TD balance thread

Discussion about the game and its default mods.
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Beans
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Joined: Fri Apr 28, 2017 7:41 pm

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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