by pip » 11 Jul 2012, 14:36
I spent a few hours testing a lot of parameters for the new veterancy system. Here are my findings:
1) Units providing wrong xp:
Here are the units I spotted that don't provide the intended xp value when killed :
Absolver = 1 xp
Hoplite = 1 xp
Mongoose = 10 xp
Firebeetle = 1 xp
Seraphim t3 mobile shield generator = 5 xp
Spearhead t3 mobile missile platform = 5 xp
All SCU = 10 xp
T1 transport = 5 xp
Mercy = 10 xp
UEF and Cybran Fighter / bomber = 10 xp
Seraphim Fighter / bomber = 1 xp
Cooper (UEF torpedo boat) = 1 xp
Mermaid = counter intelligence boat = 1 xp
Seraphim t3 sub = 1xp
All strategic subs = 0 xp
All tac missile launchers = 0 xp
All strategic missile launchers = 0 xp
Seraphim experimental nuke launcher = 0 xp
Seraphim Battleship = 0 xp
UEF and Seraphim ACU = 0 xp
I don't know how to tweak the system so that each unit has the proper xp category, but at least these info can tell you what units need to be looked at.
2) Tuned down xp values : After a lot of testing, I believe the xp values for each tier should be more like :
1 xp / 3 xp / 6 xp / 50 xp, to prevent too fast boost at different levels.
3) Custom ACU veterancy requirements:
I tested new ACU veterancy requirements following a simple rule : each level is +10 compared to the previous one, so that it's slower to level up to higher levels.
Level 1 = 20
Level 2 = 50
Level 3 = 90
Level 4 = 140
Level 5 = 200
I tested these thresholds with xp values as mentionned above (t2 = 3 xp).
In a game against a cheating Sorian AI rush to mimick a t1 and t2 fight with an upgraded ACU using a lot of overcharge to kill t1 and t2 units, the veterancy levels were quite close to the old system. Explanation : when I was 2 stars i.e between 50 and 90 xp, I had around 40 kills (same as previous level 2). When I reached level 3 (90 xp), I had 64 kills, which is close to the previous 60 cap. The benefit of the new system is that it's harder to farm t1 units for veterancy in higher levels, but not that easy to reach level 4 and 5 veterancy even against t2 and t3.
4) Increase a bit reload of overcharge:
To further prevent ACU from being too strong against t2 and T3 thanks to overcharge, I would advise to revert overcharge rate of fire to 0.2 (3599 = 5 seconds) from 0.3 (3603 = 3.3 seconds), or to a middle value like 0.25 (4 seconds), to increase a bit the window of vulnerability of the ACU, and make it more risky to go rambo against a few t3 for instance.
Even in a customized veterancy system like I described in 3), where the ACU doesn't gain veterancy too easily, the biggest problem is not so much the hp boost for ACU (except in a few cases where the ACU has a lot of HP) but the fact that it can kill instantly big threats in a glimpse = making the opponent waste a lot of mass. I think the risk / reward is currently too much in favor of the OCing ACU, because of the too fast reload of overchage.
5) Veterancy levels adjustments for Experimentals:
Monkeylord and Ythota (there seems to be a typo for level 2, it should be + 75 for each level and level 2 was + 50) :
Level 1 = 75
Level 2 = 150
Level 3 = 225
Level 4 = 300
Level 5 = 375
Megalith should have the same levels as GC: 100 / 200 / 300 / 400 / 500
Air Experimentals should all have : 50 / 100 / 150 / 200 / 250, even though these values don't mean the same for them.
The new veterancy system is sometimes a big buff : for the Czar, it makes its defense against ASF higher, for the Soul Ripper, it also increases a lot its survivability because each level equals a lot of HP. I believe its cost should be reverted to what it was for this reason, because it's almost sure you'll attack t1/t2/t3 units and structures in packs and it will then reach veterancy faster than before (and thus, it is a strong unit).
For the T4 bomber, it's a buff against air units, but a big nerf against land ones, because it cannot gain more than one level at a time. I think it's fine like that.
For Tempest, Fatboy and Atlantis, it's a good buff with the current quite low veterancy requirements because they don't have too much HP, providing the new xp values are 1 / 3 / 6 / 50 (otherwise, even them are OP).