Page 6 of 7

Re: Balance thread for release 20190314

Posted: Fri Apr 19, 2019 5:25 pm
by WhoCares
Walls can be a cheap counter to IC as well. instead of building 4 concrete to protect a building you can build 2 preventive tile in line with 11 tiles free in between. when Ic sound is fired, just place the central piece and you have a big "F*** you" 13 tiles wall. the time the IC unit go around (unless they are mammoth) Ic is almost down and the entire army can't engage because stuck behind the wall. just nobody think of doing that in the heat of action. It also does not fit all IC scenarios.

I still agree normal chromosphere is generally too weak and advanced one would be welcome.

Re: Balance thread for release 20190314

Posted: Sun Apr 21, 2019 2:12 am
by camundahl
You should be able to chrono enemy units into water :)

Re: Balance thread for release 20190314

Posted: Sun Apr 21, 2019 6:00 pm
by Punsho
Would be fun to accidentally chrono your own units into debris

Re: Balance thread for release 20190314

Posted: Tue Apr 30, 2019 11:18 pm
by Smitty
As I've started work on a narrowed down list of changes, I'd like to comment on an issue I've run into. Several people have favored removing the British spy and giving all Allied factions the Advanced Chrono as ways to spruce up the issues with Allied faction powers. Good ideas IMO, but the issue here is that one thing must be replaced with another; and I simply can't find any worthy or plausible candidates. For example, the sniper drop was always a favorite of mine, but a non-original unit would conflict with the direction we've taken so far.

Faction powers must also be balanced against one another so that we don't return to the situation where Great Britain was chosen by the vast majority of Allied players. In the team games I've played this release, I've seen all three allied nations represented with several Any picks, which was my goal when I swapped the MGG and Phase Transport.

Keep submitting ideas if you have them, but at the moment it seems difficult to tackle Allied faction powers. (Will see some MGG changes though)

Re: Balance thread for release 20190314

Posted: Wed May 01, 2019 1:29 am
by camundahl
I don't see the problem with adding units. It isn't a remaster, and isn't the current flack truck for the "OpenRA RA mod" from the official RA2?

If a new unit is fun, balanced and adds to the overall variety of useful strategies I don't see a reason to not add it. It can always be removed or tweaked further at later release anyways.

Re: Balance thread for release 20190314

Posted: Thu May 02, 2019 4:36 am
by Punsho
You also need to weigh subfactions between soviets and allies, parabombs + demo truck, shock troopers + tesla tanks, are just plain better and more interesting then all allied subfaction traits

Re: Balance thread for release 20190314

Posted: Thu May 09, 2019 2:50 pm
by Punsho
Not sure where to post this on the forum so I'll do it here

This is a survey about OpenRA RA in-game lobby checkboxes
https://www.surveymonkey.com/r/QCQD7WH

Re: Balance thread for release 20190314

Posted: Sun May 26, 2019 8:37 pm
by Punsho
SFNO V.11 balance maps are out! this is most likely the last version until mass testing is complete. https://docs.google.com/document/d/1_Il ... sp=sharing

Re: Balance thread for release 20190314

Posted: Wed May 29, 2019 12:38 pm
by Deathpoint
Thnx

Re: Balance thread for release 20190314

Posted: Thu May 30, 2019 4:29 am
by Printer
Smitty wrote:
Tue Apr 30, 2019 11:18 pm
As I've started work on a narrowed down list of changes, I'd like to comment on an issue I've run into. Several people have favored removing the British spy and giving all Allied factions the Advanced Chrono as ways to spruce up the issues with Allied faction powers. Good ideas IMO, but the issue here is that one thing must be replaced with another; and I simply can't find any worthy or plausible candidates. For example, the sniper drop was always a favorite of mine, but a non-original unit would conflict with the direction we've taken so far.

Faction powers must also be balanced against one another so that we don't return to the situation where Great Britain was chosen by the vast majority of Allied players. In the team games I've played this release, I've seen all three allied nations represented with several Any picks, which was my goal when I swapped the MGG and Phase Transport.

Keep submitting ideas if you have them, but at the moment it seems difficult to tackle Allied faction powers. (Will see some MGG changes though)
I heard talk about GPS being put on a timer instead of constantly being on. This would counteract a Chronosphere buff.

Re: Balance thread for release 20190314

Posted: Thu May 30, 2019 9:27 am
by ZxGanon
Counteract a Chronosphere buff in the meaning of not buffing this useless Superweapon?
I´m sorry but that weapon is nothing but super...well a super disappointment.

A buff for the CS would also finally stop any discussion aout nerfing the IC since a well established CS will finally make both factions equal in late game.

Re: Balance thread for release 20190314

Posted: Thu May 30, 2019 8:34 pm
by Printer
I meant to say; if increasing cells on all Chronosphere's goes forward- then I think a limited duration GPS would provide a counteracting nerf.

