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Posted: Sat Dec 16, 2017 10:29 am
by Arular
A third point I want to mention is the vision range of the Communications Center. An increase to 15 cells of vision could make the Comm Center (and maybe for the Radar Dome too) more interesting.

Posted: Sun Dec 17, 2017 12:21 am
by Blackened
Arular wrote: Maybe the damage vs wood should be reduced a bit, to make the other aircraft more interesting to build. What do you guys think about this?
Hind/yaks and migs/longbows fulfill different roles. Nerfing their damage to wood is a bad idea. Without being able to snipe structures in the mid games, Hinds/yaks would go the way of the migs as in not be used. It is already very hard to snipe artillery/rockets/flak trucks without trading poorly. Making sniping a building an even riskier proposition buffs static AA D even more.

The Medic and Mechanic could get an increase of 1 cell, bringing it in line with the engineer.
Medics are very tanky specifically in the early game. Giving them more vision allows them to stick closer to their riflemen. I don't think they need a buff. Don't really care about mechanic.

Only the Tesla Tank is out of line, but I’m not sure if this should be changed.
Tesla tech is less effected by gap gens. That is just the way SoScared made it when he introduced it into the playtest.

Here the Destroyer could get an increase of 1 cell to put it in line with the other Allied ships. I think the Missile Sub should also get the same reveal like the Submarine.
Destroyers absolutely do not need a line of sight increase. Migs already have a hard time dealing with them (which can be the only soviet counter to destroyers when they lose the sea.) Missile sub should have it's line of sight increased.

A third point I want to mention is the vision range of the Communications Center. An increase to 15 cells of vision could make the Comm Center (and maybe for the Radar Dome too) more interesting.
Could be tried but I'm not sure I see the benefit.

Posted: Mon Dec 18, 2017 6:31 pm
by Arular
Medics are very tanky specifically in the early game. Giving them more vision allows them to stick closer to their riflemen. I don't think they need a buff. Don't really care about mechanic.
Hmm, I don't think this will impact that much since the vision range will be the same like the rifle infantry. If the player doesn't micro the medic properly, it will end up at the front of the army giving 1 cell more vision till they die :P
Destroyers absolutely do not need a line of sight increase. Migs already have a hard time dealing with them (which can be the only soviet counter to destroyers when they lose the sea.) Missile sub should have it's line of sight increased.
Good point, I didn't think about the MiGs. Then I would say increase the price for the destroyer (but this is maybe more for a naval balance change for when that happens).

Posted: Mon Dec 18, 2017 9:10 pm
by eskimo
IIRC Destroyers had a reduction in vision not so long back. Might have been to help prevent ease of ore camping from the seas and help with the Mig seeing as Destroyers have AA.

Posted: Wed Dec 20, 2017 4:32 pm
by Arular
IIRC Destroyers had a reduction in vision not so long back. Might have been to help prevent ease of ore camping from the seas and help with the Mig seeing as Destroyers have AA.
Yeah, you probably mean the reduced missile range and tracking.

Posted: Thu Dec 21, 2017 12:11 am
by Blackened
Rifles attack range is 1 cell longer than their sight. Currently a medic needs to be 2 cells away to give rifles full vision/attack range. You bump medics sight up by one and that obviously drops down to 1 cell away. That one cell difference completely negates a dog and means you need a vastly overwhelming force to push through.

Compared to now, if that medic is 2 cells away you can engage them safely or if they are mixed in with the rifles a dog can use its sight advantage.

Posted: Sun Dec 31, 2017 5:23 pm
by Smitty
Happy New Year y'all!

We've got an official playtest coming out shortly, and I hope to see the regular players make the switch. Unlike previous official playtests, this one won't come when RAGL isn't in session. With RAGL out of the way, there's no reason not to play your normal matches on the playtest.

Playtesting is simple, just play games as you normally would and report back if any thing is off-kilter. Catching bugs and regressions is the point of playtesting, but the devs need more eyeballs to find them. We didn't find as many as we'd like last go-around (i.e. barrels), but if we can get some normal games on the playtest we (hopefully) should be able to catch the game-changers before release.

...

Keep the feedback coming! I've got several things in my notes and I'm looking to process ideas into what will eventually become my next balance playtest. Now is a great time to tell me your view of where the game is right now.