Balance patch 3688 Feedback Thread

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Re: Balance patch 3688 Feedback Thread

Postby keyser » 26 Sep 2017, 18:34

Farmsletje wrote:I do have a feeling t1 arty spam vs t4's will be quite strong now though. Just had a sentons where a crab still didn't get his vet after killing 250+ lobo's.

this might be something we are going to patch. rn you need something like 500 medusa kill to vet up a mega. We are considering adding a bonus for exp killing T1. Like instead of getting 100% of mass, we may go for 150% (or some other number)
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Re: Balance patch 3688 Feedback Thread

Postby JoonasTo » 26 Sep 2017, 19:27

Is this something we want to change though? Isn't this a beneficial outcome?

If T1 arty spam could counter experimentals it would mean you'd have to support your experimentals with units other than AA.

PS. Megalith has always been bad versus T1 arty spam unless microed back, the same is true for Yotha, just now you don't have to ctrl+k your arty before the area damage hits to deny veterancy anymore.
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Re: Balance patch 3688 Feedback Thread

Postby keyser » 26 Sep 2017, 19:44

If there is a change it doesn't mean that T1 will be bad against exp. It's all about finding a good balance.


PS. Megalith has always been bad versus T1 arty spam unless microed back, the same is true for Yotha, just now you don't have to ctrl+k your arty before the area damage hits to deny veterancy anymore.

Spoiler: show
this is out of topic but :
what the f*** with all this theorical PoV.
I nearly never saw this kind of tryhard. The only thing we are used to see is ctrl k of T1 engie. I do ctrl k of loya to stun a com from time to time, or other specific very edgy case. (and i'm pretty good player)

So i'm not sure what's all this f*** up theorical thought have anything to do here (same with the ground fire of strat in other topic)
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Re: Balance patch 3688 Feedback Thread

Postby JoonasTo » 26 Sep 2017, 23:14

T1 arty being a counter to experimentals sound good to me though. I don't think there's anything of value in the old balance of spam EXPs to win.

Regarding your practical viewpoint:
It's basic setons 101 baby, how to kill experimentals with T1 arty spam, have you not taken the course? :D
So no, it isn't theoretical, it's just stuff I do since I have extra apm and attention to spend.

Ofc now it's not worth it anymore so I have to find other stuff to do with my time. :lol:
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Re: Balance patch 3688 Feedback Thread

Postby Lieutenant Lich » 26 Sep 2017, 23:41

in my experience, even with the old vet system, killing t3 scout != killing a battleship. Say you have a cruiser that killed a scout and then it's missile volley killed a Galaxy class. IT would get 1 kill from the scout and 9 or 12 for the battleship. 9 > 1 mathematically.
Don't complain about that which you aren't willing to change.

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Re: Balance patch 3688 Feedback Thread

Postby speed2 » 27 Sep 2017, 00:06

In my experience and from looking at the old veterancy code ... you're wrong

Exactly:
Code: Select all
-- XP gained for killing various unit types.
local WALL_XP = 0.1
local STRUCTURE_XP = 1
local TECH1_XP = 1
local TECH2_XP = 3
local TECH3_XP = 6
local COMMAND_XP = 6
local EXPERIMENTAL_XP = 50

-- For killing any unit that doesn't match any of the other categories.
local DEFAULT_XP = 1
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Re: Balance patch 3688 Feedback Thread

Postby Isolocis » 27 Sep 2017, 17:06

It seems this new veterancy system does not take hp regen in to account. Is this supposed to be so? When I let 2 megas assisted by hives fight each other after i ctrl k'ed one, the other got more vet than the mass value of the megalith.

Edit: this does not happen, i probably made a mistake the first time
Last edited by Isolocis on 28 Sep 2017, 15:22, edited 1 time in total.
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Re: Balance patch 3688 Feedback Thread

Postby keyser » 27 Sep 2017, 17:39

i can't reproduce that, can you provide the replay pls ?
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Re: Balance patch 3688 Feedback Thread

Postby speed2 » 27 Sep 2017, 17:47

Thats seems unlikely.
This is where the killed mass should be calculated
https://github.com/FAForever/fa/blob/de ... .lua#L1298
Code: Select all
local massKilled = math.floor(mass * (data.damage / self.totalDamageTaken))

mass is the killed unit cost taken from the blueprint
data.damage is how much damage the attacking unit caused
self.totalDamageTaken is total damage that the killed unit taken

So the attacking unit cant deal more damage the killed unit takes. So after deviding (data.damage / self.totalDamageTaken), the number cant be higher than 1

From that the maximum mass killed can be the killed unit's blueprint value and not higher.
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Re: Balance patch 3688 Feedback Thread

Postby Franck83 » 27 Sep 2017, 18:35

I love the dispersal function depending on instigator damage contribution. So it's not a 'Last hit system' but a 'proportional one'. The new veterancy system is so very accurate.

Nice done !

Just one question : if i understand well the new system : When an instigator dies, its id must be removed from any units this instigator damaged. It's critical because the id will be reused by the engine. And another unit can be credited for XP...I do not see the removal function in unit.lua. Maybe i missed it. Did you take care of this ?
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