Nomad balance test

Balance discussions for The Nomads.

Moderators: Softly, pip, Brute51, CookieNoob, JJ173, Moritz

Nomad balance test

Postby Apofenas » 10 Jan 2018, 08:28

Hello.

Since mod is not under development at the moment i released a mod to fix balance issues untill CookieNoob is back.
You can find "Nomad fix" in the vault.

V7 changelog

1) All Radar and Sonar ranges adjusted to standard factions' values.
2) T2/T3 mass fab values adjusted to current balance.
3) T1maa/arty adjusted to current balance. No longer crap at taking out PDs.
--Damage 100->150 (DPS ~33->50)
4) T1 tank hunter reworked to be sniper-Aurora analogue.
--Anchor ability removed
--Range 23/30->26
5) T2 hover tank buffed
--Health400->500
6) T2 heavy tank buffed
--Range 20->23
--Damage 120x3->100x3(DPS 120->100)
7) T3 hover tank got back its hover ability untill some balance terrorist known on fixing stuff finds a non-broken model for amphibious version concept.
8) SCU
--can now build all structures without engineer upgrades
--Build power 15->10
--Build range 10
--RAS buffed (Cost 4500m, 90000e; Income 10m, 1000e)
--Presets reworked: Amphibious and Anti-Naval have Speed replaced with Power Armor
--Producer preset reverted, Added RAS preset
--Rocket SCU upgrade buffed (better missile projectile, range 50->75, firing randomness 1->1.5, aoe 1.5->2, amount 4->6, damage 75->100)
--Torp upgrade buffed 400->800 dmg(133->266 DPS); range 50->60
9) T1 transport buff
--Cost 4800->4000e; 120->80m
10) T2 shield range 27->25
11) T2 stealth shield
--Shield HP 8k->9k
--Shield and stealth range 27->30
12) T3 shield
--Cost 2800->2000m
--Range 42->40
13) T3 stealth shield
--Cost 400->800
--Shield HP 14k->18k
--Range 42->46
14) EMP tank buffed
--Range 35->40
--Health 3k->1k
15) T3 sub nerfed
--Cost 4800->5000m; 36000->50000e;
--Health 6k->4k
--DPS 240->300
16) T3 heavy destroyer gut buffed
--Damage 400->200, Reload 5->2sec; DPS 480->600; range 100->128;
17) T4 MML
--Cost 21->16k mass
-- missiles no longer track targets
--short range missiles: range 100->150;
--Long range missiles removed. Added a nuke on their place: BP =1080; dmg = 40k damage in inner circle and 500 in outer circle
18) T2 cruiser
--missile doesnt track anymore;
--damage 250->500, Amount 1->3; reload 4->6 sec; range 100->150 (250 DPS);
--Missile HP 2->1
19) T2 arty
--Initial damage 500->1000;
--DoT damage 50->100;
20) ACU cost adjusted to current stats to work with new vet system
21) T2 torp gunship:
--Max speed 13->15
--Torps ignore torp defence
22) T2 mml:
--Underwater range penalty: -15->-5
Last edited by Apofenas on 06 Jul 2018, 10:32, edited 6 times in total.
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
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Re: Temporary fix

Postby Apofenas » 30 Jan 2018, 07:18

Thanks to ExoticRetard i did some fitness with this mod and it lost around 95% of its weight. V5 weights only 4 mb now.
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
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Re: Temporary fix

Postby JJ173 » 27 Feb 2018, 13:59

Hey Apof, you should come to Slack and join us in the Nomads channel (if you're not on there already).
Check out the Nomads Campaign Project: viewtopic.php?f=2&t=15534
Check out my first Coop Mission: viewtopic.php?f=78&t=15605
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Re: Nomad balance test

Postby Apofenas » 22 Apr 2018, 12:19

V7 was mostly integrated into main core.

V9 released:
1) T1 light assault tank(LAB):
*now much easier to micro - copied aurora stats
-max brake 4->15;
-turn radius 1->1.2;
-turn rate 45->310

2) T2 EMP tank:
*improved as a supporting unit:
-damage 20->5;
-ROF 1->0.25;
-Damage to shields 600;
-EMP(for t1/t2/t3) 5/3/1 sec;
-AOE 1->4;
-Firing randomness 0.5->0.25

3) T4 direct fire tank:
-damage 1500x2;
-ROF 0.5;

4) T4 MML:
*reworked to have different purpose
-Short range missiles: range 125->150;
-Long range missiles removed;
-Added nuke launcher (1080 bp, 70k dmg; max range: 410 range)
-Build cost 300ke; 16km;
-HP 40->20k

5) T2 torp gunship: speed 13->15

6) ACU:
-Capacitor duration 20->15sec; charge time 60->30 sec; Charge cost 100->200
-Speed upgrade: cost 28ke/720m->24ke/800m
-Rapid repair: cost 42ke/1km->24ke/800m; regen 70->100; hp 4k->2k
-Power armor: cost 250ke/3km->150ke/1.5km; hp: 20k->30k;
-Double gun: cost 1500->1200m 45k->36ke;

