Just wanted to say you did it
Posted: Mon Nov 18, 2019 11:26 pm
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OpenRA is a GPLv3 real time strategy game engine which recreates the look and feel of the original C&C games.
https://forum.openra.net/
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pointbreak wrote: ↑Mon Nov 18, 2019 11:46 pm>Reduced production speed bonus from high-tech units (Mammoth Tank, Tesla Tank, Mobile Gap Generator, Mobile Radar Jammer, Chrono Tank, Phase Transport, MiG, Longbow, Missile Submarine, Cruiser)
Nerfs mainly soviets, artificially bloats up importance of medium tanks. Destroyers can still be built quickly, so can medium tanks.
>Tesla Tank health from 45000 to 40000
Nerf soviets.
>Mammoth Tank missile range reduced from 8 to 6.5 cells, vision reduced from 7 to 6 cells
Nerf soviets.
Custom production speed modifier for some T3 units was implicit and not known to many players. Also its adverse side was you drained your economy more quickly because these units had higher money/second ratio when being built.Luftwaffe wrote: ↑Tue Nov 19, 2019 2:14 amThere was ABSOLUTELY but ABSOLUTELY no need for this one: >Reduced production speed bonus from high-tech units (Mammoth Tank, Tesla Tank, Mobile Gap Generator, Mobile Radar Jammer, Chrono Tank, Phase Transport, MiG, Longbow, Missile Submarine, Cruiser)< This by itself really ruins the game completely. Mammoths were reduced to almost heavy tank specs and then fixed to 42 seconds of production time? Come on, someone really lacks common sense.
This is the ultimate 1v1, low-tech OpenRA version, just make infantry and light tanks and spam spam spam.
MIGs seem to be but a total waste of resources, nobody will use them, just take them out completely and mammoths too.
Phase Transport use-case was quite drastically repurposed cause now it can't crush infantry as effective as before because infantry detects it when being crushed. Instead it is given an improved transport role that also has some additional quirks.pointbreak wrote: ↑Mon Nov 18, 2019 11:46 pm>Detection removed from all other units and structures
Nerf soviets!
>Phase Transport cost from 1350 to 1000, health from 30000 to 35000
Buffs allies.
Mobile Flaks outran Hinds/Blackhawks, now they don't.
Light tank was still underperforming for its cost, now it feels to be around the sweet spot. I can hardly compare weapon range with "~20% damage increase" here. Speed was reduced to align it to Mobile Flak.pointbreak wrote: ↑Mon Nov 18, 2019 11:46 pm>Light Tank weapon range increased from 4 to 4.75 cells. Speed reduced from 128 to 118
~20% damage increase, <10% speed decrease. Buffs allies obviously.
At the same time some of the players say that Tesla Coils should be nerfed more because TC basepushes are too powerful.pointbreak wrote: ↑Mon Nov 18, 2019 11:46 pm>Tesla coil range reduced from 8.5 to 8 cells
Nerf soviets - already takes a war factory and more energy to build these.
Actually buffs Migs - this cycle Mig changes improve Mig's controllability so you don't get frustrated with their wonky overpasses at new targets below them.pointbreak wrote: ↑Mon Nov 18, 2019 11:46 pm>Mig attack-pass length reduced
They were already shit before, nobody used them. Thanks for the triple nerf or something.
Changes nothing in terms of balance, just removes the customized trait leftover from old times.pointbreak wrote: ↑Mon Nov 18, 2019 11:46 pm>Changed Heavy Tank cannon burst delay to be equal to the Mammoth Tank
Guess this nerfs soviets.
All it takes is for one person in a lobby to suggest "Ok, after this game lets all move to the playtest and give it a go". There were three months of opportunities where we were actively looking for all the feedback we could get. I think it is completely reasonable to blame individual players who choose to ignore all our requests for feedback, and then rudely post all their complaints two hours after the release to maximize the impact of their scorn while safely guaranteeing that nothing can be done if there are any legitimate complaints.lawANDorder wrote: ↑Tue Nov 19, 2019 8:33 amI think it's not fair to blame individual players from the teamgame playerbase for not testing the changes because there simply are not enough people participating in playtests - there is not really an opportunity for them. All they can do is trust the people in charge of balance and hope their interests are taken into account--
It takes the other people do also join the playtest servers. Unless you know each other or are somehow organized this often does not work. This is a difference to the 1v1 playerbase that is organized and only depends on one other person to do playtesting. The root cause is not lack of interest in playtesting but that it is hard to find a non-1v1 game on playtest servers. IMO this is something we need to support more, maybe by advertising playtest events at a fixed date. I can't blame anyone for not waiting hours in an empty server.
Agree on the part that this was no constructive feedback. Tbh, since this is about balance, I personally don't think that earlier feedback would have made any difference. I don't think there was any chance at any time that anybody outside the the 1v1 circle could have had any influence on the balance decisions. But that is just my opinion, I gave up that hope some time ago. It had still been helpful to have teamgames on the playtest(s) to test things that are outside the 1v1 meta, which is the more important point for me and something that needs support.
Several people from the mythical "1v1 circle" frequently play teamgames and massplayer games as well (even more so in TD) and also contribute to game balance.I don't think there was any chance at any time that anybody outside the the 1v1 circle could have had any influence on the balance decisions.
Anyone can influence and suggest, all it takes is constructive feedback. Problem with most team game players is that they know little about the game and what consequences a change might have. Thus suggestions usually fall flat and people after having shown flaws of their suggestion are quick to give up. It might seem that no-one from non-1v1 community can influence balance but it is just an illusion. It seems so only because the trend is that people who truly care about the game and are prepared to work to make it better are medium to high skilled 1v1 players. Developers influence too, mostly pchote ( one of the lead devs) but in general they just approve or freeze balance changes depending on community consensus and vision of the project.lawANDorder wrote: ↑Tue Nov 19, 2019 10:36 amI don't think there was any chance at any time that anybody outside the the 1v1 circle could have had any influence on the balance decisions.
Reduced minimum range for Migs improves their targeting when the victim is closely below them, so they fire immediately instead of doing another overpass. This got worse when Migs aimed at a moving target and it got below minimum range each time they got in line with it.Orb370 on Sep 15 Contributor
These are my changes. The reload delay increase is so that Migs don't fire multiple volleys per attack run. It feels a bit luck/gimmiky that the Mig may do double DPS or not, depending on angling and which way the enemy vehicle is moving.
On the handling side of things, it prevents ammo wastage by the Mig. It's easy to fire two volleys on auto-attack when you only needed the first volley to kill the target.
Thanks. I'll remember that in 2020 when writing the next >150 pull request reviews and submitting another ~100 issues like this year. Disclaimer: I don't care about the numbers or your appreciation, however i can't deny comments like this and being confronted with sheer ignorance is somewhat demotivating.netnazgul wrote: ↑Tue Nov 19, 2019 11:38 amIn any case, playtesting doesn't have much in common with just "start a playtest version and wait on a server for a game". One also needs to understand how the game works, research what works and what might be improved, present all that in a constructive manner and get in contact with people who do actual code updates. Even an issue post on project's github might be a good start, obviously getting in conversation on OpenRA Discord is better in terms of presenting raw points and brainstorming the problems.