Smitty's Fall 2017 Playtest
Posted: Mon Oct 30, 2017 2:19 am
Howdy folks, it's time for another round of playtesting. The goals are the same as always: Make as many tools available as possible. Keep balance between Allies and Sovs. Make Allies vs Allies less boring.
This release is going to to show us a much different game as the rules of combat itself have changed. Base crawling was severely nerfed with the one-two punch of the stance change and mcv speed reduction. We've seen more quick tech play than we ever have.
A problem I pointed out last go around is festering: The disparity in vehicle options between Soviet and Allies. Soviets have five vehicles, possibly six now with the recently buffed tesla tank, that are useful through the end game. Allies have Medium Tanks and Artillery. Ideally, the light tank and ranger need to be brought up to where players can use them late game.
Soviets are in a really good place right now. And they even have more room to grow with the potential of fixing MIGs, Hijackers and the MAD tank. Allies simply need more tools to keep up. Along with figuring out how to make light tanks and rangers have a late game role, Allied special faction units/abilities need to be balanced and seen in games. For this playtest I'll stick with the conceptual change I've been playing with, but I'm soliciting for ideas on how to balance Allied factions.
There are a few things we won't be testing in this round but will be keeping an eye on:
- How viable is the single ref opener with the new stance change?
- Are shockies going to be an issue? Shockies, the poster boy of skilless A-moving, received two major buffs this go around. The stance change will make them not waste shots on buildings, and the price reduction makes them quite spammable. They got a nerf to damage vs Heavy but that will be negligible to the amount of infantry they can fry.
- Are phase transports viable vs Soviets? Mammoths can now see stealth, and if more players start riding the mammoth train like me, it's going to be hard to get much use out of the phase transport.
Changes:
Minimum range of Artillery and V2s increased by two cells:
The logical counter to siege weapons are fast moving raider units like the light tank and flak truck. Unfortunately, these vehicles often get one-shotted from close range by the very units they are supposed to counter. Increasing the minimum range of siege weapons should make the tactic of getting close and personal vs them more rewarding.
GPS dots removed from infantry and aircraft.
GPS remains the most unbalanced power in RA. The timer puts more pressure on an opponent to stop it than a nuke. Ideally we'll get GPS to the point where a warning timer is unessessary.
Light tank 25mm reload delay reduced from 22 to 21, Damage vs wood increased by 10%
Additional passenger seat added to ranger.
We'll try a fire rate buff and extra damage vs wood for extra raiding power from the light tank. If the light tank can get to where it can destroy buildings in a reasonable amount of time it should help stretch the battlefield vertically. I'm honestly clueless on what to do with the ranger. Ideas on that one are appreciated.
Iron Curtain invulnerability reduced to 16 seconds from 20.
I've seen multiple games won with a single use of the Iron Curtain. That said, this change is somewhat dependent on a potential GPS nerf.
**AA Gun delay increased from 5 to 9
Testing by popular demand. One thing we found out testing last go around is that Allies do need strong anti air as they lack mobile anti-air. We'll see if this is too much or not.
Grenadier explosion on death changed to small explosion. Chance increased to 100%
The grenadier explosion is comically large, and leads several players to not use gren play because of the shutdown potential. We’ve tested grens with a small explosion last time around and they didn't look overpowered. I've noticed a lot more gren rushes with the new targeting rules so we'll see if my observation changes.
Walls now require base provider:
This closes a loophole that allows players to build a wall off of a building without an MCV nearby. A common exploit of this mechanic is to drop a barracks or powerplant and then move on. There are concerns over how players will cope with building walls in a restrictive circle, so we’re looking for feedback on if this causes frustration.
Pillbox and Camo Pillbox power cost increased from 15 to 20
This is a minor nerf that is aimed at reducing the numbers of pillboxes late-game. It’ll be a small amount to be sure, but it will at least not be a higher number than the amount of flame towers a soviet player can churn out.
MIG Changes: Reload delay decreased to 20, damage vs heavy increased to 115%
The MIG needs some love. Reload delay actually affects the time between when the MIG can engage the next target.
Destroyer: Anti-air Missile speed reduced from 255 to 230
Incoming bombshell on naval balance theory: It is a fool’s errand to balance navies against each other. It’s okay if Allies are a bit stronger on the water: Britannia rules the waves and all that. The counter to allied naval supremacy shouldn’t be found in the submarine, but with the MIG.