Just my non-good player opinion, I don't think the next release needs huge changes. The game is really close to balanced right now. But it's the Westwood balance (distinctive strengths), not the Blizzard balance (subtle differences, with similar units for both).

...and notwithstanding balance issues; both Super Weapons are still afflicted by the bug/engine detail where they don't work well on moving units.

Re: Balance thread for release 20190314

Posted: Wed Jun 05, 2019 3:18 pm
by Edi(son Coil)
These is my wish list for the next release, may be there is something useful in it.

General changes: Minimap gets tied to the Construction Yard and not the radar dome.

The way it is now, doesn't make sense.

Streamlining stealth like punsho did

All allies get the current advanced chronoshift

Spy:: Some buildings can't be infaltrated but they should get some features, too .

SD: next vehicle on the SD gets destroyed
Conyard: shows production queue like in the original
Sub Pen: (bug?/design?)If the Sub Pen is offshore, the spy can't enter, should gives veterancy to naval units besides
the sonar pulse
super weapons: reset the cooldown
tech center: should get something, too


Radar Jammer: If it is in range of a enemy Conyard, it jams the minimap and disables audio cues like "unit killed" and Tanya's noise

Gap generator : The way it is now, it only obscures the frozen actors, but you can still hit the target, if you remember the position or you already issued an command, it has no effect on your gameplay. You can just sit with a tesla coil outside of vision range and fire without risking assets for scouting.

My propsed change: You can't (force)fire into the shroud and issued commands get reset if the shroud reforms.



Faction changes:

I want to change the faction specific tier three vehicle to have anti - air.
So you can protect your arties better and they don't get sniped for free.
You still have to run around with an aa gun prepared and an mcv on tier 2.

Germany:

New Advanced Chronoshift: doesn't kill infantry in transporter(ranger), can jump twice, no forced recall

Now you can use chrono Tanya, which is, I guess, the reason why you can't do it right now, but you can wall in your important buildings even with fence and other base defences or mine your own base. You get a loud warning everytime it happens with the chrono noise, so I don't think it is overpowered.

Chrono tank: gets anti-air

England:

English Spy: when deployed, it gets stealth for a few seconds, higher vision range to circumvent dogs.

Against a skilled player the last mile is the tricky one, so it is easier to infaltrate something.

or just a spy drop every few minutes

MGG: Every Aircraft entering the shroud of the MGG dies instantly. It can't hunt the aircraft, it is more of zone control and the aircraft can still provide vision into the shroud but they can't just dive in and get out, but maybe the chrashed aircraft are even worse and the small Yak gun.


France:

Fake structures: Nobody uses them much, having a pillbox ready is always more important than deploying a mean fake nuke silo.
They should get their own queue independent of the defense queue.

Phase Transport: gets anti- air



That's all for now, I hope there is something useful inside, bye.


PS
If People start using the MRJ against mammoth tanks, maybe a nerf won't be really necessary.

Re: Balance thread for release 20190314

Posted: Fri Jun 07, 2019 12:12 pm
by netnazgul
@Edi(son Coil) seems like you are confusing balance changes with feature requests. And most of these are more of a "what-if" ideas not really in line with the spirit of the project.

Saying that, I do like the superweapons cooldown reset by spies.

Re: Balance thread for release 20190314

Posted: Sat Jun 08, 2019 12:45 pm
by Edi(son Coil)
What in particular is out of line with this "spirit", so I can improve my perception?

I just commented things that are in disscussion, expanding/ remove limitations of existing features and/or applying them on different units.

Only four things I can see as new and I change the post, because I changed my opion of them.

Chinook: After testing, he is just fine and doesn't need change.

English Spy: just to a way to make it special and more different from the normal spy and making stealth activatable is new, making this non-orignial unit even more non-original.

MRJ: This is tied to the minimap change, which is in discussion and jamming audio cues would expanding the theme of disrupting communications and counteract another new(wasn't in original)/old(was in the last realease) feature called "global sounds".

Gap Generator: After engine changes of the past( arty firing in fog of war ) I can't see any use in it, so if there is, please tell me.

I didn't put numbers in anything because if nobody cares like it happend, it doesn't matter anyway.

But if you want numbers, I can do that, but I have to issue a warning:

NEW FEATURE INCOMING:

Since the flak truck makes the hind totally useless and there is no counterplay ( yes, using the obstructions of the terrain to fuck up the pathing,can help, but good luck with that ), because the flak truck is faster and has more range, but the early game against ground units is fine.

I propose that the anti-air weapon of the flak truck is tied to radar dome and it cost goes up from 600 to 700 after the radar dome is build.

So, you don't just have a free hind counter if you stay on tier 1 and it buffs the radar focused build orders in general.


Here, I can see, that it is blasphemy against the "spirit", changing this non-original unit having a non-original feature (opportunity fire) with another non-original feature.