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: (OUDATED links removed)

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
Last edited by AoAGeneral1 on Fri Jul 12, 2019 7:34 pm, edited 1 time in total.

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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.

Insert Name
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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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Beans
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Re: TD balance thread

Post by Beans » Thu Jun 27, 2019 7:34 am

TD Balance Council will be investigating planes and delivery issues in due course, if you wish to submit yourself for a seat on the council you can present your case for this and the opening of a new seat will be voted on, alternately if a seat is vacated you can be co-opted. At present the council is full and you can make your submissions via written representation to myself as current Chair, it will be debated by the Balance Council and you will be informed if your application has been successful or not.

Mesacer
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Re: TD balance thread

Post by Mesacer » Sat Jun 29, 2019 5:42 pm

Insert Name wrote:
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.
Ive done some experimenting with with the delivery planes. The First one is the plane speed is a function of time, so the time to deliver will be independent of the map size. The other is that the plane will spawn at consistent distance from the airstrip.
https://youtu.be/eM_djiZmbZY
https://youtu.be/5PK_TelRJYs

Insert Name
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Re: TD balance thread

Post by Insert Name » Mon Jul 01, 2019 11:20 am

Very nice and much better than my workaround suggestion. If this gets added to the engine, please make the delivery times adjustable in yaml.

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Graion Dilach
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Re: TD balance thread

Post by Graion Dilach » Mon Jul 01, 2019 7:42 pm

Mesacer wrote:
Sat Jun 29, 2019 5:42 pm
the plane will spawn at consistent distance from the airstrip.
This one sounds the more preferable IMO - the other option could be jarring after matches on different maps.

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AoAGeneral1
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Re: TD balance thread

Post by AoAGeneral1 » Fri Jul 12, 2019 7:35 pm

New map updates:

https://resource.openra.net/maps/32049/

https://resource.openra.net/maps/32048/

https://resource.openra.net/maps/32047/

https://resource.openra.net/maps/32046/

https://resource.openra.net/maps/32045/

https://resource.openra.net/maps/32044/

https://resource.openra.net/maps/32043/

https://resource.openra.net/maps/32042/

Following changes in the maps:

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 Service Depot fix rate from 15 to 10.
Changed Refinery tiberium holding from 700 to 1000.
Changed Silo cost from 300 to 100.
Tech Structures no longer have sabotage capturing. (One engineer to take tech structures from enemies)

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ZxGanon
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Re: TD balance thread

Post by ZxGanon » Sat Jul 13, 2019 10:32 am

Those are actually really good changes.
Changed Nod Cargo plane speed.
Any change to this mechanic will make Nod viable in 1v1 again so that is great news.
Tech Structures no longer have sabotage capturing. (One engineer to take tech structures from enemies)
Unexpected change but very good.

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AoAGeneral1
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Re: TD balance thread

Post by AoAGeneral1 » Mon Jul 15, 2019 8:37 pm

Computer is dead until further notice. Discord access is currently limited. Hopefully the new PC parts come in by the end of July.

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