Gunboat damage increased from 25 to 40, Depth charge speed increased from 85 to 125
Depth charges will still miss a fleeing sub this way, but they won't look as lame. Mainly buffing the gun here.
Cruiser: Range increased from 16 to 20, inaccuracy decreased to 1c938
If I'm going to sink 2400 credits into a siege weapon it better hit the damn target.
Missile Sub inaccuracy decreased to 0c614
If I’m going to sink 2000 credits into a siege weapon it better hit the damn target.
Submarine: Vision increased by two cells
Buffing that periscope.
British Spy replaced by Sniper Drop. MGG and Phase Transport swapped between England and France. Sniper fire rate reduced
This is still conceptual so don’t freak out/get your hopes up on snipers in OpenRA. This change aims to address allied faction balance and remove the widely decried $250 Spy. The sniper over performed a bit so we’re reducing fire rate this time around.
I was asked to test uncrushable hijackers but after discussing the issue in github decided to leave it for a proper fix. And a thought on MAD Tanks: I have no idea. Good luck to whoever is bored enough to work on making MAD Tanks viable.
And finally a word on how I'm going to approach balance this go around. I don't want to surprise anyone with what goes into my final balance pr. I'll keep active discussing what observations I'm having and will release a list of changes before I make a pr so it can be discussed. Several of these changes will not make the cut and if necessary a few changes from other tests may make it in. We're looking to cut the wheat from the chaff here.
FEEDBACK MATTERS: If you want to share your observations and ideas leave a comment or feel free to get ahold of me on Discord.
(EDIT: MAPS UPDATED FOR TESTING PHASE 2)
Maps: (I'll upload more as time allows. If there's a specific map you want let me know.)
3v3
http://resource.openra.net/maps/24052/
http://resource.openra.net/maps/24047/
2v2
http://resource.openra.net/maps/24053/
http://resource.openra.net/maps/24054/
1v1
http://resource.openra.net/maps/24048/
http://resource.openra.net/maps/24049/
http://resource.openra.net/maps/24050/
http://resource.openra.net/maps/24051/
http://resource.openra.net/maps/24055/
http://resource.openra.net/maps/24056/
http://resource.openra.net/maps/24057/
http://resource.openra.net/maps/24058/
http://resource.openra.net/maps/24059/
This release is going to to show us a much different game as the rules of combat itself have changed. Base crawling was severely nerfed with the one-two punch of the stance change and mcv speed reduction. We've seen more quick tech play than we ever have.
A problem I pointed out last go around is festering: The disparity in vehicle options between Soviet and Allies. Soviets have five vehicles, possibly six now with the recently buffed tesla tank, that are useful through the end game. Allies have Medium Tanks and Artillery. Ideally, the light tank and ranger need to be brought up to where players can use them late game.
Soviets are in a really good place right now. And they even have more room to grow with the potential of fixing MIGs, Hijackers and the MAD tank. Allies simply need more tools to keep up. Along with figuring out how to make light tanks and rangers have a late game role, Allied special faction units/abilities need to be balanced and seen in games. For this playtest I'll stick with the conceptual change I've been playing with, but I'm soliciting for ideas on how to balance Allied factions.
There are a few things we won't be testing in this round but will be keeping an eye on:
- How viable is the single ref opener with the new stance change?
- Are shockies going to be an issue? Shockies, the poster boy of skilless A-moving, received two major buffs this go around. The stance change will make them not waste shots on buildings, and the price reduction makes them quite spammable. They got a nerf to damage vs Heavy but that will be negligible to the amount of infantry they can fry.
- Are phase transports viable vs Soviets? Mammoths can now see stealth, and if more players start riding the mammoth train like me, it's going to be hard to get much use out of the phase transport.
Changes:
Minimum range of Artillery and V2s increased by two cells:
The logical counter to siege weapons are fast moving raider units like the light tank and flak truck. Unfortunately, these vehicles often get one-shotted from close range by the very units they are supposed to counter. Increasing the minimum range of siege weapons should make the tactic of getting close and personal vs them more rewarding.
GPS dots removed from infantry and aircraft.
GPS remains the most unbalanced power in RA. The timer puts more pressure on an opponent to stop it than a nuke. Ideally we'll get GPS to the point where a warning timer is unessessary.
