TD balance thread

Discussion about the game and its default mods.
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Beans
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Re: TD balance thread

Post by Beans » Tue Jan 08, 2019 8:18 pm

Major Kusanagi Motoko wrote:
Sat Dec 29, 2018 2:43 am


it might also give more room in the complex field of balance to bring back the unique TD multi queue dynamic many of us are still missing : an earlier 2nd mcv <3

+1

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AoAGeneral1
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Re: TD balance thread

Post by AoAGeneral1 » Wed Jan 09, 2019 6:10 am

New Years hell is over so will be seeing about any AGT ideas. Ive still kept the numbers on it but just making double sure since AGT debates and comments has existed for some time.

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Beans
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Re: TD balance thread

Post by Beans » Fri Feb 15, 2019 6:57 pm

I'm also for a 10% reduction in mammoth hp back to how it was.

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AoAGeneral1
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Re: TD balance thread

Post by AoAGeneral1 » Sun Mar 31, 2019 8:39 pm

https://resource.openra.net/maps/31150/

https://resource.openra.net/maps/31155/

https://resource.openra.net/maps/31154/

https://resource.openra.net/maps/31153/

https://resource.openra.net/maps/31152/

https://resource.openra.net/maps/31156/

AGT ideas. The main goal focus for now is working on the damage AGTs do in large numbers and try to minimize them down. Reducing their over all area of effect damage helps create a more single target focus rather then doing to much splash damage and wiping armies out.

The increase to infantry damage is to help compensate for their lack of splash damage vs infantry armies. One map out for the moment for testing.

AGT spread damage down to 283 instead of 683

AGT infantry damage up to 58 instead of 48

EDIT: https://resource.openra.net/maps/31170/

https://resource.openra.net/maps/31185/

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Beans
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Re: TD balance thread

Post by Beans » Tue Apr 09, 2019 12:41 pm

No complaints so far

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AoAGeneral1
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Re: TD balance thread

Post by AoAGeneral1 » Sun Jun 23, 2019 11:11 pm

Additional testing ideas on these maps. Will post a link to the original discussions made in this forum. This is mainly just an experiment. Nothing is final yet (Except for the AGT changes as of right now.)

Changed AGT spread damage from 683 to 283.
Changed AGT infantry damage from 48 to 58.
Changed Silo power to from -10 to 0.
Changed Commando cost from 2000 to 1300.
Changed Nod Cargo plane speed. (It looks dumb but its for testing.)
Changed Stealth Tank damage from 6000 to 7000.
Changed Service Depot fix rate from 15 to 10.

Maps here:

https://resource.openra.net/maps/31812/

https://resource.openra.net/maps/31811/

https://resource.openra.net/maps/31810/

https://resource.openra.net/maps/31809/

https://resource.openra.net/maps/31808/

https://resource.openra.net/maps/31807/

https://resource.openra.net/maps/31806/

https://resource.openra.net/maps/31805/

Link to the other discussion topic:

https://github.com/OpenRA/OpenRA/issues/16624


EDIT: Apparently I forgot to add in Stealth Tank HP. Will do an update later on to the maps. @_@ Sorry

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Beans
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Re: TD balance thread

Post by Beans » Wed Jun 26, 2019 3:02 pm

AGT spread change is sort of Ok, but now the Obelisk is in heavy use, people have harnessed its power! Are we nerfing the Obelisk to compensate? If not leave the AGT as it is I say, the other changes are for the birds.


I fully understand nods harvester delivery problem in that Nod is way behind on eco but this solution is going to create rush problems with bikes/buggies and GDI WF can be blocked to compensate for nods later delivery's.

Other solutions need to be explored, for example harvester being constructed at the ref for both factions (just throwing this out there as a preliminary idea, not a solution), Instant invisible plane that Mesacer worked on just for harvs?

Bikes having faster delivery causes more problems than it solves imho.

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Re: TD balance thread

Post by Insert Name » Wed Jun 26, 2019 9:26 pm

I want to remind you that plane delivery times still depend on map width.
On "Blood And Sand" (144x144) it takes about 18 seconds for a plane to deliver, while on Chokepoint (64x32) it's only about 8 seconds.

I kind of think, that makes delivery times a little unreliable to use them for balancing. I would just replace them with an animation and adjust build times or something.

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