Optimal Balance

Moderator: JaggedAppliance

Optimal Balance

Postby Lieutenant Lich » 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 with the most recent version of the mod. It has to go into C:\Users\<username>\Documents\MyGames\Gas Powered Games\Supreme Commander Forged Alliance\Mods

Changelog (Brief):
Spoiler: show
This mod rolls back HQ cost changes, balances Titan, 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

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

T3
Land
Titan - shield HP 1500 instead of 1200, speed bumped up to 5, turn rate bumped up to 180 (needs testing).

Navy
Yathsou - +500 HP

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. Gun cost moved to 720M, 18000E, 720BT

UEF
RAS: 2500E, 15M income.
Tactical nuke upgrade is cheaper, nuke is still expensive though.

Cybran
RAS: 3000E 12M

Aeon
RAS: 1800E, 18M
ARAS: 3600E, 36M

Seraphim
RAS: 2000E, 16M
ARAS: 4000E, 32M
Attachments
Optimal Balance.zip
(28.93 KiB) Downloaded 298 times
Last edited by Lieutenant Lich on 29 Oct 2017, 02:29, edited 15 times in total.
Don't complain about that which you aren't willing to change.

My mod:
viewtopic.php?f=67&t=12864
User avatar
Lieutenant Lich
Evaluator
 
Posts: 952
Joined: 01 Feb 2016, 05:28
Location: United States
Has liked: 992 times
Been liked: 818 times

Re: Lich King's Balance Mod

Postby Phelom » 03 Aug 2016, 04:34

Well, we'll test it together then :D
User avatar
Phelom
Avatar-of-War
 
Posts: 195
Joined: 08 Apr 2015, 15:04
Location: Tizi Ouzou
Has liked: 104 times
Been liked: 25 times
FAF User Name: Phelom/Gurzil

Re: Lich King's Balance Mod

Postby Lieutenant Lich » 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 Lieutenant Lich on 31 Aug 2016, 14:50, edited 2 times in total.
Don't complain about that which you aren't willing to change.

My mod:
viewtopic.php?f=67&t=12864
User avatar
Lieutenant Lich
Evaluator
 
Posts: 952
Joined: 01 Feb 2016, 05:28
Location: United States
Has liked: 992 times
Been liked: 818 times

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?
Map thread: https://bit.ly/2PBsa5H

Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
User avatar
biass
Contributor
 
Posts: 2239
Joined: 03 Dec 2015, 07:54
Has liked: 598 times
Been liked: 662 times
FAF User Name: biass

Re: Lich King's Balance Mod

Postby Lieutenant Lich » 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
Last edited by Lieutenant Lich on 27 Aug 2017, 23:49, edited 6 times in total.
Don't complain about that which you aren't willing to change.

My mod:
viewtopic.php?f=67&t=12864
User avatar
Lieutenant Lich
Evaluator
 
Posts: 952
Joined: 01 Feb 2016, 05:28
Location: United States
Has liked: 992 times
Been liked: 818 times

Re: Lich King's Balance Mod

Postby biass » 30 Aug 2016, 21:37

did
you
nerf
the
thaam
Map thread: https://bit.ly/2PBsa5H

Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
User avatar
biass
Contributor
 
Posts: 2239
Joined: 03 Dec 2015, 07:54
Has liked: 598 times
Been liked: 662 times
FAF User Name: biass

Re: Lich King's Balance Mod

Postby Lieutenant Lich » 30 Aug 2016, 21:37

biass wrote:did
you
nerf
the
thaam

Yes.
Don't complain about that which you aren't willing to change.

My mod:
viewtopic.php?f=67&t=12864
User avatar
Lieutenant Lich
Evaluator
 
Posts: 952
Joined: 01 Feb 2016, 05:28
Location: United States
Has liked: 992 times
Been liked: 818 times

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: 12
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 Lieutenant Lich » 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.
Don't complain about that which you aren't willing to change.

My mod:
viewtopic.php?f=67&t=12864
User avatar
Lieutenant Lich
Evaluator
 
Posts: 952
Joined: 01 Feb 2016, 05:28
Location: United States
Has liked: 992 times
Been liked: 818 times

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
Map thread: https://bit.ly/2PBsa5H

Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
User avatar
biass
Contributor
 
Posts: 2239
Joined: 03 Dec 2015, 07:54
Has liked: 598 times
Been liked: 662 times
FAF User Name: biass

Next

Return to Balance Discussion

Who is online

Users browsing this forum: No registered users and 1 guest