03 Dec 2015, 07:54
Location: Sexy sexy dual gap v4
Has liked: 454 times
Been liked: 283 times
FAF User Name: biass

Re: Lich King's Balance Mod

Postby Lich King » 30 Aug 2016, 21:37

biass wrote:did
you
nerf
the
thaam

Yes.
"Avoid enemy strength and attack his weakness instead" - Sun Tzu, "Art of War"
My mod:
viewtopic.php?f=67&t=12864
Lich King
Evaluator
 
Posts: 763
Joined: 01 Feb 2016, 05:28
Location: Northrend
Has liked: 751 times
Been liked: 792 times
FAF User Name: ErichvonManstein

Re: Lich King's Balance Mod

Postby fetterfool » 30 Aug 2016, 21:41

LichKing2033 wrote:
biass wrote:did
you
nerf
the
thaam

Yes.

Why?
fetterfool
Crusader
 
Posts: 10
Joined: 19 Aug 2014, 00:29
Has liked: 0 time
Been liked: 1 time
FAF User Name: fetterfool

Re: Lich King's Balance Mod

Postby Lich King » 30 Aug 2016, 22:54

Correction.

My thaam is stronger than the current FAF Thaam. So it was buffed. biass was asking that because v1's thaam was nearly OP.
"Avoid enemy strength and attack his weakness instead" - Sun Tzu, "Art of War"
My mod:
viewtopic.php?f=67&t=12864
Lich King
Evaluator
 
Posts: 763
Joined: 01 Feb 2016, 05:28
Location: Northrend
Has liked: 751 times
Been liked: 792 times
FAF User Name: ErichvonManstein

Re: Lich King's Balance Mod

Postby biass » 31 Aug 2016, 04:17

LichKing2033 wrote:Correction.

My thaam is stronger than the current FAF Thaam. So it was buffed. biass was asking that because v1's thaam was nearly OP.


no i was asking because thaam in current balance is bad and you made it worse here
User avatar
biass
Supreme Commander
 
Posts: 1419
Joined: 03 Dec 2015, 07:54
Location: Sexy sexy dual gap v4
Has liked: 454 times
Been liked: 283 times
FAF User Name: biass

Next

Return to Balance Discussion

Who is online

Users browsing this forum: Bing [Bot], Yahoo [Bot] and 1 guest