Light tank 25mm reload delay reduced from 22 to 21, Damage vs wood increased by 10%
Additional passenger seat added to ranger.
We'll try a fire rate buff and extra damage vs wood for extra raiding power from the light tank. If the light tank can get to where it can destroy buildings in a reasonable amount of time it should help stretch the battlefield vertically. I'm honestly clueless on what to do with the ranger. Ideas on that one are appreciated.
Iron Curtain invulnerability reduced to 16 seconds from 20.
I've seen multiple games won with a single use of the Iron Curtain. That said, this change is somewhat dependent on a potential GPS nerf.
**AA Gun delay increased from 5 to 9
Testing by popular demand. One thing we found out testing last go around is that Allies do need strong anti air as they lack mobile anti-air. We'll see if this is too much or not.
Grenadier explosion on death changed to small explosion. Chance increased to 100%
The grenadier explosion is comically large, and leads several players to not use gren play because of the shutdown potential. We’ve tested grens with a small explosion last time around and they didn't look overpowered. I've noticed a lot more gren rushes with the new targeting rules so we'll see if my observation changes.
Walls now require base provider:
This closes a loophole that allows players to build a wall off of a building without an MCV nearby. A common exploit of this mechanic is to drop a barracks or powerplant and then move on. There are concerns over how players will cope with building walls in a restrictive circle, so we’re looking for feedback on if this causes frustration.
Pillbox and Camo Pillbox power cost increased from 15 to 20
This is a minor nerf that is aimed at reducing the numbers of pillboxes late-game. It’ll be a small amount to be sure, but it will at least not be a higher number than the amount of flame towers a soviet player can churn out.
MIG Changes: Reload delay decreased to 20, damage vs heavy increased to 115%
The MIG needs some love. Reload delay actually affects the time between when the MIG can engage the next target.
Destroyer: Anti-air Missile speed reduced from 255 to 230
Incoming bombshell on naval balance theory: It is a fool’s errand to balance navies against each other. It’s okay if Allies are a bit stronger on the water: Britannia rules the waves and all that. The counter to allied naval supremacy shouldn’t be found in the submarine, but with the MIG.
Gunboat damage increased from 25 to 40, Depth charge speed increased from 85 to 125
Depth charges will still miss a fleeing sub this way, but they won't look as lame. Mainly buffing the gun here.
Cruiser: Range increased from 16 to 20, inaccuracy decreased to 1c938
If I'm going to sink 2400 credits into a siege weapon it better hit the damn target.
Missile Sub inaccuracy decreased to 0c614
If I’m going to sink 2000 credits into a siege weapon it better hit the damn target.
Submarine: Vision increased by two cells
Buffing that periscope.
British Spy replaced by Sniper Drop. MGG and Phase Transport swapped between England and France. Sniper fire rate reduced
This is still conceptual so don’t freak out/get your hopes up on snipers in OpenRA. This change aims to address allied faction balance and remove the widely decried $250 Spy. The sniper over performed a bit so we’re reducing fire rate this time around.
I was asked to test uncrushable hijackers but after discussing the issue in github decided to leave it for a proper fix. And a thought on MAD Tanks: I have no idea. Good luck to whoever is bored enough to work on making MAD Tanks viable.
And finally a word on how I'm going to approach balance this go around. I don't want to surprise anyone with what goes into my final balance pr. I'll keep active discussing what observations I'm having and will release a list of changes before I make a pr so it can be discussed. Several of these changes will not make the cut and if necessary a few changes from other tests may make it in. We're looking to cut the wheat from the chaff here.
FEEDBACK MATTERS: If you want to share your observations and ideas leave a comment or feel free to get ahold of me on Discord.
(EDIT: MAPS UPDATED FOR TESTING PHASE 2)
Maps: (I'll upload more as time allows. If there's a specific map you want let me know.)
3v3
http://resource.openra.net/maps/24052/
http://resource.openra.net/maps/24047/
2v2
http://resource.openra.net/maps/24053/
http://resource.openra.net/maps/24054/
1v1
http://resource.openra.net/maps/24048/
http://resource.openra.net/maps/24049/
http://resource.openra.net/maps/24050/
http://resource.openra.net/maps/24051/
http://resource.openra.net/maps/24055/
http://resource.openra.net/maps/24056/
http://resource.openra.net/maps/24057/
http://resource.openra.net/maps/24058/
http://resource.openra.net/maps/24059/