Hey guys, appreciate all the work! Is this changelist still accurate, or is out of date now?
http://equilibrium.x10host.com/changelog/
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Exotic_Retard wrote:likewise the official balance does the exact opposite and balances out a strong faction with good strategies by making them more frustrating to play, and not actually making them weaker for a careful player xD
sasin wrote:1.) T3 units get less of an HP boost from vet than lower tech units so that lower tech has more of a chance against higher tech.
sasin wrote:, why do we need different regen values for support and main tank units (flat vs. exponential or whatever)?
sasin wrote:Did you consider using a percentage of health instead of a flat number? It'd be so beautiful if you could do something like:
sasin wrote:3.) sACU wrecks reclaim slower
Exotic_Retard wrote:hello, thanks for your great review, if only we could get more like this!
i think youve got your principles nail down pretty well, i agree with all of them so thats cool.
first of all your points of concern all had quite a bit of debate about them so its not always easy, but if theres a way to improve something we will be sure to try it out!
1. 2.
the vet system has matured over quite a long time and unfortunately we have come to the conclusion that vet isnt really good for this game. where we see it used the most often is also the place where we see the most complaints, and few cases of positive behavior, if any. things like reducing the insta heal amount or replacing it with heal over time or upping regen into relevancy end up being the exact same problem in disguise.
indeed most of the official balance vet system is totally irrelevant - a striker needs to kill 3 of itself to get even 1 vet, and in eq the vet rate is on average 2x faster.
in the end having gone through several quite different systems for vet, the one we have now is mostly cosmetic. we can fine tune it with a more holistic system indeed i think it could end up being neater that way. But it will mostly be on the brink of irrelevance since we found thats the place that gives the fewest complaints.
if you want to help out with this feel free xD
3. ah yes another hot topic
this is kinda a historical change - the official balance added sacu wrecks in an attempt to balance them because they were risk free ways of attacking the enemy.
personally, i feell very strongly that sacus should NOT leave wrecks.
-its a great opportunity to make them into something thats not just a t3.5 unit, but a true SUPPORT acu
-the argument of risk free attack also applies to any long range unit: t2/3 arty, tml, nuke, and anything else that can shoot from safety with no mass donation. for some reason no one complains about them.
-if you reclaim your own wrecks it does the opposite of the intention, the risk is even negative in a way, and sacus can reclaim each other. so its actually more likely to reclaim your own sacu than your enemy
-oh and the best part - theres a disrepancy in the wreck values a sacu leaves due to presets and how upgrades upgraded manually dont affect that. its fixed in eq ofc, but removing wrecks would lead to cleaner code and a fixed bug in relation to official balance.
this is where this change comes in, its (imho a bad stopgap) for fixing the issue that you can just instantly reclaim your own dead sacus and preserve most of the cost of your attacking army if you are spamming them.
as soon as you convince ithilis, this thing can be gone xD
4.
this is our way of putting some funky faction diversity in. the thing with different factory hp values is that it only matters when you are about to experience an annoying and negative edge case - when someone wants to snipe your fac. if youre winning its completely not relevant how much hp your facs have, and likewise when its being killed by a lot of tanks its also not too relevant since theres a quite hard cutoff point between mass donation and flattening everything. so its mostly a prevention of frustration of being sniped. the other factions have shields but the cybrans get this funky thing instead.
likewise the official balance does the exact opposite and balances out a strong faction with good strategies by making them more frustrating to play, and not actually making them weaker for a careful player xD
i hope this answers your points that you brought up and we will take a quick look over them again, since nothing is set in stone here.
Ithilis_Quo wrote: Thanks for feedback, so lets go for answear...
About Outhum:
- While it should feel like normal game, we some more and changes are sadly no go, percival and brick are too important/used units and everyone who play this game for some time know what except from them, and then will be very hard confused when it will be different. I agree with you that its stupid when bot is slow with long range and lot of hp when tank is oposite. It make no sance at all. But for some stupid reason gpg make it as this and we cant change units desing in mods as this too much.
About outhum 2
- when you loock closer to EQ Outhum, it have 6000hp long range cannon with same range as Brick (37%) and nearly same dps. So it make much more sance compared with harbs that is less ranky unit (becasue is not tank )
Ithilis_Quo wrote:sasin wrote:1.) T3 units get less of an HP boost from vet than lower tech units so that lower tech has more of a chance against higher tech.
