Search found 21 matches

by Mesacer
Sat Jun 29, 2019 5:42 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 789396

Re: TD balance thread

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. ...
by Mesacer
Sat Oct 13, 2018 4:46 pm
Forum: General Discussion
Topic: Redesigning and Balancing TD
Replies: 74
Views: 154888

Re: Redesigning and Balancing TD

The plan is to let the plane come from the edge that is closest, right or left. Also to have the speed a bit faster and have a deacceleration before landing and then accelerate up to the same speed after the landing. Then we can make the delivery a function of the time instead of the map size and it...
by Mesacer
Sat Oct 13, 2018 1:14 pm
Forum: General Discussion
Topic: Redesigning and Balancing TD
Replies: 74
Views: 154888

Re: Redesigning and Balancing TD

This is something I'm working on at the moment. Me and pchote/slepnir had a long conversation about this.

Right now it adds 8 seconds to production on a small map, (width: 56 cell) and on a large map (width: 128 cell) it will add 17 seconds.
by Mesacer
Sat Jul 21, 2018 1:46 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 789396

Re: TD balance thread

Please post replays so we can analyze the games!
by Mesacer
Fri Jul 06, 2018 10:13 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 789396

Re: TD balance thread

What is the thing with 1v1s. Team game is 1v1 on different fronts. That first. And yes. Its fucking dumb we can spam on a bit more eco maps MLRS and AGTs. Support a bit with inf. and you cant engage it longer. That hugh sread damage from MLRS is raping armys. And i dont upload replays longer. This ...
by Mesacer
Fri Jul 06, 2018 9:57 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 789396

Re: TD balance thread

So i am back here in the forum. Last night i had a Teamgame with normal players and MLRS AGT Spam became a hugh number. and it were just one guy. He made a second mcv and spammed AGTs + MLRS with some Tanks and a bit inf. He were backmoving into the AGT line his MLRS all the time, because my hugh d...
by Mesacer
Thu Jun 14, 2018 8:27 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 789396

Re: TD balance thread

Need to change airstrike power to: Not always come from left side of map. This screws player who happent to have base on left side of map hard as barely have any time to react. Ideally they would use position of using players conyard to target location angle like in most Gen:Zh mods. The planes to ...
by Mesacer
Fri May 25, 2018 11:28 am
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 789396

I will post this here also, i have posted this on the balancing PR that AoAGeneral made on github. The future So moving forward from this, GDave, AoAGeneral and I had a talk about this and came to the conclusion that I will help with the balancing, mostly with the technical part but also with commun...
by Mesacer
Thu May 24, 2018 6:30 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 789396

Re: TD = Tower Defence

I've noticed many games with the balance changes have become really tower spammy, specifically AGT all over the damn place accompanied with base pushing. Mesacer uses this tactic heavily. Unfortunately its so effective it will catch on and become the norm, tower defence is not RTS. Ok, I think the ...
by Mesacer
Wed May 02, 2018 9:54 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 789396

Switching back to classic-style production is an option if multi-queue really is causing fundamental problems and players are looking for radical solutions to fix that. I think the majority of the TD player base is not in favor of going back to single queue system. It is one thing that makes it dif...
by Mesacer
Mon Mar 26, 2018 9:14 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 789396

* Price increased to 650$ APC being the same price as T2 light tanks is frankly offensive to me. Light tanks should be it's hard counter. The APC should be 500, the same as the recon, and be appropriately balanced. I like the idea of reverting to machine gun on the APC and I propose we try that bef...
by Mesacer
Mon Mar 26, 2018 7:51 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 789396

MCV: * Cost is reduced to 3000$ * Speed reduced to 60 APC: * Reduced the projectile speed from instant to 900 * Price increased to 650$ * Health reduced by 10% * Reduced the turn speed from 8 to 5 * Build time set to 15 sec * Anti air gun reduced from 7 to 5 Rocket Launcher: * Cost reduced to 800$ C...
by Mesacer
Sat Mar 17, 2018 10:39 am
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 789396

Under some debates with Anjew on Discord a few problems were found out about the APC. I recently saw about a few weeks ago that the vision range on the APC is 7. Scouters (Buggies/Hummers) have 8 and tanks have 6. Knowing this I had plans to reduce the vision of APCs to 6. However, as the discussio...
by Mesacer
Fri Mar 16, 2018 10:29 am
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 789396

@GDave: --------------------- Good points to make for the person who modded the map. That is presently why im going around asking about it. It happens to be that "APCs are OP because of price" is not a good reason with me. I have already explained the reasons why being that in a start game match yo...
by Mesacer
Fri Mar 16, 2018 9:38 am
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 789396

I added some more maps: Deterring Democracy: https://resource.openra.net/maps/26222/ Alpha Juno V: https://resource.openra.net/maps/26230/ Back to Basics: https://resource.openra.net/maps/26231/ Burning Hammer: https://resource.openra.net/maps/26232/ Control and Chaos: https://resource.openra.net/ma...