7) SCU:
-Capacitor: duration 20->15sec; charge time 60->30 sec; Charge cost 100->200
-Advanced Capacitor: duration 2.5min->30 sec; charge time 3min-:45sec;
-Both capacitor build time 1->50
-Rapid repair: cost 75ke/1.5km; regen delay 15->10sec; regen 70->600; hp 2k
-Power armor: cost 75ke/1.5km; hp: 23k;
-Reworked presets

V10 release:
8) T1 bomber stats adjusted for FAF balance
9) All factories stats are adjusted for FAF balance
10) T2 field engineer adjusted for Sparkey stats
11) T2 destroyer nerf: Front cannon initial damage 180->240; Rear cannon initial damage: 180->120
12) T3 rocket arty buff: Cost 4km 36ke->2km 40ke; HP 6k->2k;
13) T3 air craft carrier adjusted to FAF balance;
-AA weapons changed to flak. 150x4 DPS 3 AOE, 100 range;

14) T3 mobile arty:
-Can shoot while moving
-Bombard ability removed; Anchor ability added;
-Range 90->80; anchor range ~ 105
-HP 1600->900
-Cost adjusted to other factions (8ke 800m)

15) T4 heavy tank recieved better projectiles. Damage 1500->1200; dot damage = 30x10
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
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Re: Temporary fix

Postby Apofenas » 27 May 2018, 12:44

V11 released. An attempt to catch up recent FAF balance changes.

16) T1 bomber damage 300->280
17) ACU:
-2d gun: 1200m/36ke->1500m/42ke; bt 800->1200;
-Rapid repair: 800m/24ke->1200m/36kr; bt 800->1200;
18) T3 arty range 700->825; muzzle 55->70;
19) T3 mobile arty build time 4800->4300;
20) T3 hover tank: HP 3.5k->3k; rockets dps 100->75
21) T3 heavy tank: HP 6.5k->5k; ROF 0.5->0.4 (DPS 400->320)
22) T4 missile tank: build time 16k->40k
23) T4 heavy tank: build time 22k->50k
24) Beamer:
-damage 460->500
-Range 35->40
-Speed 2.7->2
-Mass cost 12500->15k
-Build time 12k->20k
25) T4 transport: cost 18km->15km; bt 15k->30k; maxairspeed 12->18
26) T2 transport: cost 300m/12ke->330m/13.2ke
27) T1 maa/arty: cost 55m/275e->60m/300e
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
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Re: Temporary fix

Postby Apofenas » 31 May 2018, 14:03

V12 fully integrated to core game mode.

V13 Nomad balance beta released:

1) Fixed bug with torp gunship torps
2) Fixed cost bug for Air and Naval factory
3) ACU RAS reworked; now it works in 2 different modes:
--Power(default): +3000e; +1m;
--Mass: +20e; +30m;
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
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Re: Nomad balance test

Postby Apofenas » 06 Jul 2018, 10:33

Nomad balance beta

V14 released

1) Bombard ability removed from everything but T4 mml;
2) T1 tank: HP 265->250; DPS 25->30; Speed 3.6->3.2; Range 18->20
3) T2 EMP tank: Consumes 450 E per shot
4) T2 F/B:
-AA weapon: Damage 100->150(x2); ROF 0.7->0.5;
-Rocket bombs removed
-Bombs damage 150->100(x6)
Cost 420m/7200e->310m/7200e
5) T3 arty works in 2 firing modes:
-Direct fire: low arc projectile; 80 range
-Artillery: high arc projectile; 90 range; 0.75 speed multiplier
6) T4 heavy tank: reworked into Fatty analogue;
-Fixed movement behaviour so it can move backwards and actually shoot with gattling;
-HP 78->50k; Regen rate 15->50; Speed ~2->1.7;
-Long range cannon DPS 1500; Gattling cannon DPS: 1000;
7) T3 stationary arty: Cost 75km/900ke->82km/1Me; DPS ~500->600; Fires single 3k dmg projectile every 5 sec;
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
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Re: Nomad balance test

Postby Apofenas » 27 Oct 2018, 05:52

V15
8) Cruiser
-MML reworked into TML(damage = 6000, max range = 256, min range = 40, silo storage = 4)
-EMP damage 20->5, damage to shields 130->600, range 75->80, AOE 1.3->4, reload ~1.6s->2s, stunn t1 4s, t2 2s, t3 1s; Enerfy cost 450 e per shot
9) T1 bomber: rockets 4->10, damage 70->30, reload 5->4s firing randomness 1->1,5, AOE 2.6->2
10) T2 mml can't predict movement anymore(works as other MMLs); Fire circle 150x4 missile every 15 sec

V17
11) Slugger fire circle: 800x2 every 4 seconds=400DPS; AOE=2; mass cost 960->1060
12) T1 bomber reduced MuzzleVelocity and increaced firing randomness. That should make bomber much easier to dodge.
13) Fixed t3 sub HP bug.

Nothing was implemented into featured mod yet.
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
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Re: Nomad balance test

Postby Wingflier » 02 Nov 2018, 10:41

So how do we know if Cookiemonster is coming back?
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Re: Nomad balance test

Postby CookieNoob » 02 Nov 2018, 16:16

I released a new update on the 27th
Check out the next level of maps: viewtopic.php?f=53&t=13014
For adaptivity, customizability and less clutter in the vault.
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