This is becase of how much T3 units have hp, and how important it is. When striker kill 150%x5 of own mass = 375mass he got 400 more hp. But when percival destroy 1,5x5 own mass = 7500m he got 4500more hp, but whie striker is much less important and have much less he get more bonus, and then t3 got less while it should be much bigger impact. Thb i agree with you, but experience show that people was complain when veterancy was in state that mather more as cosmetic. Sadly, but true..
Ithilis_Quo wrote:sasin wrote:, why do we need different regen values for support and main tank units (flat vs. exponential or whatever)?
It was done in time when i was optimist and believe that we can have veterancy system that will mather, and where player will have option to have veteran army that will care about them more as non vet army. And while raider units profit more from faster regeneration ower longer bonus, its better for them to vet faster while most likely will die until will reach more vet star. And then tank units are more likely to do less dmg but live longer so its better for them acumulate bonus. That was reason why is as that, but while veterncy are not that important of game it have very small impact. and you are probably first one who notice that there is diference betwen raiding and tanks units.
Ithilis_Quo wrote:sasin wrote:Did you consider using a percentage of health instead of a flat number? It'd be so beautiful if you could do something like:
Of course we was. But it was bad system, in paper it can sound nice, but then there come reality thats cruel. When we will have 15% of hp by whitch time? by second? That will mean that 5vet t1 aurora will regen 30hp/sec while T1 striker will regen 60hp/sec. not even mention that 30hp/sec regen is crazy hight when other t1 units have about +- 22dps. But lets loock on T4 units. GC will regenerate 12750hp/sec what is something that nothing can stop. But this more as bad system describe bad number.
- why is that system bad is becasue units are not balanced only by hp, there is also range, speed, dps and other stuff. and when veterancy will probit that much from only one of that state, then its extremly unfair for units that have less hp but more something else, what mean it will be hardly unbalanced later. There rely isnt any reason why should aurora profit from veterancy 2x less as striker. System that is already there is also bad, and should be better, but that also (sadly) face point one where are cant make some changes to not face veteranc player expectation.
Ithilis_Quo wrote:sasin wrote:3.) sACU wrecks reclaim slower
- There are huge problems, main of problem is that while sacu is attack unit and enginer together, it can create situation where are too good. Simply when you have army 10 sacus against X tanks. when first sacu die, then 9 of other sacu reclaim wreack and player lose only 19% of mass but also get mass from enemy tanks that sacus destroy. So in ideal micro on that field will stay only 1 wreack of last sacu. and players with sacu will grab all reclaim from that battle even before as battle end. Of course in reality it not work as this, but it can happend and many time in not that extreme it also happend. Thats also reason why harbringer even when have reclaim have it on such weak values. And while there is reclim speed 2x slower (for different reason) to neglect abuse sacus build power into military reclaim it have this penality. I realy dont like exceptions but we dont found other more elegant solution. Sacus must have weack, while whiteout its too much bonus for enemy that cant reclaim them when defend.
Exotic_Retard wrote:
1. 2.
the vet system has matured over quite a long time and unfortunately we have come to the conclusion that vet isnt really good for this game. where we see it used the most often is also the place where we see the most complaints, and few cases of positive behavior, if any. things like reducing the insta heal amount or replacing it with heal over time or upping regen into relevancy end up being the exact same problem in disguise.
indeed most of the official balance vet system is totally irrelevant - a striker needs to kill 3 of itself to get even 1 vet, and in eq the vet rate is on average 2x faster.
in the end having gone through several quite different systems for vet, the one we have now is mostly cosmetic. we can fine tune it with a more holistic system indeed i think it could end up being neater that way. But it will mostly be on the brink of irrelevance since we found thats the place that gives the fewest complaints.
if you want to help out with this feel free xD
Exotic_Retard wrote:
this is our way of putting some funky faction diversity in. the thing with different factory hp values is that it only matters when you are about to experience an annoying and negative edge case - when someone wants to snipe your fac. if youre winning its completely not relevant how much hp your facs have, and likewise when its being killed by a lot of tanks its also not too relevant since theres a quite hard cutoff point between mass donation and flattening everything. so its mostly a prevention of frustration of being sniped. the other factions have shields but the cybrans get this funky thing instead.
likewise the official balance does the exact opposite and balances out a strong faction with good strategies by making them more frustrating to play, and not actually making them weaker for a careful player xD
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